Abstract

The adoption and success of serious for educational purposes partially depend on instructor related factors. This study proposes a simple hypothetical model on factors that influence acceptance of utilization of (whether serious or not) in undergraduate software engineering education. The suggested model is tested by means of a pilot questionnaire conducted in Turkey. Data collected from 30 instructors revealed that the number of hours per week instructor plays game, instructor's experience in using for educational purposes in general, and instructor's experience in designing games have significant impact on decision to use in software engineering education. We found no significant impact of instructor's previous research experience in education, intention to conduct future research on education, and awareness of used in teaching software engineering. The suggested model significantly predicted dependent variable with R2 = 0.798.

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