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Showing posts with label technology acceptance model. Show all posts
Showing posts with label technology acceptance model. Show all posts

Monday, June 20, 2022

Acceptance of Serious Games to Develop Digital Competencies in Higher Education Professors [Scholarly Article - EJEL, April 2022]

Title:
Acceptance of Serious Games to Develop Digital Competencies in Higher Education Professors
 
Authors:
Dr. Juan Carlos Sandí-Delgado
Professor and Researcher at School of Computer Science, Recinto de Guápiles - Sede del Atlántico, University of Costa Rica, Limón, Costa Rica
 
Dra. Cecilia Sanz
Professor and Researcher at Institute of Research at Computer Science III-LIDI, School of Computer Science, National University of La Plata, Associate Researcher of CIC, La Plata, Argentina
&
Mag. Edith Lovos 
Professor and Researcher at School of Computer Science, Sede Atlántica - National University of Río Negro, Río Negro, Argentina
 
Published:
The Electronic Journal of e-Learning (EJEL), 21 April 2022
 
Abstract:
Serious games are the focus of the current research agenda. They show promise for allowing students to learn and practice skills. In fewer studies, they are used for the development of academic competencies. Therefore, it is of interest to deepen the research on the benefits of serious games in academic education and training. This article presents a study using serious games aimed at higher education academics’ training for the development of digital competencies. The study was carried out with 56 academics, using the serious game called AstroCódigo. The study analyzed the level of acceptance of serious games using the TAM model and what factors the academics believe affect this acceptance. It is important to know possible barriers that affect the development of actions oriented to the formation of academic competencies through serious games, which can also affect the adoption of games as a resource for teaching situations. None of prior studies have focused on analyzing the technological acceptance of serious games used for the development of academic competencies. The results of this research indicate that participants believe that using serious games can be beneficial to drive digital competencies. However, there are aspects such as the highest academic qualification, work experience, professional development, perceived usefulness, ease of use, and fear of change associated with age rank which can play a negative role in the use and acceptance of digital technologies by academics, particularly serious games. These results may be a clue to the barriers linked to the fact that most of the participants in this study do not use serious games in their classes or for their digital skills training. Additionally, the possibility to try and fail and the increased level of challenges proposed in the serious games, related to enjoyment, were valued by academics, during the sessions with AstroCódigo. These findings open the door to organize strategies for academic training in digital competencies within higher education institutions. They can also impact the design decisions of new serious games.

Wednesday, October 13, 2021

Exploring Students' Acceptance of Google Classroom during the Covid-19 Pandemic by Using the Technology Acceptance Model in West Sumatera Universities [Scholarly Article - EJEL, 2021]

Title:
Exploring Students' Acceptance of Google Classroom during the Covid-19 Pandemic by Using the Technology Acceptance Model in West Sumatera Universities
 
Authors:
Ahmad Fauzi, Raju Wandira, Domi Sepri & Afdhil Hafid
 
Published:
Electronic Journal of e-Learning (EJEL), Volume 19, Number 4, 11 August 2021
 
Abstract:
The learning process in West Sumatera, Indonesia, changed into an online-based system due to the Covid-19 pandemic, which involved educators and students using many platforms of e-learning for teaching and learning. Therefore, the purpose of this research is to evaluate the use of e-learning platforms among students at universities in West Sumatera, Indonesia, during the Covid-19 pandemic, particularly widely used Google Classroom. This research employs the Technology Acceptance Model (TAM) by considering relevant external factors related to the pandemic situation and examining their effects on the acceptance of Google Classroom. A questionnaire was distributed from December 11th to December 31st, 2020, to collect data via an online-based survey. Using Cochran's formula with a confidence level of 95%, 383 students were selected as samples, while Structural Equation Modeling (SEM) was applied as a method for data analysis. The result showed that the facility had made the learning process easy for students, which influenced its usefulness. The facility is related to the possession of the required tools and knowledge to utilize the technology, alongside the significant effect on ease of use and usefulness. When adequately provided, the ease and benefit of using Google Classroom are maximally felt when distance learning is ongoing. Consequently, the ease of use positively influenced the benefits of the platform as its features were simple and benefited the students during the learning process. The usefulness of Google Classroom also had a positive influence on attitude towards the platform, and this variable finally determined the intention to use, which was significantly influenced by the perceived usefulness of e-learning. Therefore, this study shows that factors that determine facility, such as the internet, devices used by students, or knowledge to use Google Classroom, are important in online learning during the Covid-19 pandemic.

