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1.
This paper examines the social, organisational and individual factors that may affect students' acceptance of e‐learning systems in higher education in a cross‐cultural context. A questionnaire was developed based on an extended technology acceptance model (TAM). A total sample of 1173 university students from two private universities in Lebanon and one university in England participated in this study. After performing the satisfactory reliability and validity checks, the hypothesised model was estimated using structural equation modeling. The findings of this study revealed that perceived usefulness (PU), perceived ease of use (PEOU), social norms (SNs), perceived quality of work life (QWL), computer self‐efficacy (SE) and facilitating conditions (FC) are significant determinants of behavioural intentions (BIs) and usage of e‐learning system for the Lebanese and British students. QWL, the newly added variable, was found the most important construct in explaining the causal process in the model for both samples. Differences were found between Lebanese and British students with regard to PEOU, SN, QWL, FC, SE and actual usage; however, no differences were detected in terms of PU and BI. Overall, the proposed model achieves acceptable fit and explains for 69% of the British sample and 57% of the Lebanese sample of its variance which is higher than that of the original TAM. Our findings suggest that individual, social and organisational factors are important to consider in explaining students' BI and usage of e‐learning environments.  相似文献   

2.
Student satisfaction is used as one of the key elements to evaluate online courses, while perceived learning is considered as an indicator of learning. This study aimed to explore how online learning self-efficacy (OLSE), learner–content interaction (LCI), learner–instructor interaction (LII), and learner–learner interaction (LLI) can predict student satisfaction and perceived learning. A total of 167 students participated in this study. Regression results revealed that the overall model with all four predictor variables (OLSE, LCI, LII, and LLI) was significantly predictive of satisfaction and perceived learning. The study found that LCI was the strongest and most significant predictor of student satisfaction, while OLSE was the strongest and most significant predictor of perceived learning. However, LLI was not predictive of student satisfaction and perceived learning. This study suggests that instructors employ strategies that enhance students’ OLSE, LCI, and LII. Research is needed to understand how LLI fosters student learning and satisfaction.  相似文献   

3.
学习行为数据的来源是学习分析研究领域的重要分支之一。通过文献梳理和回顾,发现大学生在线学习行为数据分享意愿的研究有待深入。运用技术接受模型,选择网络隐私顾虑、信任、感知易用性和感知有用性为自变量,个人数据分享意愿为因变量构建了初始概念模型,并提出了相应的假设。为了检验这一概念模型,以抽样调查获取的206名商科类大学生的相关数据作为样本进行结构方程模型分析,并结合相关拟合指标对初始概念模型进行了修正。结论显示:感知易用性和网络隐私顾虑对个人数据分享意愿没有直接作用,但前者通过感知有用性和信任两个中介变量正向间接作用于个人数据分享意愿,后者通过信任作为中介变量负向间接作用于个人数据分享意愿;感知易用性对信任有较为显著的正向作用,网络隐私顾虑对信任有负向作用,但不显著;感知易用性对感知有用性有显著的正向作用。  相似文献   

4.
With the proliferation of paid mobile learning applications (m-learning apps), understanding how to assess their success has become an important issue for academics and practitioners. Based on the information systems (IS) success models and the value-based adoption model, this study developed and validated a multidimensional model for assessing paid m-learning app success. The proposed model describes the interrelationships among seven paid m-learning app success variables: system quality, information quality, perceived enjoyment, perceived fee, user satisfaction, intention to reuse, and learning effectiveness. Data collected from 160 paid m-learning app users were tested against the research model using structural equation modeling (SEM). The empirical findings provide evidence that learning effectiveness is affected by user satisfaction and intention to reuse, which, in turn, are determined by system quality, information quality, perceived enjoyment, and perceived fee. The findings of this study provide several important theoretical and practical implications for the development, implementation, and promotion of paid m-learning apps.  相似文献   

5.
Many organisations and institutions have integrated learning objects into their e-learning systems to make the instructional resources more efficient. Like any other information systems, this trend has made user acceptance of learning objects an increasingly critical issue as a high level of learner satisfaction and acceptance reflects that the users are more willing to continue to use the technology. In this study, an extended version of technology acceptance model (TAM) with two external variables (learning object characteristics and individual differences) was developed to investigate the underlying factors and causal relationships in predicting learners' acceptance of learning objects. This study called for the respondents to progress through two phases of learning object participation: introduction and direct-use experience to investigate the students' perceptions in terms of usefulness and ease of use while utilising learning objects. The findings show that both perceived usefulness and perceived ease of use are determinants of behavioural intention to use learning objects. Learning object characteristics influence both perceived usefulness and perceived ease of use of learning objects; individual differences appear to have no influence upon intention to use learning objects.  相似文献   

