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Continuance Intentions to Use Gamification for Training in Higher Education: Integrating the Technology Acceptance Model (TAM), Social Motivation, and Task Technology Fit (TTF)

机译:持续意图利用高等教育培训的娱乐:整合技术验收模型(TAM),社会动机和任务技术适合(TTF)

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Despite the public enthusiasm for gamification training for employees, gamification is not yet been fully incorporated for instructor training in universities. Previous studies have examine factors that improves employee participation, motivation and engagement that leads to the employee intentions to use gamification for training. Therefore, in this study, task technology fit (TTF), social motivations (SM) and knowledge gain from using gamifiction were investigated. The TAM is enhanced with other factors; such as the task technology fit (TTF) and social motivation. The TTF is used to examine gamification utility, while social motivation is used to examine social influence (SI) and social recognition (SR). Data were collected in two phases, in the first phase 375 data were used for the TAM, secondly, 31 data were used for the pre and posttest. A structural equation model were presented to test the TAM while the t-test were used to study the knowledge gain from using the gamification system. However, the foundation for understanding instructors & x2019; behavior in this study & x2019;s context are: (1) perceived usefulness and attitudes are crucial to the continuance intentions to use gamified Moodle for training; (2) perceived usefulness mediates the relationships among social recognition, TTF, perceived ease of use, and social influence on continuance intentions; (3) when predicting continuance intentions, TTF, social recognition, social influence, and perceived ease of use are vital; (4) TTF positively affects perceived ease of use; and, unexpectedly, (5) the TTF and social influence have no significant effects on perceived usefulness. Detailed results and educational implications are discussed.
机译:尽管对员工的博彩培训有公共热情,但尚未完全纳入大学的教练培训。以前的研究已经检查了改善员工参与,动机和参与的因素,导致员工意图使用游戏处理培训。因此,在本研究中,研究了任务技术合适(TTF),社会动力(SM)和使用曲目的知识增益。 TAM与其他因素增强;如任务技术适合(TTF)和社会动机。 TTF用于检查群组化实用程序,而社会动机用于检查社会影响(SI)和社会认可(SR)。数据在两个阶段收集,在第一阶段375中用于TAM,其次,31个数据用于预先和后部。提出了一种结构方程模型来测试TAM,而T检验用于研究从使用游戏化系统的知识增益。但是,理解教师&x2019的基础;本研究中的行为&X2019; S的背景是:(1)感知的有用性和态度对于使用赌博Moodle进行培训的持续意图至关重要; (2)感知有用性在社会认可,TTF,感知易用性和社会影响方面介绍了社会认可关系的关系; (3)当预测持续意图,TTF,社会认可,社会影响和感知易用性都是至关重要的; (4)TTF积极影响感知易用性;而且,意外,(5)TTF和社会影响对感知的有用性没有显着影响。讨论了详细的结果和教育影响。

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