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A Quantitative Correlational Study o...
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Kovacic, Joseph.
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A Quantitative Correlational Study on the Influence of Video Gaming on Entry into Post-Secondary Information Technology Academic Programs.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
A Quantitative Correlational Study on the Influence of Video Gaming on Entry into Post-Secondary Information Technology Academic Programs./
作者:
Kovacic, Joseph.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2019,
面頁冊數:
256 p.
附註:
Source: Dissertations Abstracts International, Volume: 80-12, Section: B.
Contained By:
Dissertations Abstracts International80-12B.
標題:
Information Technology. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=13881220
ISBN:
9781392159231
A Quantitative Correlational Study on the Influence of Video Gaming on Entry into Post-Secondary Information Technology Academic Programs.
Kovacic, Joseph.
A Quantitative Correlational Study on the Influence of Video Gaming on Entry into Post-Secondary Information Technology Academic Programs.
- Ann Arbor : ProQuest Dissertations & Theses, 2019 - 256 p.
Source: Dissertations Abstracts International, Volume: 80-12, Section: B.
Thesis (D.B.A.)--Northcentral University, 2019.
This item must not be sold to any third party vendors.
The purpose of this quantitative, non-experimental correlational study was to evaluate the influences of video gaming activities on information technology enrollment at the post-secondary education level. The research entailed an examination of the relationships between video gaming, information technology academic entry, behavioral intention to perform information technology work, perceived usefulness (PU), and perceived ease of use (PEoU). The technology acceptance model (TAM) served as the theoretical lens guiding this research study. Quantitative, non-experimental data collection took place through the use of a one-time closed-ended anonymous survey accessible from the Internet, which helped increase participant accessibility. A total of 367 non-degreed undergraduate students from three post-secondary institutions completed the study survey. The data obtained for this research study were analyzed using structural equation modeling (SEM) and traditional statistical methods.The research study SEM analysis results showed a significant positive direct effect (0.51 ≤ β ≤ 0.59, 4.88 ≤ t ≤ 6.97, p < 0.001, 0.111 ≤ f2 ≤ 0.153) of video gaming-related perceived ease-of-use on the behavioral intention to design, develop, implement, and maintain information technology. The results from t-test, Mann-Whitney U, and logistic regression analyses denoted a strong positive correlation (| t | > 11, U > 2,200, p < 0.001, Cohen's d = 1.8) between the behavioral intention to design, develop, implement, and/or maintain information technology resulting from video gaming activities and adoption of information technology as a post-secondary academic major. The findings support past research studies that demonstrated spatial ability as a significant predictor of science, technology, engineering, and mathematics (STEM) career entry and achievement. Past empirical investigations also showed significant improvements in spatial abilities from action video gaming activities.
ISBN: 9781392159231Subjects--Topical Terms:
1030799
Information Technology.
Subjects--Index Terms:
Academic
A Quantitative Correlational Study on the Influence of Video Gaming on Entry into Post-Secondary Information Technology Academic Programs.
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The purpose of this quantitative, non-experimental correlational study was to evaluate the influences of video gaming activities on information technology enrollment at the post-secondary education level. The research entailed an examination of the relationships between video gaming, information technology academic entry, behavioral intention to perform information technology work, perceived usefulness (PU), and perceived ease of use (PEoU). The technology acceptance model (TAM) served as the theoretical lens guiding this research study. Quantitative, non-experimental data collection took place through the use of a one-time closed-ended anonymous survey accessible from the Internet, which helped increase participant accessibility. A total of 367 non-degreed undergraduate students from three post-secondary institutions completed the study survey. The data obtained for this research study were analyzed using structural equation modeling (SEM) and traditional statistical methods.The research study SEM analysis results showed a significant positive direct effect (0.51 ≤ β ≤ 0.59, 4.88 ≤ t ≤ 6.97, p < 0.001, 0.111 ≤ f2 ≤ 0.153) of video gaming-related perceived ease-of-use on the behavioral intention to design, develop, implement, and maintain information technology. The results from t-test, Mann-Whitney U, and logistic regression analyses denoted a strong positive correlation (| t | > 11, U > 2,200, p < 0.001, Cohen's d = 1.8) between the behavioral intention to design, develop, implement, and/or maintain information technology resulting from video gaming activities and adoption of information technology as a post-secondary academic major. The findings support past research studies that demonstrated spatial ability as a significant predictor of science, technology, engineering, and mathematics (STEM) career entry and achievement. Past empirical investigations also showed significant improvements in spatial abilities from action video gaming activities.
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