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Adoptability of E-Textbooks Featuring Educational Online Games
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Author(s): Do Kyun Kim (University of Louisiana at Lafayette, USA), Lucian F. Dinu (University of Louisiana at Lafayette, USA)and Chang Geun Kim (Smart Leap Co., Ltd., USA)
Copyright: 2017
Pages: 18
Source title:
Exploring the New Era of Technology-Infused Education
Source Author(s)/Editor(s): Lawrence Tomei (Robert Morris University, USA)
DOI: 10.4018/978-1-5225-1709-2.ch012
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Abstract
Currently, the South Korean government is in the process of transforming school textbooks from a paper-based platform to a computer-based digital platform. Along with this effort, interactive online educational games (edu-games) have been examined as a potential component of the digital textbooks. Based on the theory of diffusion of innovations, this study examined how 4th, 5th, and 6th grade students perceive an interactive online edu-game and whether or not their communication attributes predict their willingness to diffuse the game. A hierarchical regression analysis revealed that four perceptions of the innovation – relevant advantage, complexity, compatibility, and observability – were statistically significant predictors of students' willingness to diffuse an online edu-game as indicated by the theory of diffusion of innovations, while only trialability was not. Based on these results, this study provides some implications for the diffusion of interactive online educational games as a potential component of the digital textbook.
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