Examining The Relationships Of Videogame Preference/Experience, Personality Trait, And Attitude Toward Educational Technologies In U.S. College Students
Examining the Relationships of Videogame Preference/Experience, Personality Trait, and Attitude toward Educational Technologies in U.S. College Students
ACKNOWLEDGEMENT
I would like to thank my supervisors, friends and family, without their support this research study would not have been possible.
DECLARATION
I adjudge that the entire content of this dissertation is entirely my own work; the content used in this dissertation has not been submitted before in any educational institution and represents my own opinion.
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ABSTRACT
Although various digital technologies have become commonplace for America's youth, educational institutions can be slow to effectively integrate them in the classroom. Creating a better understanding of students' perceptions of technology can assist in closing this gap. The purpose of this study was to develop a deeper understanding of the impact of videogame preferences and experiences of U.S. college students on their perception of various educational technologies. The authors created a survey instrument to collect key personal characteristics (such as gender and age), game technology preferences, game type preferences, reasons for playing video games, and attitudes toward educational technologies. The survey also included a 40-item instrument for measuring personality traits, based on the “Big Five” factors.
TABLE OF CONTENTS
ACKNOWLEDGEMENTii
DECLARATIONiii
ABSTRACTiv
CHAPTER 1: INTRODUCTION1
Background of the study1
The Internet Changes Videogames5
Stand Alone Games6
Simulation Video Games6
Nature of the Study10
Research Questions and Hypothesis10
Hypothesis10
Purpose of the Study11
Research objectives11
Rationale of the study11
Scope and Limitations12
Summary and Transition13
CHAPTER 2: LITERATURE REVIEW14
Introduction14
Videogames14
VideoGame Acceptance17
History of Videogames19
The First Videogames22
Videogames in education24
Current Stage of Videogames25
Videogames experiences28
Game genres32
Strategy33
Adventure33
Simulation34
Multiplayer vs. Single Player Videogames37
Role-playing39
Personality42
The Five-Factor Model of Personality (FFM)42
Five factor and Studies on those factors43
Learning Theories Involving Games46
Studies Pertaining to Games in Education48
Educational Uses of Videogames50
Attitudes towards Technology54
Success use of technology requires positive attitudes54
Authenticity for Learning and Participation as Learning55
CHAPTER 3: METHODOLOGY57
Introduction57
Research Question and Hypothesis57
Hypothesis58
Research Design and Approach58
Big five personality factors62
Statistical analysis62
Setting and Sample62
Data collection62
Secondary Research Methods63
Primary Research Methods63
Questionnaires63
Justification of using Mixed Methodology64
Geographic Location66
Sources for searching literature66
Using keywords67
Time table67
Gantt chart67
Summary and Transition67
REFERENCES69
APPENDIX73
Questionnaire73
CHAPTER 1: INTRODUCTION
Background of the study
Technology innovation, especially the advances in computer technologies, has significantly impacted our lives and education, e.g., the improvement of accessing information, and the changes of how people communicate, think, and process information (Prensky, 2001 ). The applications of computer technology not only help people unlock the power of learning but also improve learning outcomes (O'Neil et.al.2005). Among the applications of computer technology, the educational power that lies in entertaining Videogames has not been fully understood and applied (Lenhart, 2008 ).
At the beginning of the twenty-first century, Prensky (2001a) coined the term “digital natives” to describe students who have been exposed to computers, videogames, and other digital media from birth. One of Prensky's key points was that digital natives process information fundamentally different than digital immigrants (individuals comfortable with digital technologies, but exposed to it only later in life). Prensky (2001b) suggests a number of reasons why digital natives may think differently than previous generations: neuro-plasticity, malleability, need for interactivity, and a lack of reflection. Neuroplasticity describes how brain structures continue to evolve and adapt during a person's lifetime. Malleability is Prensky's term for how ...