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首页> 外文期刊>International journal of gaming and computer-mediated simulations >Acceptability of Video Games Technology for Medical Emergency Training
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Acceptability of Video Games Technology for Medical Emergency Training

机译:电子游戏技术在医疗急救培训中的可接受性

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摘要

Using the technology acceptance model (TAM), this study aimed to investigate the acceptability of video game technologies (serious games) for medical emergency procedure and decision making training. Using the Triage Trainer, a prototype serious game for the triage sieve process, differences between gamers and non-gamers, males and females, and the effects of ratings of computer self efficacy (i.e. computer skill and gaming skill) and attitudes towards computers (i.e. enthusiasm and anxiety) on the acceptance model were also investigated. The results show significant correlations for computer self-efficacy and attitude variables with the perceived ease of use (PEOU), perceived usefulness (PU) and attitudes towards use (ATU) of the game. Multiple regression showed that 52% of the variance in ATU was explained by the PU and PEOU. However, none of the secondary variables (self efficacy or emotions) had a significant effect on the ATU, PU and PEOU over and above each other.
机译:使用技术接受模型(TAM),本研究旨在调查视频游戏技术(严重游戏)在医疗急诊程序和决策制定培训中的可接受性。使用Triage Trainer,这是一种用于分类筛分过程的严肃游戏原型,游戏者与非游戏者之间的差异,男性和女性,以及计算机自我效能(即计算机技能和游戏技能)等级和对计算机态度(即对接受模型的热情和焦虑也进行了调查。结果表明,计算机自我效能和态度变量与游戏的易用性(PEOU),有用性(PU)和使用态度(ATU)之间存在显着相关性。多元回归表明,PU和PEOU解释了ATU中52%的方差。但是,没有任何次要变量(自我效能或情绪)对ATU,PU和PEOU产生显着影响。

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