Chinese K-12 Teachers’ Acceptance of Augmented Reality based on Technology Acceptance Model

Author(s):  
Jingjing Ma ◽  
Qingtang Liu ◽  
Shufan Yu ◽  
Mengfan Liu ◽  
Jindian Liu ◽  
...  
2020 ◽  
Vol 4 (1) ◽  
pp. 11-22
Author(s):  
Deli Deli

Implementation of Augmented Reality for Earth Layer Structure on Android Based as A Learning Media isa research that aims to help in presenting material to Elementary School children. The research methodchosen in the completion of this study uses the 4D method (Define, Design, Develop and Disseminate) witha data collecting method using Technology Acceptance Model (TAM) built one construct with threedimensions of user assessment level of technology acceptance to support the basis of questionnaire design.AR design supported by 3D models, in order to be able to support the details of each explanation of thematerial contained, thus helping users to understand the material and ease of interaction on the media.The final result obtained in this research is that the application is stated to be able to help the school, it is used as a media display in the classroom so students do not need to imagine themselves, but simply byusing learning media is able to present the material to students.Keywords: Learning Media, 4D Method, User Acceptance Test, Augmented reality, Android.


Author(s):  
Hope Kelly

<p>Open educational resources (OER) are making their way into a variety of educational contexts from formal lesson planning to just in time learning. Educators and training professionals have been recognized as an important audience for these materials. The concepts of <em>self</em>-<em>efficacy</em> and <em>outcome judgment</em> from social cognitive learning theory serve as theoretical constructs to measure educator perceptions of OER. This study uses a path analysis, based on the technology acceptance model, to understand adoption of these resources by this audience with a particular emphasis on self-efficacy. Among the participants, three main groups were identified: K-12 educators, higher education professionals, and those involved in workplace training. A discriminant function analysis found that K-12 educators stood out as finding OER relevant to improving their practice. Recommendations are made in regards to an emphasis on easy to use designs to improve application self-efficacy of OER and instructional messaging for future K-12 educators.</p>


2020 ◽  
Vol 4 (2) ◽  
pp. 1-10
Author(s):  
Sitaresmi Wahyu Handani ◽  
Septiana Nur Hidayah ◽  
Ito Setiawan

Gamelan merupakan salah satu budaya lokal Indonesia yang perlu dipelihara eksistensinya. Beberapa penelitian terkait pengenalan gamelan ke generasi muda telah banyak dilakukan, diantaranya menghasilkan aplikasi yang menggabungkan antara gamelan dengan teknologi terkini yaitu augmented reality. Penggunaan teknologi augmented reality untuk menampilkan dan memperkenalkan alat musik gamelan merupakan inovasi baru dan perlu diapresiasi. Namun perlu sebuah penilaian tersendiri untuk mengetahui apakah penggunaan teknologi tersebut berdampak positif terhadap penggunanya. Melalui penelitian ini, peneliti melakukan kajian lebih dalam dengan menggunakan metode Technology Acceptance Model (TAM) untuk mengetahui pengalaman pengguna dalam berinteraksi dengan aplikasi gamelan berbasis augmented reality. Terdapat lima aspek yang diuji yaitu aspek kemudahan penggunaan (Perceived Ease of Use), manfaat penggunaan (Perceived Usefulness), sikap pengguna (Atitude Toward Using), keinginan pengguna (Behavioral Intention of Use), kesadaran pengguna (Actual System Usage). Dari hasil uji validitas dan realibiltas yang dilakukan didapatkan hasil bahwa semua butir komponen dalam kuisoner yang dibagikan valid dan reliable. Sedangkan dari analisis data deskriptif yang dilakukan, didapatkan hasil bahwa persepsi pengguna terhadap lima aspek tersebut di atas sangat baik dengan nilai skor tertinggi 4.10 pada aspek kemudahan penggunaan dan sikap pengguna.


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Xiangling Zhang ◽  
Ahmed Tlili ◽  
Keith Shubeck ◽  
Xiangen Hu ◽  
Ronghuai Huang ◽  
...  

AbstractWith the rapid development of information technology, e-books have become convenient for students to improve their learning performance, especially when learning complicated concepts. However, research showed that acceptance of e-books by teachers is fragmented, due to several factors including the e-book design. Therefore, this study combined the potential positive impacts of openness and interaction on learning to design an open and interactive e-book for teaching K-12 students AI. It then applied a mixed method to investigate the factors that affect teachers’ acceptance of this open and interactive e-book based on the technology acceptance model (TAM) and interviews. The obtained results showed that teachers’ intention to continue using this e-book is significantly influenced by their perceived usefulness and attitude towards this e-book. Additionally, both the interactive and openness features were very helpful for teachers in using this e-book in their teaching plans. However, some of them raised several concerns like the interactive coding platform should be personalized based on students’ age. The findings of this study could help different stakeholders (e.g., instructional designers, teachers, policymakers) in facilitating the design and adoption of open and interactive e-books.


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