The influence of parental support and perceived usefulness on students' learning motivation and flow experience in visual programming: Investigation from a parent perspective

Author(s):  
Siu‐Cheung Kong ◽  
Yi‐Qing Wang
2021 ◽  
Vol 11 (5) ◽  
pp. 249
Author(s):  
Chun-Hsiung Huang

This research explores the influencing factors of learning satisfaction in blended learning. Three dimensions are proposed: perceived usefulness, perceived ease of use, and learning motivation. It studied how these variables affect students’ learning satisfaction. The research hypotheses are: (1) Perceived ease of use positively affects perceived usefulness; (2) Perceived usefulness and perceived ease of use will have a positive effect on learning motivation; (3) Learning motivation positively affects learning satisfaction; (4) Perceived usefulness has a positive intermediary effect on the relationship between perceived ease of use and learning motivation. Participants included 173 freshmen who took the first-year interactive game design course at Ling Tung University in Taichung, Taiwan. The questionnaire survey method is applied in this research to analyze the relationship between the variables and verify the hypothesis based on the collected 173 valid questionnaires. The partial least square method structural equation model (PLS-SEM) is used to carry out structural equation modeling to study the relationship between latent variables. It explains that the perceived ease of use affects the perceived usefulness. Perceived usefulness and perceived ease of use have a positive impact on learning motivation. Learning motivation has a positive impact on learning satisfaction. Perceived usefulness as an intermediary factor of perceived ease of use has an indirect impact on learning motivation. The contribution of this research is to provide empirical evidence and explain what factors may affect learning satisfaction. Some other related factors that may affect learning satisfaction should be taken as the factors that teachers should pay attention to when implementing blended learning.


2021 ◽  
Vol 11 (3) ◽  
pp. 1073
Author(s):  
Kwanghee Jung ◽  
Vinh T. Nguyen ◽  
Jaehoon Lee

Traditional in-app virtual reality (VR)/augmented reality (AR) applications pose a challenge of reaching users due to their dependency on operating systems (Android, iOS). Besides, it is difficult for general users to create their own VR/AR applications and foster their creative ideas without advanced programming skills. This paper addresses these issues by proposing an interactive extended reality toolkit, named BlocklyXR. The objective of this research is to provide general users with a visual programming environment to build an extended reality application for digital storytelling. The contextual design was generated from real-world map data retrieved from Mapbox GL. ThreeJS was used for setting up, rendering 3D environments, and controlling animations. A block-based programming approach was adapted to let users design their own story. The capability of BlocklyXR was illustrated with a use case where users were able to replicate the existing PalmitoAR utilizing the block-based authoring toolkit with fewer efforts in programming. The technology acceptance model was used to evaluate the adoption and use of the interactive extended reality toolkit. The findings showed that visual design and task technology fit had significantly positive effects on user motivation factors (perceived ease of use and perceived usefulness). In turn, perceived usefulness had statistically significant and positive effects on intention to use, while there was no significant impact of perceived ease of use on intention to use. Study implications and future research directions are discussed.


2019 ◽  
Vol 6 (2) ◽  
pp. 133-140
Author(s):  
Ummul Hasanah ◽  
Alizamar Alizamar ◽  
Marjohan Marjohan ◽  
Engkizar Engkizar

This study departs from the expectation that high or low student learning motivation are influenced by self-efficacy and family environment. The results of the study show that: 1) self-efficacy has a significant effect on learning motivation. 2) self-efficacy and parental support have a significant effect on learning motivation. This research is an associative descriptive study. The sample in this study is the business management students of class X and XI that are registered at Padang Private Vocational School. The findings from this study are expected to be a reference for teachers and other academic communities to be able to pay more attention to students in learning by giving attention to the family environment and paying attention to their learning attitudes and also help increase student motivation in learning so that maximum learning outcomes are obtained


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Yung-Ming Cheng

PurposeThe purpose of this study is to propose an integrated post-adoption model based on expectation-confirmation model (ECM) and flow theory to examine whether gamification and interface design aesthetics as antecedents to students' beliefs can affect their continuance intention of massive open online courses (MOOCs) and perceived impact on learning.Design/methodology/approachSample data for this study were collected from students enrolled in a comprehensive university in Taiwan. A total of 600 questionnaires were distributed in the campus, and 318 (53.0%) useable questionnaires were analyzed using structural equation modeling in this study.FindingsThis study's results verified that students' perceived gamification and interface design aesthetics of MOOCs positively affected their perceived usefulness, confirmation and flow experience elicited by MOOCs, and these in turn directly or indirectly led to their satisfaction, continuance intention of MOOCs and perceived impact on learning. Essentially, the results strongly support the research model with all hypothesized links being significant.Originality/valueIt should be particularly noticed that this study contributes to the application of capturing both ECM and flow experience (i.e. an intrinsic motivator) for completely explaining students' perceived gamification and interface design aesthetics as external variables to their continuance intention of MOOCs and perceived impact on learning, and this study's empirical evidence can further shed light on the possible formulation of MOOCs success.


