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1.
Users’ continuance intention plays a significant role in the process of information system (IS) service, especially virtual learning community (VLC) services. Following the IS success model and IS post-acceptance model, this study explores the determinants of users’ intention to continue using VLCs’ service from the perspective of quality, including perceived information quality (completeness, relevance and timeless) together with perceived interaction quality (responsiveness and connectedness) and focuses on the moderating effect of usage experience. The research hypotheses are empirically validated by using the responses received from a survey of 313 college students and the research model is assessed by structural equation model. The results show that perceived information quality and perceived interaction quality can directly affect perceived usefulness (PU), perceived satisfaction and ultimately determine users’ continuance intention. In addition, the findings verify that usage experience plays an important moderating role. The impact of PU on continuance intention is greater for low-experience users. In contrast, the impact of information satisfaction and interaction satisfaction on continuance intention is greater for high-experience users.  相似文献   

2.
Many organisations and institutions have integrated learning objects into their e-learning systems to make the instructional resources more efficient. Like any other information systems, this trend has made user acceptance of learning objects an increasingly critical issue as a high level of learner satisfaction and acceptance reflects that the users are more willing to continue to use the technology. In this study, an extended version of technology acceptance model (TAM) with two external variables (learning object characteristics and individual differences) was developed to investigate the underlying factors and causal relationships in predicting learners' acceptance of learning objects. This study called for the respondents to progress through two phases of learning object participation: introduction and direct-use experience to investigate the students' perceptions in terms of usefulness and ease of use while utilising learning objects. The findings show that both perceived usefulness and perceived ease of use are determinants of behavioural intention to use learning objects. Learning object characteristics influence both perceived usefulness and perceived ease of use of learning objects; individual differences appear to have no influence upon intention to use learning objects.  相似文献   

3.
This study investigates the acceptance of social robots by higher education students in the social sciences. Pepper, a humanoid social robot from SoftBank Robotics, provided a sample of its capabilities during a first semester, large-scale, university course, “Introduction to academic writing.”From this course, 462 freshmen participated in our survey. The unified theory of acceptance and use of technology (UTAUT) acts as the conceptual framework, and partial least squares structural equation modelling (PLS-SEM) as the method for data analysis. The four perceived characteristics—trustworthiness, adaptiveness, social presence and appearance—all predict the intention to use the robot for learning purposes; anxiety regarding making mistakes in handling the robot and about privacy issues are not significant predictors. An importance-performance map analysis indicated adaptiveness as the robot’s most important characteristic for predicting student behavioural intention. Overall, however, the study shows that students do not have the intention to rely on social robots for learning purposes at the current level of state-of-the-art technology: behavioural intention reaches only 36.6% of the theoretical maximum.  相似文献   

4.
This study empirically evaluates the technology acceptance model drawn from Information Systems (IS) literature to investigate how user beliefs and attitudes influence learning-object use among higher education learners by evaluating the relationships between perceived usefulness, perceived ease of use, attitude, behavioural intentions and actual use. In the study, 601 potential learning-object users were presented with an introductory demonstration of learning objects for a Digital Systems course. Following the demonstration and practice, data on user beliefs, attitudes and intention to use learning objects were gathered, while data on actual use of learning objects was collected at the end of the semester. Subjects with prior experience using the learning objects were eliminated from further analysis, resulting in a final sample of 481 users. structural equation modelling was employed to test the hypothesised study model. The analysis showed that both the user beliefs and attitudes have significant positive relationships with behavioural intention and that behavioural intention accurately predicted the actual use of learning objects. The results extend the validity of the TAM into a learning object context and clearly pointed out that it can be used to predict users' future behaviour.  相似文献   

5.
Retaining learners and facilitating their continuance are critical for the mobile learning providers and educators. Drawing on stimulus-organism-response framework and self-determination theory, this study examines factors that affect college students' mobile learning continuance by considering the self-determination needs and learning involvement. A research model was developed and empirically tested against data collected from 309 college students who are the mobile learning users of an online education platform in China. The results of structural equation modeling analysis showed that perceived learning support, self-management of learning and peer influence significantly influence affective learning involvement, which in turn positively affect mobile learning continuance intention. In addition, perceived learning support and peer influence also significantly influence cognitive learning involvement, which further determine mobile learning continuance intention. Theoretical and practical implications of these findings are also discussed.  相似文献   

6.
Abstract

The aim of this study was to determine the mediating effect of learning engagement on the relationship between perceived teacher feedback and college students’ academic performance, and the moderating effect of assessment characteristics on the relationship between perceived teacher feedback and learning engagement. A sample of 2,458 students in a university in mainland China was studied. Results indicated that perceived teacher feedback had a positive impact on students’ academic performance; learning engagement had a mediating effect on the relationship between perceived teacher feedback and students’ academic performance; and assessment frequency, difficulty and diversity had moderating effects between perceived teacher feedback and learning engagement. With the three factors of high frequency, difficulty and diversity assessment, perceived teacher feedback was more likely to improve students’ learning engagement. In contrast, feedback without these three factors could decrease or have no impact on students’ learning engagement. This indicates that teacher feedback indirectly affects college students’ academic performance by promoting their learning engagement, and is more effective when the frequency, difficulty or diversity of assessments is high.  相似文献   

