Nisiotis, LouisSousa Santos, BeatrizAnderson, Eike2024-04-302024-04-302024978-3-03868-238-71017-4656https://doi.org/10.2312/eged.20241008https://diglib.eg.org/handle/10.2312/eged20241008This paper presents a case study on playing video games as a method to support the delivery of a game development University module, describing the teaching methodology and presenting details on a 'gaming' for learning approach to support the module's learning objectives. It presents the formulation of a theoretical framework to evaluate students acceptance of playing video games as a learning method, and the results of a pilot study using a modified Technology Acceptance Model. The results revealed that gaming as a learning activity was positively perceived by students, finding this method engaging and relevant to their learning curriculum, playful, enjoyable, useful, easy to use, with positive attitudes and behavioural intentions to use. This pilot case study serves as a practical example of implementing video games to support learning, preparing the methodology for further research to understand students acceptance, and the effect on learning outcomes and knowledge acquisition.Attribution 4.0 International LicenseCCS Concepts: Human-centered computing → HCI theory, concepts and models; Applied computing → EducationHumancentered computing → HCI theoryconcepts and modelsApplied computing → EducationGaming to Learn: A Pilot Case Study on Students Acceptance of Playing Video Games as a Learning Method10.2312/eged.202410084 pages