Thursday, February 4, 2021

Social Media and Consumer Engagement: The Case of Malaysian Student Entrepreneurs [Journal of Asia-Pacific Business, July 2020]

Title: 
The Case of Malaysian Student Entrepreneurs 
 
Authors:
Abdullah Al Mamun, UCSI University, Malaysia
Noorshella Binti Che Nawi, Universiti Malaysia Kelantan, Malaysia
Noorul Azwin Binti Md Nasir, Universiti Malaysia Kelantan, Malaysia
Syed Ali Fazal, International University of Business Agriculture and technology (IUBAT), Bangladesh

Published:
Journal of Asia-Pacific Business, Volume 21, 14 July 2020

Abstract:
This study focuses on the factors (i.e., social influence, performance expectancy, perceived trust, perceived risk, perceived enjoyment, and effort expectancy) contributing to the depth of social-media adoption as a business platform and its effect on consumer engagement among student entrepreneurs in Malaysia under the premise of the Unified Theory of Acceptance and Use of Technology (UTAUT). The findings of this study reveal that performance expectancy, perceived risk, perceived trust, and perceived enjoyment significantly affect the depth of social-media adoption, which in turn significantly affects consumer engagement.
 

Monday, May 18, 2020

Scholarly Article (2020) - Predicting the Determinants of Dynamic Geometry Software Acceptance: A Two-Staged Structural Equation Modeling - Neural Network Approach

Title:
Predicting the Determinants of Dynamic Geometry Software Acceptance: A Two-Staged Structural Equation Modeling - Neural Network Approach

Author:
Chiu-Liang Chen

Published:
International Journal of Information and Education Technology, 10(6), 2020
http://www.ijiet.org/show-139-1634-1.html

Fact from the abstract:
"This research examined the predictors of dynamic geometry software adoption by using GeoGebra as a case study. The proposed model incorporated basic predictors of the technology acceptance model such as perceived usefulness (PU), perceived ease of use (PEOU), and attitude toward usage (ATU), as well as predictors relating to students’ mathematics attitudes, namely self-confidence in mathematics, perceived value of mathematics (VAL), and enjoyment of mathematics."

Friday, April 17, 2020

Scholarly Article (2020) - Highlighting E‑learning Adoption Challenges using data Analysis Techniques: University of Kufa as a Case Study

Title:
Highlighting E‑learning Adoption Challenges using data Analysis Techniques: University of Kufa as a Case Study

Authors:
Ammar J.M. Karkar, Hayder K. Fatlawi & Ahmed A. Al-Jobouri

Published:
E-Journal of e-Learning (EJEL), volume 18, issue 2, February 2020
Available: file:///C:/Users/User/Downloads/ejel-volume18-issue2-article700.pdf

From the abstract:
"Electronic learning (e-learning) plays a significant role in improving the efficiency of the education process. However, in many cases in developing countries, technology transfer without consideration of technology acceptance factors has limited the impact of e-learning and the expected outcome of the education process. Therefore, this shift in learning method has been met with low enthusiasm from academic staff and students owing to its low perceived usefulness and perceived ease-of-use. The University of Kufa (UoK) in Iraq is considered a good case study because it has implemented the e-learning platform since 2013. The UoK platform is based on open-source Moodle owing to the latter’s advantages, such as low implementation cost, open community for support and continuous update and development. To identify and evaluate the challenges, this study uses a questionnaire survey that targets the level of adoption, implementation, familiarity and technology acceptance of staff and students."