6.
Graham Nuthall's work cuts across methodological and conceptual divides that have worked against the development of a theory of learning and teaching that is at once predictive and practical. The micro-genetic approach to research on learning in classrooms that he developed with Adrienne Alton-Lee successfully transcends the unhelpful dichotomy between qualitative and quantitative methods. Crossing the borders between the individual focus of cognitive psychology and the central role of social activity of sociocultural theory, he has suggested a synthesis that is both grounded in social context and predictive of individual learning. His theoretical contribution can become still more useful by extending it to the larger realities of students’ lives outside of the classroom by relating it to dynamic notions of culture and identity.  相似文献   

7.
Online learning from video modeling examples, in which a human model demonstrates and explains how to perform a learning task, is an effective instructional method that is increasingly used nowadays. However, model characteristics such as gender tend to differ across videos, and the model-observer similarity hypothesis suggests that such characteristics may affect learning. Therefore, this study investigated whether the effectiveness of learning how to solve a probability calculation problem from video modeling examples would vary as a function of the model’s and observer’s gender. In a 2 (Model: Female/Male) × 2 (Observer: Female/Male) between-subject design, 167 secondary education students learned how to solve probability calculation problems by observing video modeling examples. Results showed no effects of Model or Observer gender on learning and near transfer. Male students reported higher self-efficacy than female students. Compared to a female model, observing a male model enhanced perceived competence more from pretest to posttest, irrespective of observers’ gender. Furthermore, learning from a male model was less effortful and more enjoyable for male students than for female students. These results suggest that gender of both model and observer can matter in terms of affective variables experienced during learning, and that instructional designers may want to consider this when creating (online) learning environments with video modeling examples.  相似文献   

8.
Retaining learners and facilitating their continuance are critical for the mobile learning providers and educators. Drawing on stimulus-organism-response framework and self-determination theory, this study examines factors that affect college students' mobile learning continuance by considering the self-determination needs and learning involvement. A research model was developed and empirically tested against data collected from 309 college students who are the mobile learning users of an online education platform in China. The results of structural equation modeling analysis showed that perceived learning support, self-management of learning and peer influence significantly influence affective learning involvement, which in turn positively affect mobile learning continuance intention. In addition, perceived learning support and peer influence also significantly influence cognitive learning involvement, which further determine mobile learning continuance intention. Theoretical and practical implications of these findings are also discussed.  相似文献   

9.
Errors are often perceived by students as self-threatening and not as learning opportunities. The present work focuses on contextual influences on reactions to errors and learning processes. Based on prior research, a conceptualization of perceived error climate in the classroom with eight subdimensions and one superordinate uniform factor is proposed and a newly developed student questionnaire for its assessment is presented. Results of a study with N = 1116 students from 56 mathematics classrooms in German secondary schools indicated the validity of the error climate conceptualization and the suitability of the questionnaire. Moreover, the results showed that perceived error climate in the classroom predicted the adaptivity of students’ individual reactions to errors above and beyond perceived classroom goal structures and personal achievement motivation (academic self-concept, mastery goal orientation). In addition, the study provided evidence that perceived error climate affects – partially mediated through students’ individual reactions to errors – the quantity and self-regulation of students’ effort.  相似文献   

10.
Views of mathematical modeling in empirical, expository, and curricular references typically capture a relationship between real-world phenomena and mathematical ideas from the perspective that competence in mathematical modeling is a clear goal of the mathematics curriculum. However, we work within a curricular context in which mathematical modeling is treated more as a venue for learning other mathematics than as an instructional goal in its own right. From this perspective, we are compelled to ask how learning of mathematics beyond modeling may occur as students generate and validate mathematical models. We consider a diagrammatic model of mathematical modeling as a process that allows us to identify how mathematical understandings may develop or surface while learners engage in modeling tasks. Through examples from prospective teachers' mathematical modeling work, we illustrate how our diagrammatic model serves as a tool to unpack the intricacies of students’ mathematical experience while engaging in modeling tasks.  相似文献   

