TLC @ McGill University

Technology, Learning, & Cognition

Guiding teachers’ game-based learning: How user experience of a digital curriculum guide impacts teachers’ self-efficacy and acceptance of educational games.


Journal article


R. Sharma, C. Tan, D. Gomez, C. Xu, A.K. Dubé
Teaching and Teacher Education, vol. 155, 2025


Cite

Cite

APA   Click to copy
Sharma, R., Tan, C., Gomez, D., Xu, C., & Dubé, A. K. (2025). Guiding teachers’ game-based learning: How user experience of a digital curriculum guide impacts teachers’ self-efficacy and acceptance of educational games. Teaching and Teacher Education, 155. https://doi.org/10.1016/j.tate.2024.104915


Chicago/Turabian   Click to copy
Sharma, R., C. Tan, D. Gomez, C. Xu, and A.K. Dubé. “Guiding Teachers’ Game-Based Learning: How User Experience of a Digital Curriculum Guide Impacts Teachers’ Self-Efficacy and Acceptance of Educational Games.” Teaching and Teacher Education 155 (2025).


MLA   Click to copy
Sharma, R., et al. “Guiding Teachers’ Game-Based Learning: How User Experience of a Digital Curriculum Guide Impacts Teachers’ Self-Efficacy and Acceptance of Educational Games.” Teaching and Teacher Education, vol. 155, 2025, doi:10.1016/j.tate.2024.104915.


BibTeX   Click to copy

@article{r2025a,
  title = {Guiding teachers’ game-based learning: How user experience of a digital curriculum guide impacts teachers’ self-efficacy and acceptance of educational games.},
  year = {2025},
  journal = {Teaching and Teacher Education},
  volume = {155},
  doi = {10.1016/j.tate.2024.104915},
  author = {Sharma, R. and Tan, C. and Gomez, D. and Xu, C. and Dubé, A.K.}
}