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(searched for: doi:10.1007/s10055-021-00554-x)
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Published: 27 October 2022
by MDPI
Journal: Sustainability
Sustainability, Volume 14; https://doi.org/10.3390/su142113965

Abstract:
University students use various ICT-based media a goal to help them learn. The Chinese government is also increasing the use of ICT tools in the education sector because they relate to university students’ learning outcomes. Several universities in China provide tablet computer facilities as learning tools for their university students. These learning tools are widely used in the country because they have many benefits in educational settings. For instance, they are paperless, practical, and portable and support sustainable education. Although tablets provide many benefits, their use as learning tools is not necessarily accepted by university students. Knowing the factors influencing the intention to use them as a learning tool increases their effective utilization by college university students. Therefore, this study aimed to determine the factors predicted to relate to the intention and actual usage of tablet computers by university students in urban and rural areas. It combined the TTF model and the Unified Theory of Acceptance and Use of Technology 2 (UTAUT-2). The study sample comprised 232 university students in rural and 214 university students in urban areas. Data were analyzed using the partial least squares statistical technique to examine the structural model and test the initial hypothesis. The results showed that the intention of university students in the village to use tablet computers as learning media is influenced by hedonic motivation and task technology fit. In contrast, habit and task technology fit is the most significant factor for university students in urban areas to use tablet computers as learning tools.
Yavuz Toraman
Published: 25 October 2022
Journal: Sosyoekonomi
Sosyoekonomi, Volume 30, pp 357-376; https://doi.org/10.17233/sosyoekonomi.2022.04.19

Abstract:
The increase in technological devices has made the digitalisation of many products and services compulsory. One of the essential results of this digitalisation is the Digital Turkish Lira (DTL). The current study examines the factors affecting the acceptance and intention to use DTL. In this context, the acceptance of use by users has been tried to be explained by structural equation modelling based on TAM and TPB in the literature. The proposed research model was analysed with the Smart PLS 3 package program. When the hypothesis results are examined, firstly, the variables within the scope of TPB have a positive effect on the intention to use. In contrast, the other variables positively impact the intention to use over the ease of use within the scope of TAM. It has been determined that users find DTL more reliable than cryptocurrency /digital money. The relationship between DTL and the Central Bank of the Republic of Turkey can be shown as the reason for this.
Published: 27 September 2022
by MDPI
Journal: Applied Sciences
Applied Sciences, Volume 12; https://doi.org/10.3390/app12199717

Abstract:
Learning satisfaction has a relationship with student outcomes. Furthermore, this has prompted many governments to increasingly implement STEM education-based learning. Many studies have examined the improvement of STEM education by teachers. However, the studies have not analyzed STEM education’s effect on students’ learning satisfaction. Extending the planned behavior theory, this study aimed to predict high school students’ learning satisfaction with STEM education. The questionnaire developed from the TPB model was filled out by 174 high school students in Indonesia. Furthermore, AMOS and SPSS 23 software were used for structural equation model analysis. The results showed that seven of twelve hypotheses were supported. Subjective norm and playfulness factors of STEM education positively relate to students’ attitudes toward STEM education. Attitude is the most important factor influencing student satisfaction and acceptance toward STEM education. Therefore, this study provides a theoretical and practical contribution to improving learning satisfaction in technology-based STEM education.
Tommy Tanu Wijaya, Yiming Cao, Martin Bernard, Imam Fitri Rahmadi, Zsolt Lavicza, Herman Dwi Surjono
Published: 8 September 2022
Frontiers in Psychology, Volume 13; https://doi.org/10.3389/fpsyg.2022.952549

