scholarly journals Extended Technology Acceptance Model to Examine the Use of Google Forms – based Lesson Playlist in Online Distance Learning

2021 ◽  
Vol 9 (1) ◽  
pp. 147-161
Author(s):  
Fritz Ferran ◽  

Shifting to online distance learning due to the COVID-19 pandemic challenged educators' roles as instructional materials designers. This study aimed to examine the students' acceptance of the teacher-designed e-learning tool called Google Forms-based Lesson Playlist (GF-LP) in a home-based online distance learning environment. This quantitative research analyzed 570 responses from Grades 11 and 12 students at a private school in the Philippines using the partial least squares-structural equation modeling. Results showed that perceived self-efficacy and system quality strongly affect the users' perceived ease of use while perceived ease of use highly influenced the students' perceived usefulness of GF-LP. Facilitating conditions do not affect the users' attitudes towards using the e-learning tool, which confirmed the effective utilization of GF-LP in online distance learning. The relationships between the original constructs of the Technology Acceptance Model (TAM) were also presented. This study recommends the use of GF-LP or its features for remote learning.

2021 ◽  
Vol 6 (1) ◽  
Author(s):  
komal Goyal ◽  
Ashutosh Nigam ◽  
Neha Goyal ◽  
Manisha Goyal

Purpose -Response to the sudden pandemic, COVID-19 drastic shift of work practices requires the implementation of an e-learning system, but their adoption requires a thorough understanding of the user acceptance process. Our key effort is to incorporate a framework, “internet experience” to determine the existing Technology Acceptance Model (TAM) applicability in describing students’ s e-learning decisions in Haryana state. Design/methodology- The researcher has administered a questionnaire based on TAM’s constructs and collected data from UG and PG students of Haryana state of India. Findings – The results revealed that perceived usefulness (PU) has a significant positive relationship with continuous usage intention (CUI) whilst, perceived ease of use (PEOU), computer self-efficacy (CSE) and internet experience (IE) have not. Attitude towards E-learning system (ATELS) has found no relevance in this model. Originality/value Majority research has been done using the TAM model in a developed nation. Empirical study has not been done in Haryana state so far.


Author(s):  
Sami Saeed Binyamin ◽  
Malcolm Rutter ◽  
Sally Smith

Although learning management systems (LMS) have been widely adopted by higher educational institutions in many countries, they are considered an emerging technology in Saudi Arabia. Furthermore, research has demonstrated that the students’ use of them is not always satisfactory. This quantitative study investigated the factors that affect the students use of LMS in higher education by extending the technology acceptance model (TAM) and adapting eight external variables. Based on the probability multi-stage cluster sampling technique, online surveys were sent by email to 2000 students registered in three public universities in Saudi Arabia. 851 responses were submitted by participants, and 833 responses were used for data analysis. Using Partial Least Squares Structural Equations Modeling (PLS-SEM), the results revealed that perceived ease of use is affected by six factors (content quality, system navigation, ease of access, system interactivity, instructional assessment and system learnability). The findings confirmed that perceived usefulness has five determinants (content quality, learning support, system interactivity, instructional assessment and perceived ease of use). This research is relevant to researchers, decision makers and e-learning systems designers working to enhance students’ use of e-learning systems in higher education, in particular where there is not yet widespread adoption.


2017 ◽  
Vol 1 (2) ◽  
pp. 87-98 ◽  
Author(s):  
Flourensia Sapty Rahayu ◽  
Djoko Budiyanto ◽  
David Palyama

Dalam implementasi sebuah sistem informasi di suatu institusi, perlu dipertimbangkan  bagaimana penerimaan pengguna terhadap sistem informasi tersebut. Penerapan sistem informasi dapat dikatakan gagal jika pengguna ternyata tidak dapat menerima atau tidak mau menggunakan sistem informasi tersebut. Sebagai sebuah institusi pendidikan, Universitas Atma Jaya Yogyakarta (UAJY) juga mengimplementasikan sistem e-learning untuk mendukung proses belajar mengajar. Pengguna wajib dari e-learning ini adalah dosen dan mahasiwa. Sejak diterapkan belum pernah diadakan evaluasi mengenai penerimaan pengguna terhdap sistem e-learning ini. Penelitian ini dilakukan untuk melakukan pengujian terhadap penerimaan pengguna (mahasiswa) terhadap e-learning dengan menggunakan Technology Acceptance Model (TAM). Pengujian dilakukan dengan mengukur pengaruh antar variabel dalam model TAM yang meliputi variabel Perceived Ease of Use, Perceived Usefulness, Attitude Toward Using, Behavioral Intention dan Actual Usage. Metode pengujian statistik yang dilakukan yaitu uji statistik validitas, reliabilitas, normalitas, dan menguji pengaruh faktor menggunakan Structural Equation Model (SEM). Sumber data didapatkan dengan metode kuesioner yang dibagikan kepada responden mahasiswa UAJY dari seluruh fakultas. Dari enam hipotesis yang diajukan satu hipotesis dinyatakan tidak diterima, yaitu hipotesis yang menyatakan Perceived Usefulnes berpengaruh terhadap Behavioral Intention. Kelima hipotesis yang lain yaitu Perceived Ease of Use berpengaruh terhadap Perceived Usefulnes, Perceived Usefulnes berpengaruh terhadap Attitude Toward Using, Perceived Ease of Use berpengaruh terhadap Attitude Toward Using, Attitude Toward Using berpengaruh terhadap Behavioral Intention, Behavioral Intention berpengaruh terhadap Actual Usage dinyatakan dapat diterima.