11.
In this study, structural equation modeling is applied to examine the determinants of students' satisfaction and their perceived learning outcomes in the context of university online courses. Independent variables included in the study are course structure, instructor feedback, self‐motivation, learning style, interaction, and instructor facilitation as potential determinants of online learning. A total of 397 valid unduplicated responses from students who have completed at least one online course at a university in the Midwest were used to examine the structural model. The results indicated that all of the antecedent variables significantly affect students' satisfaction. Of the six antecedent variables hypothesized to affect the perceived learning outcomes, only instructor feedback and learning style are significant. The structural model results also reveal that user satisfaction is a significant predictor of learning outcomes. The findings suggest online education can be a superior mode of instruction if it is targeted to learners with specific learning styles (visual and read/write learning styles) and with timely, meaningful instructor feedback of various types.  相似文献   

12.
ABSTRACT

Given the growing use of online learning environments in higher education, it is important to further unravel how students’ use is influenced by their perceptions towards these learning environments. This study includes the perceived quality of the instructional design based on the First Principles of Instruction of Merrill and students’ acceptance based on the constructs perceived usefulness and perceived ease of use of the technology acceptance model (TAM). The aim of this study is twofold: a first aim is to investigate the influence of the perceived instructional quality on students’ acceptance and the second aim is to investigate the impact of students’ acceptance and the perceived instructional quality on the quantity (i.e. course activity) and quality (i.e. course performance) of use. In this study, a Moodle-based online learning environment for learning French as a foreign language was studied. Participants were 161 university students. Structural equation modeling (SEM) indicates that the perceived instructional quality has a significant positive influence on students’ acceptance. Furthermore, students’ perceived instructional quality has a positive influence on the quality, but not on the quantity of use, whereas students’ acceptance of the online learning environment has no impact on the use of the learning environment.  相似文献   

13.
Learning from (video) modeling examples in which a model demonstrates how to perform a task is an effective instructional strategy. The model-observer similarity (MOS) hypothesis postulates that (perceived) similarity between learners and the model in terms of age or expertise moderates the effectiveness of modeling examples. Findings have been mixed, however, possibly because manipulations of MOS were often associated with differences in example content and manipulations of (perceived) expertise confounded with age. Therefore, we investigated whether similarity with the model in terms of age and putative expertise would affect cognitive and motivational aspects of learning when the example content is kept equal across conditions. Adolescents (N = 157) watched a short video in which a peer or adult model was introduced as having low or high expertise, followed by two video modeling examples in which the model demonstrated how to troubleshoot electrical circuit problems. Results showed no effects of putative expertise. In contrast to the MOS hypothesis, adult models were more effective and efficient to learn from than peer models.  相似文献   

14.
By gradually placing more importance on game-based education and changing learning motivation by applying game-playing characteristics, students’ learning experiences can be enhanced and a better learning effect can be achieved. When teaching the content of Chinese poetry in Taiwanese junior high schools, most teachers only explain the meaning of Chinese poetry, while it is difficult for students to understand why poets write these poems, resulting in learning confusion. This paper implemented a digital game-based situated learning system based on Tang Dynasty poems for learning Chinese poetry to simulate the situations of hardship encountered by poets when writing poetry in animated form to help junior high school students in Taiwan to have greater understanding when learning the content of Chinese poetry. The research results show that students who used the Gourd Tang Dynasty system in game-based instruction had significantly better learning achievements than students who underwent traditional narrative instruction. Among them, students in the low learning ability group improved in their grades significantly more than students in the high learning ability group in terms of their Tang Dynasty poetry learning. Furthermore, the authors examined the predictive relationships between perceived ease of use, perceived usefulness and behavioural intention related to the digital game-based situated learning system for Chinese language poetry. The factor of perceived usefulness was a key factor in the students’ positive attitudes towards the digital game-based situated learning system. There were no significant differences with respect to individual characteristics (i.e. gender, online game experience and digital learning experience). The results demonstrate that this type of system can be widely accepted by students with different learning experiences.  相似文献   

15.
Recent developments in agent‐based modeling as a method of systems analysis and optimization indicate that students in business analytics need an introduction to the terminology, concepts, and framework of agent‐based modeling. This article presents an active learning exercise for MBA students in business analytics that demonstrates agent‐based modeling by solving a knapsack optimization problem. For the activity, students act as naïve agents by using dice to randomly selecting items for a finite capacity knapsack to maximize the value of the knapsack. Students then design a greedy heuristic to skew the probability of selection item. These pencil‐and‐paper models are then implemented in a spreadsheet model to demonstrate the effects of altering the agents’ behavior. Finally, a binary integer programming model is examined to contrast agent‐based modeling with traditional mathematical programming formulations. This exercise is innovative because it combines student engagement via active learning with an innovative, individual‐based, modeling methodology.  相似文献   