7.
Mobile learning aims to utilise communication devices such as mobile devices and wireless connection in combination with e-learning systems, allowing learners to experience convenient, instant and suitable learning at unrestricted time and place. Participants were 125 Taiwanese senior high school students, whose continuance intention was examined after learning English via PDAs (personal digital assistants). The study, using the one-group post-test design, adopted the Technology Acceptance Model and incorporated factors such as curiosity and perceived convenience. The results indicated that (1) curiosity had a positive effect on continuance intention; (2) perceived convenience had a positive effect on perceived usefulness and continuance intention.  相似文献   

8.
By gradually placing more importance on game-based education and changing learning motivation by applying game-playing characteristics, students’ learning experiences can be enhanced and a better learning effect can be achieved. When teaching the content of Chinese poetry in Taiwanese junior high schools, most teachers only explain the meaning of Chinese poetry, while it is difficult for students to understand why poets write these poems, resulting in learning confusion. This paper implemented a digital game-based situated learning system based on Tang Dynasty poems for learning Chinese poetry to simulate the situations of hardship encountered by poets when writing poetry in animated form to help junior high school students in Taiwan to have greater understanding when learning the content of Chinese poetry. The research results show that students who used the Gourd Tang Dynasty system in game-based instruction had significantly better learning achievements than students who underwent traditional narrative instruction. Among them, students in the low learning ability group improved in their grades significantly more than students in the high learning ability group in terms of their Tang Dynasty poetry learning. Furthermore, the authors examined the predictive relationships between perceived ease of use, perceived usefulness and behavioural intention related to the digital game-based situated learning system for Chinese language poetry. The factor of perceived usefulness was a key factor in the students’ positive attitudes towards the digital game-based situated learning system. There were no significant differences with respect to individual characteristics (i.e. gender, online game experience and digital learning experience). The results demonstrate that this type of system can be widely accepted by students with different learning experiences.  相似文献   

9.
With the proliferation of mobile computing technology, mobile learning (m-learning) will play a vital role in the rapidly growing electronic learning market. M-learning is the delivery of learning to students anytime and anywhere through the use of wireless Internet and mobile devices. However, acceptance of m-learning by individuals is critical to the successful implementation of m-learning systems. Thus, there is a need to research the factors that affect user intention to use m-learning. Based on the unified theory of acceptance and use of technology (UTAUT), which integrates elements across eight models of information technology use, this study was to investigate the determinants of m-learning acceptance and to discover if there exist either age or gender differences in the acceptance of m-learning, or both. Data collected from 330 respondents in Taiwan were tested against the research model using the structural equation modelling approach. The results indicate that performance expectancy, effort expectancy, social influence, perceived playfulness, and self-management of learning were all significant determinants of behavioural intention to use m-learning. We also found that age differences moderate the effects of effort expectancy and social influence on m-learning use intention, and that gender differences moderate the effects of social influence and self-management of learning on m-learning use intention. These findings provide several important implications for m-learning acceptance, in terms of both research and practice.  相似文献   

10.
ABSTRACT

The flipped classroom has gained a great deal of attention in educational research and practice in recent years. The purposes of this study are to understand the relationship between students’ online self-regulated learning (SRL) and their perceptions of learning in a flipped classrooms (FC), to identify possible mediators in this relationship, and to explain how this relationship predicts students’ intentions to participate in an FC. Two questionnaires were used to gather data from 576 undergraduate or graduate students in Taiwan. The structural equation model showed that students’ in-class interactions and online SRL are predictors of their perceived quality of usefulness of online learning activities and positive experience of FC, and these, in turn, associate with their intentional behaviours of participating in FC. While students’ perceived value of interactions in physical classrooms directly related to their intentions to participate in FC, their online SRL predicts their intentions to participate in flipped learning only when mediated by the perceived quality of the usefulness of the online learning activities and positive experience of FC.  相似文献   

11.

In the article ‘Factors predicting online university students’ use of a mobile learning management system (m-LMS)’, Joo, Kim and Kim (Educ Technol Res Dev 64:611–30, 2016) explain actual usage of a mobile learning management system by looking at continuance intention, satisfaction, perceived usefulness, perceived ease of use and expectation confirmation. Perceived usefulness seems to play a pivotal role. In this reaction, it is argued that their study can be approached from to complementary and interacting perspectives: context and agency.