2013 ◽  
Vol 11 (1) ◽  
pp. 39
Author(s):  
Noor Miyono

<p>TAM (<em>technology acceptance model) </em>adalah salah satu model perilaku pemanfaatan teknologi informasi dimana dalam penelitian ini akan difokuskan pada pemanfaatan e-learning. Model ini menyediakan dasar teori untuk menelusuri faktor yang menjelaskan pemakaian <em>e-learning </em>dan menghubungkannya dengan kinerja pemakai. Tujuan penelitian ini yaitu untuk menganalisis pengaruh penggunaan e-learning, konfirmasi pemakai, kemudahan dalam penggunaan e-learning terhadap minat pemanfaatan e-learning dengan kepuasan pemakai e-learning sebagai variabel intervening.</p><p>Sampel yang dipergunakan dalam penelitian yaitu sebanyak 140 responden dengan menggunakan metode <em>purposive sampling </em>yaitu pengambilan sampel yang didasarkan dengan kriteria-kriteria yang ditetapkan yaitu mahasiswa STMIK Provisi yang masih aktif mengikuti perkuliahan dengan e-materi kuliah berbasis e-learning. Software yang digunakan untuk analisis data menggunakan software AMOS.</p>Hasil penelitian menunjukkan <em>Perceived Usefulness </em>berpengaruh positif terhadap <em>Confirmation</em>,<em> Perceived Ease of Use</em> berpengaruh positif terhadap <em>Confirmation, Perceived Usefulness </em>berpengaruh positif terhadap <em>Perceived Ease of Use</em>,<em> Perceived Usefulness </em>berpengaruh positif terhadap <em>Satisfaction</em>,<em> Confirmation</em> berpengaruh positif terhadap <em>Satisfaction</em>,<em> Perceived Ease of Use</em> berpengaruh positif terhadap <em>Satisfaction</em>,<em> Perceived Usefulness </em>berpengaruh positif terhadap <em>Continued IT Usage Intention</em>,<em> Satisfaction</em> berpengaruh positif terhadap <em>Continued IT Usage Intention, Perceived Ease of Use</em> berpengaruh positif terhadap <em>Continued IT Usage Intention</em>.


2019 ◽  
Vol 6 (2) ◽  
pp. 163
Author(s):  
Fajar Pradana ◽  
Fitra Abdurrachman Bachtiar ◽  
Bayu Priyambadha