16.
Virtual reality (VR) is projected to play an important role in education by increasing student engagement and motivation. However, little is known about the impact and utility of immersive VR for administering e-learning tools, or the underlying mechanisms that impact learners’ emotional processes while learning. This paper explores whether differences exist with regard to using either immersive or desktop VR to administer a virtual science learning simulation. We also investigate how the level of immersion impacts perceived learning outcomes using structural equation modeling. The sample consisted of 104 university students (39 females). Significantly higher scores were obtained on 11 of the 13 variables investigated using the immersive VR version of the simulation, with the largest differences occurring with regard to presence and motivation. Furthermore, we identified a model with two general paths by which immersion in VR impacts perceived learning outcomes. Specifically, we discovered an affective path in which immersion predicted presence and positive emotions, and a cognitive path in which immersion fostered a positive cognitive value of the task in line with the control value theory of achievement emotions.  相似文献   

17.
Situational awareness and mashups are two key factors influencing the success of situational language teaching. However, traditional situational language teaching cannot smoothly conduct relevant learning activities in changing learning context. This study developed a situational mashups system for detecting users' context and proposed a research model for evaluating users' acceptance on the situational mashups in situational language teaching. The proposed model consisted of users' individual experiences, situational learning theory and technology acceptance theory. The experimental results showed that users' experiences of using computer, Internet, mashups system and mashups‐based learning, as well as users' perceived enjoyment, perceived usefulness and perceived ease of use of situational mashups are all key factors affecting users' acceptance of situational mashups in situational language teaching.  相似文献   

18.
In Canada, current federal learning-and-work policy is focused on individual learner-worker development using an iteration of lifelong learning as cyclical. This policy aims to enhance the social as an effect of enhancing the economic. In this neoliberal milieu, cyclical lifelong learning has become not only a norm but also a culture and an attitude. Still, a current Canadian phenomenon indicates that increasing numbers of young adults are disengaging from participation in such learning that the federal government considers being a preventive measure. In discussing their withdrawal from what might be perceived as cyclical lifelong learning for control, I consider a particularly challenging case: the predicament of young adults in the Canadian province of Newfoundland and Labrador. To help us think about adequately addressing the dislocation they experience in life and work, I offer a Freire-informed vision of a critical social pedagogy of learning and work. This pedagogy calls for re-engendering the social in lifelong learning by revitalizing critical social concerns with historical awareness, hope, possibility, ethics, justice, democratic vision, learner freedom, critique, and intervention.  相似文献   

19.
Although literature about problem based learning (PBL) is not scarce, there is little research on experiences about learning methodologies that combine PBL and the use of simulation tools. This lack of studies is even more notable in the case of engineering courses. The motivation for this study is to show how such a combination of PBL and simulation has been designed in a group work course for engineers and to analyze how the underlying factors of this methodology are related to perceived learning. This exploratory study focuses on how perceived enjoyment, interaction, collaborative learning, perceived satisfaction, and time dedicated to the course affect the learning perceived by the students in an engineer's degree course. The outcomes of this pilot study show that only three of these factors (satisfaction, time dedication, and collaborative learning) affect the students' perceived learning. Despite the high ratings obtained for interaction and perceived enjoyment, no significant relation between these factors and perceived learning was found. The reasons behind these findings are discussed.  相似文献   

20.
Blended learning is an effective approach to instruction that combines features of face-to-face learning and computer-mediated learning. This study investigated the relationship between student perceptions of three types of interaction and blended learning course satisfaction. The participants included K-12 teachers enrolled in a graduate-level course. Results indicate that students (a) perceived interaction as important to their learning experiences and (b) were moderately satisfied in their blended learning course. The predictive model of student satisfaction including three types of interaction was reliable. Of the three types of interaction, learner–content interaction was the strongest predictor of student satisfaction when the course design involved a low amount of collaborative activities. Additionally, student personality was found to be a vital factor for interaction and satisfaction in this type of course design. Students who reported having an extroverted personality noted more interaction and a higher level of student satisfaction than those who self-reported as introverted.  相似文献   

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