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12.
李东明  冯锐 《教育技术导刊》2021,19(12):221-225
大学生使用MOOC平台开展在线学习,留存率与完成率低是当前在线教学中面临的一个严峻的现实问题。为了解决该问题,基于期望确认模型和沉浸理论构建在线学习平台学习者持续使用意向影响因素模型,并进行实证研究。研究结果表明,感知有用性、满意度和沉浸感对大学生持续使用在线学习平台意向有显著的直接影响,而期望确认度和感知有用性可通过影响满意度间接影响大学生持续使用在线学习平台的意向。  相似文献   

13.
The technology acceptance model (TAM) uses perceived usefulness and perceived ease of use to predict the intention to use a technology which is important when deciding to invest in a technology. Its extension for e-learning (the general extended technology acceptance model for e-learning; GETAMEL) adds subjective norm to predict the intention to use. Technology acceptance is typically measured after the technology has been used for at least three months. This study aims to identify whether a minimal amount of exposure to the technology using video demonstrations is sufficient to predict the intention to use it three months later. In two studies—one using TAM and one using GETAMEL—we showed students of different cohorts (94 and 111 participants, respectively) video demonstrations of four digital technologies (classroom response system, classroom chat, e-lectures, mobile virtual reality). We then measured technology acceptance immediately after the demonstration and after three months of technology use. Using partial least squares modelling, we found that perceived usefulness significantly predicted the intention to use three months later. In GETAMEL, perceived usefulness significantly predicted the intention to use for three of the four learning technologies, while subjective norm only predicted the intention to use for mobile virtual reality. We conclude that video demonstrations can provide valuable insight for decision-makers and educators on whether students will use a technology before investing in it.

Practitioner notes

What is already known about this topic
  • The technology acceptance model helps decision-makers to determine whether students and teachers will adopt a new technology.
  • Technology acceptance is typically measured after users have used the technology for three to twelve months.
  • Perceived usefulness is a strong predictor of intention to use the technology.
  • The predictive power of perceived ease of use for the intention to use varies from insignificant to strong.
What this paper adds
  • For the four digital learning technologies (classroom chat, classroom response system, e-lectures and mobile virtual reality), we measure technology acceptance after a video demonstration and again after three months of usage.
  • Using structural equation modelling, we are able to predict intention to use after three months, with perceived usefulness measured after the video demonstration.
  • We replicate these findings with a second study using the general extended technology acceptance model.
Implications for practice and/or policy
  • Short video demonstrations can provide information for educators to predict whether students will use a technology.
  • Early impressions of perceived usefulness are very important and valuable to predict whether students will use a technology.
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14.
ABSTRACT

This study utilized the Technology Acceptance Model (TAM) to examine practicum teachers’ current use of mobile technology and their intentions of use in the future. A survey was conducted to better understand the relationship between practicum teachers and their potential assimilation of technology into classroom practice. The survey questionnaire was administered to 100 undergraduate students at [institute withheld], [country withheld]’s teacher preparatory university. The following four key constructs of the TAM were assessed: perceived ease of use (PEU), perceived usefulness (PU), subjective norm (SN), and behavioural intention to use (BIU). The impact of practicum teachers’ gender and academic subjects on their acceptance of technology were also investigated. The present study found strong links between PEU and PU. While practicum teachers perceived mobile technology as being useful and intended to use it in their classrooms, BIU was not significantly impacted by PEU, PU, or SN. The data also suggested that gender did not affect BIU while practicum teachers’ academic subjects might be an indicator of their future intentions to use mobile technology. With these findings, recommendations are made to further improve the integration of mobile technology in classroom practice.  相似文献   

15.
ABSTRACT

Abundant health knowledge resources are available on social media to facilitate technology-enhanced knowledge learning among older adults. The objective of this study is to investigate the predictors and the underlying formation mechanism of older adults’ intention to learn health knowledge on social media. We propose a novel model to examine how older adults’ emotional state (i.e., health anxiety) and cognitive state (i.e., e-health literacy) during knowledge acquisition influence threat appraisal (i.e. perceived severity and perceived susceptibility) and coping appraisal (i.e. self-efficacy and perceived benefits), thereby shaping older adults’ intention to learn health knowledge. Survey data from 337 Chinese older adult users of social media was collected to test the research model. Results reveal that perceived susceptibility, self-efficacy and perceived benefits exert positive effects on older adults’ health knowledge learning intention, while the impact of perceived severity on health knowledge learning intention is not statistically significant; health anxiety is positively correlated with perceived severity and perceived susceptibility, and e-health literacy is a powerful predictor of self-efficacy and perceived benefits. This paper enriches the literature related to technology-enhanced knowledge learning and online health behavior among older adults. Effective strategies are proposed based on the findings for practitioners dedicated to promoting health knowledge via social media and older adults who apply health knowledge to address health-related needs.  相似文献   