Abstract:
Microgames are rapidly gaining increased attention and are highly being considered because of the technology-based media that enhances students’ learning interests and educational activities. Therefore, this study aims to develop a new construct through confirmatory factor analysis, to comprehensively understand the factors influencing the use of microgames in mathematics class. Participants of the study were the secondary school teachers in West Java, Indonesia, which had a 1-year training in microgames development. We applied a quantitative approach to collect the data via online questionnaires through google form. Structural Equation Modelling (SEM) with AMOS software was used to analyze the proposed model. Empirical results confirmed the perceived easy to use and subjective norm influence (PEU and SN) relationship with teachers’ microgame usage behaviors and intentions. In this condition, SN was found to have the initial significant influence on behavioral intention (BI), as attitude, BI, and facilitating conditions also correlated with the actual use of microgames. Furthermore, the largest influential factor was BI, with the results subsequently showing that TPACK had no significant influence on the actual use of microgames. This report is expected to help bridge the gap across several previous studies, as well as contribute to the explanation and prediction of the factors influencing the teachers’ mathematical utilization of the study’s program. Besides this, it also helps to increase the use of microgames in teaching and learning activities.
Muyi Gan
Published: 21 August 2022
Computational Intelligence and Neuroscience, Volume 2022, pp 1-9; https://doi.org/10.1155/2022/1084573

Abstract:
People are living in an age of artificial intelligence. Artificially intelligent technology, such as virtual reality technology, is creating new horizons in every field. In this article, people are learning about the cultivation of Internet literacy among college in ideological and also in the political teaching under the application of virtual reality technology. Internet literacy is defined as the ability to search and utilise information from the Internet. It includes the person’s ability to communicate with people, the ability to protect their own privacy, and stay away from harmful and malicious content on the Internet. The basic computer skills, along with the ability to assess social media and search engines, the knowledge to handle Microsoft Office tools, send and receive emails, search for answers online, ask questions in forums, enrol in educational courses, etc., form the basis of Internet literacy. Ideological and political education is vital educational courses that need to be upgraded with the latest technological growth. The main idea of this proposed system is to cultivate Internet literacy among ideological and political education students by using VI technology. The model is found to deliver great results under the application of virtual reality technology. The proposed model implements a Back-Propagation Network Algorithm for the cultivation of Internet literacy among college students.
Wenbin Du, , DengHui Liu
Published: 22 July 2022
Journal: SAGE Open
Abstract:
Teachers’ continuous usage intention for virtual reality (VR) technology is a prerequisite for achieving its expected educational value in elementary and secondary education. Through a comprehensive model considering task-technology fit (TTF) and usage satisfaction, this study involved an analysis framework for the intention of teachers to continue using VR technology for classroom teaching. A questionnaire survey was conducted on 291 teachers of elementary and secondary schools in Jiangsu Province, China, to identify factors affecting their continuous usage intention for VR technology. The results indicated that perceived usefulness and perceived ease-of-usage significantly impacted usage satisfaction. Surprisingly, usage satisfaction did not promote continuous usage intention. System quality and service quality of VR technology were key factors influencing perceived usefulness and perceived ease-of-use, respectively. Meanwhile, TTF promoted teachers’ continuous usage intention while being positively affected by quality factors. Therefore, teachers are more concerned about optimizing pedagogical effectiveness by VR technology. Thus, further applications of VR technology in teaching should focus on improving the application modes. Moreover, a teaching environment supporting the pedagogical application of VR technology and a more autonomous classroom ecology for teachers to conduct VR-supported classroom teaching reform may be important factors to promote teachers’ usage intention for VR technology.
Published: 31 May 2022
by MDPI
Journal: Applied Sciences
Applied Sciences, Volume 12; https://doi.org/10.3390/app12115607

Abstract:
Smart surgery is a new way to utilize smart devices to change existing surgeries. Smart glasses can enhance the surgical procedure so that the patient can understand the procedure more intuitively. Surgery is for patients, and patient acceptance of extended reality surgery is the purpose of this study. This study uses the technology behavior model, which is more in line with the user’s assessment of the acceptance behavior of the new technology. A triangulated research approach was used, which applies to this study for a specific patient population. Primary data were collected from hospitals through questionnaires and were statistically analyzed by CB&PLS-SEM multimodel using SmartPLS software. It was concluded that patients were influenced by operational emotional factors in undergoing extended reality surgery. The study provides a basis for future research related to the practical application of smart surgery from the patient’s perspective in viewing and accepting surgery.
Published: 11 April 2022
by MDPI
Journal: Ai
Ai, Volume 3, pp 285-302; https://doi.org/10.3390/ai3020018

