scholarly journals Investigating elementary school students' technology acceptance by applying digital game-based learning to environmental education

Author(s):  
Yuh-Ming Cheng ◽  
Shi-Jer Lou ◽  
Sheng-Huang Kuo ◽  
Ru-Chu Shih

<p class="Abstract">In order to improve and promote students' environmental knowledge, attitudes, and behaviour, integrating environmental education into the primary education curriculum has become a key issue for environmental education. For this reason, this study aimed to investigate elementary school students' acceptance of technology applying digital game-based learning (DGBL) to environmental education. A total of 32 fourth graders in an elementary school participated in a seven-week DGBL teaching experiment. After the experimental teaching session, a survey concerning "perceived ease of use", "perceived usefulness", and "user intentions" was conducted. The results show that the DGBL system is suitable for both genders at all levels of experience. In addition, the 4th grade students' "perceived ease of use", "perceived usefulness", "attitudes toward use", and "intention to use" reveal a high degree of positive and significant correlations. Furthermore, a path analysis verifies that DGBL acceptance will be directly influenced by a learner's "attitude toward use" and "perceived usefulness." Finally, when designing DGBL for 4th graders, the rich learning content and ease of use should be taken into account because they significantly contribute to a learner's intention to use the system, which may result in greater learning effectiveness.</p>

2021 ◽  
Vol 2 (1) ◽  
pp. 272-292
Author(s):  
Aulia Nuraini Kusumadewi ◽  
Nanda Anthony Lubis ◽  
Rhomy Prastiyo ◽  
Dewi Tamara

Abstract: School from Home is one of the Indonesian government's efforts to minimize the spread of the Covid-19. All teaching and learning activities have been transferred to various online learning applications, including elementary school students. The parents of these elementary school students have to operate multiple online learning applications so that their children can participate in distance learning activities. Researchers have already used the original Technology Acceptance Model (TAM) to determine the acceptance of online learning applications by parents of elementary school students as a means of distance learning. Researchers want to know the acceptance of online learning applications which are carried out in sudden conditions and without prior preparation but must be implemented. Researchers hope that the results of this study can capture the acceptance of parents of elementary students to School from Home during the Pandemic and can be used for evaluation and continuous improvement of the School from Home system. Referring to the literature with 22 questionnaire questions, the minimum number of respondents who must be obtained is 110 people, in this study 155 parents of elementary school students in Jabodetabek participated in filling out the questionnaire using an online questionnaire with a significance level of 5% and data processed using PLS-SEM 3.0 resulted in a strong relationship. There is no significant difference between Perceived Ease of Use and Attitude Toward Using. Then, a significant relationship was generated between Perceived Ease of Use on Perceived Usefulness, Perceived Usefulness on Attitude Toward Using, Perceived Usefulness on Behavioral Intention To Use, Attitude Toward Using on Behavioral Intention To Use. However, the results show a positive value Path Coefficient in Structural Model Result, so this research is consistent and according to TAM. Abstrak: School from Home menjadi salah satu upaya pemerintah Indonesia dalam mengurangi penyebaran virus Covid-19. Seluruh kegiatan belajar mengajar dialihkan dengan menggunakan berbagai aplikasi online learning, begitu pula dengan pendidikan untuk murid Sekolah Dasar. Para orang tua murid Sekolah Dasar ini, bagaimanapun juga harus mendampingi dan mengoperasikan berbagai aplikasi online learning agar putra putrinya dapat mengikuti kegiatan pembelajaran jarak jauh. Peneliti menggunakan Technology Acceptance Model (TAM) asli untuk mengetahui penerimaan aplikasi online learning oleh orang tua murid Sekolah Dasar ini sebagai sarana pembelajaran jarak jauh. Peneliti ingin mengetahui penerimaan aplikasi online learning yang dilaksanakan dalam kondisi mendadak dan tanpa persiapan sebelumnya namun harus dilaksanakan. Peneliti berharap hasil penelitian ini dapat menangkap penerimaan orang tua murid siswa SD terhadap School from Home selama Pandemi dan dapat digunakan untuk evaluasi maupun perbaikan berkelanjutan sistem School from Home. Mengacu pada literatur dengan 22 pertanyaan kuesioner, minimum responden yang harus didapatkan sebanyak 110 orang, dalam penelitian ini 155 orang tua murid SD di Jabodetabek berpartisipasi dalam pengisian kuesioner menggunakan online kuesioner dan tingkat signifikansi 5% dan data diolah menggunakan PLS-SEM 3.0 menghasilkan hubungan yang tidak signifikan antara Perceived Ease of Use terhadap Attitude Toward Using. Kemudian, dihasilkan hubungan yang signifikan antara Perceived Ease of Use terhadap Perceived Usefulness, Perceived Usefulness terhadap Attitude Toward Using, Perceived Usefulness terhadap Behavioral Intention To Use, Attitude Toward Using terhadap Behavioral Intention To Use. Namun, Hasil dari model penelitian ini tetap dikatakan konsisten dan sesuai dengan TAM, karena nilai Path Coefficient pada Structural Model Result yang dihasilkan seluruhnya bernilai positif.