16.
移动计算技术与各类信息终端的进步,极大促进了基于“互联网+”的移动学习平台的发展。当前,纷繁的在线学习平台面临着用户不易接受、满意度和使用率低等诸多问题。基于信息系统技术接受和使用统一整合理论(UTUAT),结合移动情境和心流体验理论,针对当前用户群较为广泛的英语在线学习平台,通过问卷调查数据,对用户在线学习的情境和技术接受感知行为进行深入研究,构建了移动学习平台的用户使用行为模型。数据分析显示,心流体验、感知移动性和服务质量对学习用户的持续使用意愿均有显著影响,在线学习的内容质量通过心流体验对用户行为产生间接影响;感知成本因素方面,付费的移动学习平台对用户行为的影响比免费平台相对显著,但均未通过显著性检验。上述研究方法和结论,对各类移动学习平台的用户行为研究具有一定的参考价值。  相似文献   

17.
With the proliferation of paid mobile learning applications (m-learning apps), understanding how to assess their success has become an important issue for academics and practitioners. Based on the information systems (IS) success models and the value-based adoption model, this study developed and validated a multidimensional model for assessing paid m-learning app success. The proposed model describes the interrelationships among seven paid m-learning app success variables: system quality, information quality, perceived enjoyment, perceived fee, user satisfaction, intention to reuse, and learning effectiveness. Data collected from 160 paid m-learning app users were tested against the research model using structural equation modeling (SEM). The empirical findings provide evidence that learning effectiveness is affected by user satisfaction and intention to reuse, which, in turn, are determined by system quality, information quality, perceived enjoyment, and perceived fee. The findings of this study provide several important theoretical and practical implications for the development, implementation, and promotion of paid m-learning apps.  相似文献   

18.

The purpose of this study was to develop a mobile learning acceptance model for pre-service teachers and to examine the relationships among technology acceptance factors. The literature on mobile learning acceptance lacks studies on pre-service teachers and studies that include concrete mobile learning scenarios. To overcome these problems, we have developed and implemented a mobile-technology-enabled information technology course. The data collection and analysis were conducted in two separate studies. First, we developed a mobile learning acceptance scale and applied confirmatory factor analysis with 408 participants. The final instrument included 28 items measuring eight technology acceptance factors, namely behavioral intention, attitude towards use, perceived usefulness, perceived ease of use, social influence, facilitating conditions, self-efficacy, and anxiety. After this, we collected a new set of data from 316 participants to examine the relationships among the factors using structural equation modeling. In both studies, we investigated the respective models’ invariance across gender and discipline groups, and both models fulfilled invariance requirements. The results indicated that perceived ease of use and social influence have direct effects on behavioral intention, whereas self-efficacy has an indirect effect. Depending on the group, the explained variance of behavioral intention ranged between 18.1% and 60.6%.

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19.
虚拟现实(Virtual Reality,VR)技术因在交互性、沉浸性和认知性方面具有独特优势而被认为是一种能够促进教育教学发展的新型手段,但是,VR技术在教学中发挥效用的内在机制还有待深入考证。教学效用是衡量技术能否发挥教学效果及其程度的指标,具体包括学习参与、教学效率和教学效果三个维度。结合VR的技术优势和教学效用维度、经由理论演绎建构的基于VR技术的教学效用模型(VR-E3Model),聚焦于研究VR的交互过程、沉浸过程和认知过程三方面效用。其中,影响交互性效用的因素包括软件因素、硬件因素、感知有用性、感知易用性、行为意向、学习者特征等;影响沉浸性效用的因素包括感知、交互感、沉浸感、临场感等;影响认知性效用的因素包括情绪信息、知识建构、认知发展等。经过实证研究检验表明,该模型具有较好的理论解释力;VR技术产生教学效用的首因要素是教师的教学行为意向;VR技术因软硬件的差异,会为使用者带来不同的交互体验;学校在配置VR设备时应从教学需求和成本投入两个维度进行综合考量。  相似文献   

20.
The great advantages of e-learning have been recognized, and efforts have been made to promote e-learning adoption. Despite valuable research achievements from technology adoption, previous studies built their models from different perspectives. In this study, to offer a comprehensive research model on e-learning adoption, we integrated these models (ie, TAM, TPB and IDT) and included culture as a moderator. Based on 45 relevant empirical research, this study conducted a meta-analysis to explore key determinants of users’ attitude and behavioral intention to adopt e-learning. Combined with traditional technology acceptance theories and innovation diffusion theory, we developed a comprehensive model and explored the moderating role of culture. The results indicate that this integrated technology acceptance model can be applied to better understand e-learning adoption. The moderator analysis shows that the influence of subjective norms and self-efficacy on users’ behavior intention is more salient in the collectivistic culture, whereas perceived usefulness is more important for online learners in an individualistic culture.  相似文献   

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