Using Diffusion of Innovations to Explore Digital Gaming in Undergraduate Library Instruction Page: 3
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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.
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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 January 16, 2018), University of North Texas Libraries, Digital Library, digital.library.unt.edu; .