2019 ◽  
Vol 24 (1) ◽  
pp. 100-113
Author(s):  
Filona ◽  
Misdiyono

With the rapid growth of information technology, electronic money has played an important and central role in the e-payment. Development of electronic money is able to create a trend less-cash society, which is a society’s behavior using non- cash transactions by utilizing the simplicity offered through electronic transactions. The purpose of this research is to determine the factors affecting the intention to use electronic money. We designed a questionnaire and used it to survey a simple random sampling of people who use of e-money in DKI Jakarta. The actual samples used for the study are 125 respondents. We analyzed the data using Structured Equation Modeling to evaluate the strength of the hypothesized effects. The result of the analysis showed that perceived ease of use has no significant effect on attitudes towards the use of e-money. Perceived ease of use has a significant effect on the perceived usefulness of e-money. Perceived usefulness has no significant effect on the intention to use e-money. Perceived usefulness has a significant effect on attitudes towards the use of e-money. Attitude has a significant effect on the intention to use e-money. Subjective norm has a significant effect on the intention to use e-money. Perceived behavioral control has no significant effect on the intention to use e-money. Keywords: electronic money, technology acceptance model, the theory of planned behavior.


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.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Eugene Okyere-Kwakye ◽  
Khalil Md Nor

Purpose Electronic library (E-library) is a form of computer mediated system that uses electronic media, such as Web/internet devices and distributes resources to improve on the quality of teaching and learning. Students’ use of e-library for learning is essential and as such the government has invested hugely into its subscription for several university libraries in Ghana. However, most university students feel reluctant to use the e-library resources for their studies. The purpose of this paper is therefore to examine the factors that influence students’ intention to use e-library resources for their studies. Design/methodology/approach Questionnaire was used to collect data from 200 students from one Technical University in Ghana. Structural equation modeling (SmartPLS) was used to analyze the data. Findings The study found that accessibility, attitude, perceived ease of use, perceived usefulness and relevance to studies have positive significant effect on students’ attitude to use e-library. In addition, self-efficacy, subjective norm and attitude have positive significant influence on students’ intention to use e-library. Research limitations/implications Although the sample frame used for this study may be unique, but the total amount of data collected was limited to providing the general representative of the Ghanaian students in one particular university. Other researchers may consider collecting data from other universities to extend the sample frame for a larger sample size of students. Practical implications Academic administrators need to organize training and workshops on how to use the e-library portal for their search and other didactic assignments. Most importantly, students should be given IT or internet tutorials as foundation for the use of the e-library portal. Social implications Universities have to provide internet access such as hotspot and network routers at the labs, classrooms and other vantage points. It is believed that with these in place, adequate access to the internet would promote students’ engagement on the e-library facility. Originality/value The study examines the factors that influence students’ intention to use e-library resources for their studies in Ghana.


2016 ◽  
Vol 8 (1) ◽  
pp. 117 ◽  
Author(s):  
The Ninh Nguyen ◽  
Tuan Khanh Cao ◽  
Phuong Linh Dang ◽  
Hien Anh Nguyen

<p>Mobile payment has relative advantages compared to other payment methods, thus providing benefits for both consumers and the society. This study attempts to examine factors influencing consumer intention to use mobile payment services. Survey data are used to investigate the impact of consumers’ perceptions of mobile payment services and social influence on use intention. Empirical evidence from 489 Vietnamese consumers confirms a significant relationship between the factors and behavioral intention, and reveals that perceived trust is the strongest predictor of intention to use mobile payment services followed by perceived ease of use, perceived enjoyment, perceived behavioral control, perceived usefulness and subjective norm, respectively. The results contribute to the evolving literature, and suggest that mobile payment service providers should particularly focus on building up consumer trust, and making their services clear, understandable and easy to use. Future research directions for extending this study are also discussed.</p>


2017 ◽  
Vol 13 (1) ◽  
pp. 14-32 ◽  
Author(s):  
Isaac Kofi Mensah ◽  
Mi Jianing ◽  
Dilawar Khan Durrani

The purpose of this research paper is to investigate the determinates of Korean students in China to use e-government services. A total of 400 structured research questionnaire instruments was designed and administered to potential respondents of which 93.75% responded. The Technology Acceptance Mode (TAM) was used as a theoretical framework for this study. The data gathered was analyzed with SPSS version 20. The results show that all the predictors (Perceived Usefulness, Perceived Ease of Use, Perceived Service Quality, and Citizen Trust) investigated are significant positive determiners of Korean students' intention to adopt and use e-government services. The results further indicated that Citizen Trust positively and significantly moderated the positive relationship between perceived ease of use, perceived service quality and intention to use e-government services but failed to show any positive moderation effect on perceived usefulness and intention to use e-government services. The implications of these findings are further discussed.


Swabumi ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. 90-99
Author(s):  
Nia Nuraeni

Penelitian ini bertujuan untuk mengetahui dan menganalisis pengaruh perceived usefulness dan perceived ease of use terhadap behavioral intention to use dalam penerapan tingkat kepuasan nasabah di PT. Pegadaian (Persero). Penelitian ini berjenis kuantitatif deskriptif dengan sumber data menggunakan data primer. Sampel yang digunakan dalam penelitian ini sebanyak 30 orang nasabah di PT. Pegadaian (Persero) Dengan alat analisis yang dipakai menggunakan SPSS ver. 24. Hasil penelitian ini menunjukan bahwa secara parsial perceived usefulness tidak berpengaruh dan tidak signifikan terhadap behavioral intention to use dan perceived ease of use berpengaruh dan signifikan terhadap behavioral intention to use. Sedangkan secara parsial perceived usefulness dan perceived ease of use berpengaruh dan signifikan terhadap behavioral intention to use dengan tingkat koefisien determinasi sebesar 86,4% sedangkan sisanya 13,6% dijelaskan oleh variabel-variabel lain yang tidak diteliti dalam penelitian ini


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