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Student perception of usefulness and ease using Kahoot, a free web-based tool in a tertiary education setting

机译:学生对有用性的感知和易于使用Kahoot,在高等教育环境中的免费网络工具

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Kahoot is a free web-based application, which allows tertiary educators to incorporate gamified learning environments in tertiary teaching and learning. However, there is a shortage of literature on student acceptance and effective use in a learning environment. Therefore, this paper added system interactivity, task-technology and learning-game conflict factor into the Technology Acceptance Model to investigate students intention and usage of Kahoot. Structural Equation Modelling SEM using LISREL was employed to analyze data collected from 250 randomly selected university students. The questionnaires were carried out at the end of the semester, after their final examinations. The results revealed that system interactivity has positive influence (β = 0.311, p = 0.000) on perceived usefulness of Kahoot, while task-technology fit has influence (β = 0.173, p = 0.001) on Kahoot usage. Furthermore, find?ngs show that learning-game conflict has (β = 0.096, p = 0.031) positive influence on student behavioral intention. The findings serve as a guide for planning, designing and implementing Kahoot to foster university students’ knowledge acquisition. Discussion and conclusion were provided.
机译:Kahoot是一个免费的基于Web的应用程序,允许高等教育工作者在高等教育教学和学习中纳入游戏学习环境。但是,在学习环境中的学生接受和有效地使用的文献短缺。因此,本文增加了系统互动,任务技术和学习游戏冲突,进入了技术验收模型,以调查学生的意图和使用kahoot。使用丙基的结构方程模型SEM用于分析从250所随机选择的大学生收集的数据。在他们的最终检查后,调查问卷是在学期结束时进行的。结果表明,系统相互作用对Kahoot的有用性具有阳性影响(β= 0.311,p = 0.000),而任务技术拟合对Kahoot使用影响(β= 0.173,p = 0.001)。此外,发现?NGS表明,学习游戏冲突有(β= 0.096,P = 0.031)对学生行为意图的积极影响。该调查结果是规划,设计和实施Kahoot以培养大学生知识收购的指南。提供讨论和结论。

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