scholarly journals A Conceptual Model to Investigate the Role of Mobile Game Applications in Education during the COVID-19 Pandemic

Electronics ◽  
2021 ◽  
Vol 10 (17) ◽  
pp. 2106
Author(s):  
Ahmed Al Mulhem ◽  
Mohammed Almaiah

During the COVID-19 pandemic, educational mobile games may play a significant role to facilitate students’ learning. Several studies have indicated that these games using mobile phones may improve students’ learning motivation and effectiveness when they are equipped with appropriate learning strategies. However, investigating the impact of learning strategies in students’ utilization of educational mobile games has received little scholarly attention during the COVID-19 pandemic. Hence, this research proposed two learning games scenarios to fill this gap. In the first scenario, students were offered an educational mobile game with a learning strategy called ‘scaffolding strategy’; while in the second scenario, the same game was offered without the strategy. To achieve this objective, an experimental design with a research model was developed to examine the role of scaffolding learning strategy in students’ use of educational mobile games. In this experimental study, 43 students from two classes participated in the two learning scenarios. The results indicate that educational mobile gaming with the scaffolding learning strategy significantly influenced students’ utilization of the mobile game. In addition, the adoption of the learning strategy significantly affected students’ perceived enjoyment, perceived usefulness, perceived ease of use, and behavioural intention to use, compared with the same game without the learning strategy. The results also indicate that the introduction of the scaffolding learning strategy into the educational mobile game will increase students’ learning effectiveness and motivation.

2019 ◽  
Vol 35 (3) ◽  
Author(s):  
Yong-Ming Huang

Educational computer games have been widely employed to facilitate students’ learning. Studies have pointed out that these games may improve students’ learning effectiveness when they are equipped with appropriate learning strategies. However, the role of learning strategies in students’ acceptance of educational computer games has received surprisingly little scholarly attention. Hence, this research proposed two learning scenarios to address this question. Students in the first scenario were offered an educational computer game with a learning strategy, while those in the second were offered the same game without the strategy. A quasi-experimental design with a research model was constructed to examine the role of learning strategies in students’ acceptance of the given game. In this study, 65 students participated in the two learning scenarios. Two research findings are presented: (1) the adoption of the learning strategy not only affected students’ acceptance of the game, but also made their perceived ease of use significantly influence their perceived enjoyment, perceived usefulness, and attitude towards using; (2) with or without the learning strategy, perceived enjoyment was the most important factor that affected students’ acceptance of the game, while perceived usefulness, attitude towards using, and perceived control exerted no influence on this issue.


Author(s):  
Wahyu Rafdinal ◽  
Agri Qisthi ◽  
Sharnuke Asrilsyak

This study aims to analyze the factors in mobile game adoption that are influenced by game features and technology acceptance models. Partial least square is used to analyze the relationship between game features, perceived ease of use, perceived usefulness, attitude, and intention to play mobile games. This study uses a sample of 408 respondents who have played mobile games in the past month. The results showed that game features are a determinant of intention to play mobile games. Game features also affect players' intentions and attitudes to play mobile games if the game features are easy to play and useful when played. Increasing mobile adoption requires features that are easy to play and useful if played. It will affect the player's attitude and intention to play. Game developers, game designers and game companies must create game features that create a pleasant experience for gamers. This study bridges the gap in the literature on mobile game adoption by explaining the relationship between game features and technology adoption.


Author(s):  
Doan Thi Lien Huong, Tran Dinh Long Doan

With the proliferation of the Internet and wireless technology in many areas of people's life; the use of mobile phones; especially smartphones for health practices and information (mHealth) has increasingly been prevalent. Based on Technology Acceptance Model (TAM) and the Innovation Diffusion Theory (IDT); this study examined the role of mHealth literacy and other factors toward the adoption of wellness apps among the users in Danang city. The results confirmed the impact of mHealth Literacy on (1) intention to use health apps (2) the perceived usefulness and (3) the perceived ease of use. While the perceived usefulness and the perceived ease of use are found to exert influence on the intention of use; the role of privacy and security concerns on intention to use was rejected.


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>


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.


Author(s):  
Qingxiong Ma ◽  
Liping Liu

The technology acceptance model (TAM) stipulates that both perceived ease of use (PEOU) and perceived usefulness (PU) directly influence the end user’s behavioral intention (BI) to accept a technology. Studies have found that self-efficacy is an important determinant of PEOU. However, there has been no research examining the relationship between self-efficacy and BI. The studies on the effect of self-efficacy on PU are also rare, and findings are inconsistent. In this study, we incorporate Internet self-efficacy (ISE) into the TAM as an antecedent to PU, PEOU, and BI. We conducted a controlled experiment involving a Web-based medical record system and 86 healthcare subjects. We analyzed both direct and indirect effects of ISE on PEOU, PU, and BI using hierarchical regressions. We found that ISE explained 48% of the variation in PEOU. We also found that ISE and PEOU together explained 50% of the variation in PU, and the full model explained 80% of the variance in BI.


2017 ◽  
Vol 8 (2) ◽  
pp. 47 ◽  
Author(s):  
Ali Tarhini ◽  
Ra’ed Masa’deh ◽  
Ali Al-Badi ◽  
Majdolen Almajali ◽  
Sufian Hussien Alrabayaah

This paper aims to investigate the effects of perceived ease of use, perceived usefulness, self-efficacy, trust, job opportunity, top management support, competitive pressure, and regulatory support on employees’ behavioral intention to use cloud computing. Data was collected by means of self-administrated questionnaire containing 25 items from 205 employees’ working in three, four, and five star hotels. Multiple regression analysis was conducted to test the research hypotheses. Results of the current study revealed that there are significant impacts of four independent variables (i.e. job opportunity, top management support, competitive pressure, and regulatory support) on behavioral intention (BI) to use cloud computing; whereas four independent variables (i.e. perceived ease of use, perceived usefulness, self-efficacy, and trust) have no significant impact on BI. The results of T-test also showed that there is a significant difference in the impact of BI to use cloud computing in favor of gender. On the other hand, the results of ANOVA’s test showed that there is no significant difference in the impact of BI that can be attributed to age, educational level, and personal income; whereas a significant difference found in favor of work position and hotel’s classification. In light of these findings, implications to both theory and practice are discussed.


2016 ◽  
Vol 41 (1) ◽  
pp. 93-127 ◽  
Author(s):  
Fiona X. Yang

The growth of consumer-generated media (CGM) has promoted the popularity of online knowledge sharing and electronic word-of-mouth (eWOM). While the topic of eWOM has drawn much attention in academy and industry, little research has been published addressing the factors influencing eWOM intentions. Using a well-known restaurant review website, Openrice.com, as an example, this study explored three predictors to eWOM intentions in an integrative framework: experience factor (restaurant satisfaction), knowledge sharing factors (egoistic and altruistic needs), and technology acceptance factors (perceived usefulness and perceived ease-of-use). In addition, the moderating role of technology acceptance factors on the relationships between experience/knowledge sharing factors and eWOM intentions were examined. The results of the study indicate that (1) individuals’ altruistic needs trigger positive eWOM, (2) the perceived usefulness of the website has a significant main effect on eWOM intentions, and (3) the perceived usefulness significantly moderates the relationships between satisfaction/egoistic needs and eWOM intentions. The discussions also provide implications and managerial insights for research and practice.


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