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Online Games as a Component of School Textbooks: A Test Predicting the Diffusion of Interactive Online Games Designed for the Textbook Reformation in South Korea

Online Games as a Component of School Textbooks: A Test Predicting the Diffusion of Interactive Online Games Designed for the Textbook Reformation in South Korea

Do Kyun Kim, Lucian F. Dinu, Wonjun Chung
Copyright: © 2013 |Volume: 9 |Issue: 2 |Pages: 14
ISSN: 1550-1876|EISSN: 1550-1337|EISBN13: 9781466633094|DOI: 10.4018/jicte.2013040105
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MLA

Kim, Do Kyun, et al. "Online Games as a Component of School Textbooks: A Test Predicting the Diffusion of Interactive Online Games Designed for the Textbook Reformation in South Korea." IJICTE vol.9, no.2 2013: pp.52-65. http://doi.org/10.4018/jicte.2013040105

APA

Kim, D. K., Dinu, L. F., & Chung, W. (2013). Online Games as a Component of School Textbooks: A Test Predicting the Diffusion of Interactive Online Games Designed for the Textbook Reformation in South Korea. International Journal of Information and Communication Technology Education (IJICTE), 9(2), 52-65. http://doi.org/10.4018/jicte.2013040105

Chicago

Kim, Do Kyun, Lucian F. Dinu, and Wonjun Chung. "Online Games as a Component of School Textbooks: A Test Predicting the Diffusion of Interactive Online Games Designed for the Textbook Reformation in South Korea," International Journal of Information and Communication Technology Education (IJICTE) 9, no.2: 52-65. http://doi.org/10.4018/jicte.2013040105

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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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