Abstract:
The technology acceptance model is a widely used model to investigate whether users will accept or refuse a new technology. The Metaverse is a 3D world based on virtual reality simulation to express real life. It can be considered the next generation of using the internet. In this paper, we are going to investigate variables that may affect users’ acceptance of Metaverse technology and the relationships between those variables by applying the extended technology acceptance model to investigate many factors (namely self-efficiency, social norm, perceived curiosity, perceived pleasure, and price). The goal of understanding these factors is to know how Metaverse developers might enhance this technology to meet users’ expectations and let the users interact with this technology better. To this end, a sample of 302 educated participants of different ages was chosen to answer an online Likert scale survey ranging from 1 (strongly disagree) to 5 (strongly agree). The study found that, first, self-efficiency, perceived curiosity, and perceived pleasure positively influence perceived ease of use. Secondly, social norms, perceived pleasure, and perceived ease of use positively influences perceived usefulness. Third, perceived ease of use and perceived usefulness positively influence attitude towards Metaverse technology use, which overall will influence behavioral intention. Fourth, the relationship between price and behavioral intention was significant and negative. Finally, the study found that participants with an age of less than 20 years were the most positively accepting of Metaverse technology.
Published: 27 March 2022
Abstract:
The chapter provides a comprehensive and up-to-date insight into main research findings in the area of educational technology acceptance, adoption, and usage. Over the past decades, a variety of theoretical perspectives have been advanced to provide an understanding of the determinants of adoption of various technologies used to support the process of knowledge transfer and acquisition. Although some prominent theoretical approaches in educational contexts include Innovation Diffusion Theory (IDT), Unified Theory of Acceptance and Use of Technology (UTAUT), as well as Motivational Model (MM), research reveals the Technology Acceptance Model (TAM) as the most influential model and leading scientific paradigm in investigating acceptance of educational technology by students, teachers, and other stakeholders. Aiming to increase their predictive validity, in numerous empirical studies, models have been extended with different predictive factors, like the most often validated self-efficacy, subjective norm, perceived enjoyment, perceived playfulness, anxiety, social influence, system quality, and facilitating conditions. Research revealed electronic learning (e-learning) as the most common validated mode of delivery, followed by mobile learning (m-learning), learning management system (LMS), personal learning environment (PLE), and massive open online course (MOOC), along with different supportive facilitating technologies used in education such as social media platforms, teaching assistant robots, simulators, as well as virtual reality (VR) and augmented reality (AR) technologies. To enhance explanatory power, new developments in educational technology acceptance and adoption have suggested the need of integration of TAM and UTAUT with other contributing adoption and post-adoption theories and models, together with several established approaches from other fields.
Published: 6 December 2021
Interactive Learning Environments pp 1-18; https://doi.org/10.1080/10494820.2021.2009880

Abstract:
Virtual reality (VR) is the latest type of technology being developed and rapidly integrated into training environments. This study investigated students’ intentions to use VR for training. The Technology Acceptance Model (TAM) was expanded to include two factors that are relevant to using VR in a dynamic learning environment. A survey of 310 aviation students was conducted at ten institutions across the United States. Results indicated positive relationships between perceived ease of use (PEU) and perceived usefulness (PU), perceived enjoyment (PENJ) and PEU positively impacted attitude towards using VR for dynamic learning, and attitude positively impacted behavioral intention (BI). Two of the eight hypotheses were not supported despite support in the literature. The findings of the study can inform instructors and developers of VR for dynamic learning programs in a variety of environments and implementation thereof.
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