Education and Information Technologies, Год журнала: 2024, Номер unknown
Опубликована: Июль 26, 2024
Язык: Английский
Education and Information Technologies, Год журнала: 2024, Номер unknown
Опубликована: Июль 26, 2024
Язык: Английский
Journal of Computers in Education, Год журнала: 2022, Номер 11(1), С. 259 - 303
Опубликована: Дек. 24, 2022
Язык: Английский
Процитировано
152Electronics, Год журнала: 2022, Номер 11(22), С. 3662 - 3662
Опубликована: Ноя. 9, 2022
The learning environment usually raises various types of anxiety based on the student’s abilities to use technology and their overcome negative feelings an individual being watched all time criticized. Hence, learners still feel anxious while using computers socializing in e-learning environment. Learners who are faced with computer AI tools confused frustrated. uneasiness stems from or uneasiness, which is highly evident daily interaction artificial intelligence devices contexts. To investigate this phenomenon empirically, a questionnaire was distributed among group undergraduate students studying different majors. This study aims role social at university level. Universities Gulf area those implementing systems. In spite this, recent studies have shown that most universities resistant online systems; hence, it necessary determine type creates such resistance relationship other external variables as motivation, satisfaction self-efficacy. Students would be more likely participate effectively courses accessible electronic channels when degree low. study, we proposed theoretical framework environments region. We examined how satisfaction, motivation self-efficacy can negatively positively affect these two anxiety.
Язык: Английский
Процитировано
133Sustainability, Год журнала: 2023, Номер 15(6), С. 5257 - 5257
Опубликована: Март 16, 2023
This paper investigates adopting metaverse in academic institutions based on a conceptual model. The proposed model was created to empower future perspectives of the system. Even though metaverses system just recently launched, few attempts have been made evaluate its impact educational sector. attempted determine by providing that encompasses innovativeness, context awareness, perceived enjoyment, ubiquity, complexity, and value. information gathered using an online questionnaire completed 953 people. findings indicate innovative environment can influence teachers’ students’ attitudes toward new technology. Understanding how functions as tool views regarding use technology, assisting higher education developing regulations enhance learning process. As result, study discovered moderating of’ innovativeness is critical since it contributes pervasiveness users’ perceptions show inventiveness important determining system’s effectiveness. However, apparent ubiquity appears less effective function promoting factors context-awareness, complexity enjoyment possess substantial adoption. Researchers gained some insight into university leaders current spread awareness about organizing seminars workshops, offering incentives for teachers it, allowing experts assist better understanding benefits.
Язык: Английский
Процитировано
93International Journal of STEM Education, Год журнала: 2022, Номер 9(1)
Опубликована: Май 11, 2022
Abstract Background This study proposes a learning cycle and comprehensive research framework that integrates Bloom’s taxonomy: the cognitive domain (cognitive load), affective (attitude motivation) psychomotor (implementation of science, technology, engineering, arts, math [STEAM] activities) to explore relationship between these domains intention. The proposed innovative mediated-moderation model includes second-order factors derived from technology acceptance (TAM) (perceived usefulness, perceived ease use, enjoyment), attention, relevance, confidence satisfaction (ARCS) model, load (mental mental effort) explain continuous intention STEAM education. Results A teaching material was designed for activity, an empirical experiment subsequently conducted. activities with our design (micro:bit artificial intelligence-based concept) conducted at university elementary school; total 145 questionnaire survey data were collected after activities. University student participants 20–24 years old school K5–K6 level. results showed usability directly influenced strengthened attitudes ARCS plays critical moderating role positively its effects on attitudes. Regarding mediating effects, negatively usability. Conclusions findings this revealed affect students’ intentions regarding theoretical educational implications future instructors.
Язык: Английский
Процитировано
72The International Journal of Management Education, Год журнала: 2024, Номер 22(2), С. 100958 - 100958
Опубликована: Фев. 25, 2024
Язык: Английский
Процитировано
27Current Psychology, Год журнала: 2022, Номер 42(21), С. 18212 - 18231
Опубликована: Март 25, 2022
Язык: Английский
Процитировано
64International Journal of Human-Computer Interaction, Год журнала: 2023, Номер 40(17), С. 4521 - 4532
Опубликована: Июнь 29, 2023
Augmented reality (AR) has received increasing attention and been utilized to enhance the customer experience in museums. This study employs Information System (IS) success model, immersion theory, Technology Acceptance Model (TAM) investigate impact of AR quality on various dimensions effects different perceived usefulness ease use. Quantitative research was conducted 295 visitors surveyed at Wuhan Natural History Museum. Partial least squares structural equation modeling (PLS-SEM) test model. The results indicate that higher-quality enhances aesthetic can escapist within environment. Both contribute usefulness, while museum visits contributes obtained from experiments provide insights into designing systems for use
Язык: Английский
Процитировано
32Journal of Computer Information Systems, Год журнала: 2023, Номер unknown, С. 1 - 16
Опубликована: Дек. 5, 2023
The emergence of the metaverse has opened an unbelievable online virtual world offering real-life immersive experiences to consumers. This study examines customers' fashion apparel shopping intentions in e-commerce metaverse. We propose a conceptual framework based on behavioral reasoning theory (BRT) investigate reasons for adoption (or not) survey 1170 customers was performed, and PLS-SEM used analyze data. findings suggest that perceived enjoyment, interactivity, imagination, sense immersion favors adoption, whereas risk, traditional barrier, image technological anxiety deter adoption. Our results advance literature innovative technology intention. provide guidelines marketers managers.
Язык: Английский
Процитировано
32Smart Learning Environments, Год журнала: 2023, Номер 10(1)
Опубликована: Фев. 23, 2023
Abstract Researchers are increasingly exploring educational games in immersive virtual reality (IVR) environments to facilitate students’ learning experiences. Mainly, the effect of IVR on outcomes has been focus. However, far too little attention paid influence game elements and features learners’ perceived cognition. This study examined relationship between (challenge, goal clarity, feedback) as pedagogical approach, technology (immersion interaction), cognition (reflective thinking comprehension). An experiment was conducted with 49 undergraduate students who played an game-based application (iThinkSmart) containing mini developed computational competency. The employed partial least squares structural equation modelling investigate contents learner’s Findings show that clarity is main predictor reflective comprehension application. It also confirmed immersion interaction experience impact comprehension. Notably, adequate content terms organisation relevance contained significantly moderate findings this have implications for educators developers intervention higher education context. In particular, implication touches aspect cognitive factors aim produce 21st-century problem-solving skills through critical thinking.
Язык: Английский
Процитировано
28Frontiers in Psychology, Год журнала: 2023, Номер 14
Опубликована: Март 20, 2023
Virtual reality (VR) is considered an emerging technology in language education a previously published review article, which reviews 26 articles on VR-assisted learning (VRALL) between 2015 and 2018. VR has been developing rapidly receiving much more attention learning, especially the post-pandemic era. Therefore, following up, this paper tracks new trends of VRALL by reviewing 38 empirical studies 2018 2022. The main findings are: (1) scope research expanded terms number studies, type participants, focus, skill, investigated; (2) cognitive affective benefits as well drawbacks have reported than before. Implications are drawn for practitioners researchers field VRALL.
Язык: Английский
Процитировано
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