Using Diffusion of Innovations to Explore Digital Gaming in Undergraduate Library Instruction Page: 3
The following text was automatically extracted from the image on this page using optical character recognition software:
highest overall preference ranking; and 3) overall preference for the audio-only delivery
method was remarkably low. The most important theme across the observational data
was the participants' waning attention during the face-to-face library instruction
sessions. The most important outcome from the semi-structured interviews was
interviewees' stated appreciation for useful technologies. Over 95% of participants were
so-called digital natives, that is, born post-1980. Rogers' assertion that age plays a
minor role in predicting technology adoption appears warranted, since the more
innovative digital game delivery method achieved mediocre overall preference.
Here’s what’s next.
This dissertation can be searched. Note: Results may vary based on the legibility of text within the document.
Tools / Downloads
Get a copy of this page or view the extracted text.
Citing and Sharing
Basic information for referencing this web page. We also provide extended guidance on usage rights, references, copying or embedding.
Reference the current page of this Dissertation.
Robertson, Michael James. Using Diffusion of Innovations to Explore Digital Gaming in Undergraduate Library Instruction, dissertation, August 2009; Denton, Texas. (digital.library.unt.edu/ark:/67531/metadc11011/m1/3/: accessed June 21, 2018), University of North Texas Libraries, Digital Library, digital.library.unt.edu; .