Abstract

This work shows an analysis of the perception and intention to use serious games as teaching-learning strategies in academic processes in higher education. For the analysis, the adaptation of a TAM model is used, analyzing aspects such as ease of use, usefulness, attitude, confidence, and intention of use. As a result, it is evident that there is a low real use of the tools categorized as innovative and that the attitude towards the use of the serious game is mainly explained by the perceived confidence and the ease of use, being the attitude, in turn, the most important antecedent of the intention to adopt these strategies.

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