<p class="Judul2"><em>E-learning</em> telah berkembang tidak hanya sekedar berbagi materi pembelajaran melalui internet, namun telah berevolusi menjadi tempat untuk kolaborasi, sosialisasi, <em>project based learning</em>, <em>refl</em><em>ective practise</em>, dan pembelajaran dengan simulasi. Untuk mewujudkan hal tersebut telah dikembangkan sebuah sistem <em>e</em><em>-learning </em><em>gamification</em> khusus bidang pemrograman. Penelitian ini menerapkan <em>Technology Acceptance Model</em> (TAM) untuk memeriksa faktor-faktor apa saja yang berpengaruh terhadap penerimaan sebuah teknologi baru yang diperkenalkan atau digunakan. Faktor-faktor yang digunakan dalam penelitian ini adalah <em>Perceived Usefullness</em> (PU), <em>Perceived Ease of Use</em> (PEU), <em>Perceived Social Influence</em> (PSI), <em>Perceived Enjoyment</em> (PE), <em>Intention of Engagement</em> (IoE), dan <em>Elearning Gamification Attitude</em> (EGA). Model TAM didasarkan beberapa hipotesis dan faktor yang berpengaruh. Hasil menunjukan bahwa TAM dapat digunakan untuk memeriksa penerimaan teknologi <em>e-learning gamification</em> bidang pemrograman. <em>Perceived Social Influence </em>(PSI) dan <em>Perceived Enjoyment</em> (PE) berkontribusi terhadap <em>Intention of Engagement</em> (IOE). Selain itu <em>Perceived Usefullnes</em> (PU), <em>Perceived Social Influence</em> (PSI), <em>Perceived Enjoyment</em> (PE), dan <em>Intention of Engagement</em> (IOE) berkontribusi terhadap <em>Elearning Gamification Attitude</em> (EGA).</p><p class="Abstrak"><strong><em>Abstract</em></strong></p><p class="Judul2"> <em>E-learning has evolved not only to share learning materials over the internet, but has evolved into a place for collaboration, socialization, project based learning, reflective practice, and simulated learning. To realize this has been developed a special e-learning gamification system in the field of programming. This study applies Technology Acceptance Model (TAM) to examine what factors influence the acceptance of a new technology introduced or used. The factors used in this study are Perceived Usefullness (PU), Perceived Ease of Use (PEU), Perceived Social Influence (PSI), Perceived Enjoyment (PE), Intention of Engagement (IoE), and Elearning Gamification Attitude (EGA) . The TAM model is based on several hypotheses and influencing factors. The results show that TAM can be used to check the acceptance of e-learning gamification technology in the field of programming. Perceived Social Influence (PSI) and Perceived Enjoyment (PE) contribute to the Intention of Engagement (IOE). In addition Perceived Usefullnes (PU), Perceived Social Influence (PSI), Perceived Enjoyment (PE), and Intention of Engagement (IOE) contribute to Elearning Gamification Attitude (EGA).</em></p>


2019 ◽  
Vol 15 (2) ◽  
pp. 51 ◽  
Author(s):  
Faizah Abd Majid ◽  
Nurshamshida Mohd Shamsudin

Technology Acceptance Model (TAM) has received great recognition through the various research conducted on determining users’ acceptance of relevant technology innovation. Past researches have focused on technology innovation in education such as e-learning, Learning Management Systems and online applications. The 21st century teaching and learning framework has identified the relevance of the Internet of Things (IoT) and online applications as part of the teaching and learning process. Besides e-learning, MOOCs, Virtual and Augmented Reality have also found their place in the emerging teaching and learning platforms. As Virtual Reality only became popularized in classrooms in the recent years, not much is known about users’ acceptance of this technology innovation in the classroom. This paper, which is based on the TAM, attempted to identify the factors that could affect the respondents’ acceptance of Virtual Reality (VR) in classrooms. Factors on the perceived ease of use (PEoU) and perceived usefulness (PU) affecting the respondents’ attitude and intention to use VR in their classrooms were studied. Employing a quantitative research design, a set of questionnaire based on constructs adapted by Davis (1989) and adapted from past researches (Ngai et al, 2005; Weng et al, 2018, Muhamad Sufi, 2019) was distributed to a group of in-service teachers who were pursuing their postgraduate studies in one of the faculties in Universiti Teknologi MARA. The data was analyzed using SPSS in determining the relationships between the independent variables and the dependent variables. The analysis has further confirmed past research findings. However, in the context of VR, some suggestions to improve current practice are suggested. Policymakers and decision-makers could be enlightened by the present study’s findings. Likewise, teachers may find VR a more convincing platform to be integrated in their classrooms.


2016 ◽  
Vol 7 (01) ◽  
pp. 19-27
Author(s):  
Sasmita

Penelitian ini memiliki tujuan untuk untuk menganalisa pengaruh penerapan e-learning terhadap keaktifan mahasiswa pada kegiatan pembelajaran di Sekolah Tinggi Teknologi Pagar Alam sehingga menjadi masukan dalam hal pengembangannya ke depan menggunakan Technology Acceptance Model (TAM). Variabel-Variabel yang digunakan ada 5 (lima) variabel yaitu Kegunaan persepsian (perceived usefulness), Sikap terhadap menggunakan teknologi (Attidute towards using technology, Minat perilaku menggunakan teknologi (Behavioral Intention to USe) kemudahan penggunaan persepsian (perceived ease of use)19,dan Penggunaan Teknologi Sesungguhnya (Actual Techology Use). Data yang digunakan dalam penelitian ini adalah data primer dari penyebaran kuesioner pada 150 mahasiswa pengguna e-learning di Sekolah Tinggi Teknologi Pagar Alam. Metode analisis menggunakan Structural Equation Modelling (SEM). Pengolahan data menggunakan SPSS.


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