2016 ◽  
Vol 8 (1) ◽  
pp. 83-102 ◽  
Author(s):  
Shang Gao ◽  
John Krogstie ◽  
Zhe Zang

This research examines the potential factors which influence users' intention to play mobile games. Through the employment of structural equation modeling technology, a research model extending the technology acceptance model (TAM) with flow experience and social norms is proposed. This research model was empirically evaluated using survey data collected from 565 users in the largest city in central China. And eleven research hypotheses were proposed. Eight hypotheses were positively supported on a significant level, while three hypotheses were rejected in this study. The result indicated that attitude and flow experience explained about 66% of users' intention to play mobile games. It was found that social norms did not have a direct effect on the intention to play a mobile game. However, it affected the attitude directly. In addition, flow experience, perceived ease of use and perceived usefulness all had direct effects on users' attitudes toward playing a mobile game. The research findings demonstrated that flow experience play an important role in the adoption of mobile games.


2021 ◽  
Vol 7 (1) ◽  
pp. 53
Author(s):  
Anggi Fadilah ◽  
Marjohan Marjohan

One that affects the success of student learning is motivation. Less motivation to learn in students will affect the decrease in enthusiasm for learning and learning outcomes. There are several factors that influence the motivation of students in learning, including the support of parents and peers. This research aims to; (1) Describe the contribution of parental support, peer conformity and students' learning motivation, and (2) examine the contribution of parental support and peer conformity together on students' learning motivation. This study uses a quantitative approach with analytical descriptive method. The sample in this study were students of class VII and VIII, a total of 108 students. This research instrument uses a Likert scale model. The data were analyzed by descriptive statistical techniques, then using simple linear regression analysis and multiple linear regression analysis. The research findings show that in general; 1) students' parental support is in the high category, peer conformity of students is in the very high category, students' learning motivation is in the very high category, and 2) there is a strong and positive relationship between parental support and students' learning motivation. . This research has implications for the educational process in schools as a contribution to parental support and positive peer conformity which makes students have high learning motivation and are confident in their own abilities.


2020 ◽  
Vol 7 (4) ◽  
pp. 89-104
Author(s):  
Ju-May Wen ◽  
Hai Dung Do ◽  
Eric Zhi-Feng Liu ◽  
Chun-Hung Lin ◽  
Shihping Kevin Huang

The purpose of this study is to compare the impacts of flashcard and board games on the learning motivation, flow experience, and learning outcomes of learners of Chinese language. The subjects of this research were 34 learners who took beginner Chinese courses. Empirical research found out that both flashcard and board games have positively significant effects on learners’ learning motivation, flow experience and learning outcomes. In which, learners in the board game group have significantly higher learning outcomes than those in the flashcards group. However, the learning motivation and flow experience of the flashcard group are significantly higher than that of the educational board game group.


10.28945/3675 ◽  
2017 ◽  
Vol 16 ◽  
pp. 069-103 ◽  
Author(s):  
Budhi Kristianto

Background: Although Indonesia is one of the world’s most populated countries with a high penetration of internet usage there has been little research on SNS usage in Indonesia, especially involving children. Instead, SNS research in Indonesia has focused on university students and political, marketing, and disaster mitigation issues. Aim/Purpose: In order to address this gap a theoretical model is formulated from a review of previous studies incorporating basic constructs found in the Technology Acceptance Model (Perceived Usefulness, Perceived Ease of Use, and Attitude) as well as other influences, motivations, and individual characteristics that affect a child’s attitude toward the use of SNS. Methodology : The model is evaluated and developed using data collected from 460 children in primary school grades 4, 5, and 6 in five cities in Indonesia. The statistical techniques implemented with SPSS and Amos computer software (t-tests, correlation coefficients, principal component factor analysis, Cronbach alpha coefficients, and structural equation modeling (SEM) analysis). Findings: The results confirm many of the effects on a child’s attitude toward SNS reported in previous studies due to: the usefulness and ease of use of SNS; parental influence; feelings of flow experience and risk; and the child’s level of access, technical expertise, and experience with SNS. New findings include significant correlations and causal effects involving: the influences of peers and parents; the child’s level of technical expertise; and feelings of flow experience. Contribution: Despite limitations related to sampling and the administration of a questionnaire among young children, the findings contribute to theory as well as practice and provide guidance on effective ways to improve children’s attitudes towards the use of SNS.


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