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Hae Sun Jung; Haein Lee; Keon Chul Park – SAGE Open, 2025
This study investigates user experience (UX) priorities in early childhood education applications by analyzing Korean-language user reviews using Bidirectional Encoder Representations from Transformers topic modeling (BERTopic). Eighteen latent topics were extracted and systematically mapped to the eight software quality characteristics defined by…
Descriptors: Early Childhood Education, Computer Uses in Education, Computer Software, Usability
Al-Rahmi, Ali Mugahed; Al-Rahmi, Waleed Mugahed; Alturki, Uthman; Aldraiweesh, Ahmed; Almutairy, Sultan; Al-Adwan, Ahmad Samed – Education and Information Technologies, 2022
Mobile-learning (M-learning) apps have grown in popularity and demand in recent years and have become a typical occurrence in modern educational systems, particularly with the deployment of M-learning initiatives. The key objective of this study was to reveal the key factors that impact university students' behavioural intention and actual use of…
Descriptors: Electronic Learning, Computer Oriented Programs, College Students, Intention
Madalena Ribeiro e Silva; Joana Carneiro Pinto – Journal of Workplace Learning, 2025
Purpose: The purpose of this study is to test and integrative model that forecasts a range of attributes as both antecedents and consequents of using a gamification app. Design/methodology/approach: The proposed model includes factors from the technology acceptance model (TAM) [perceived ease of use (PEU), perceived usefulness (PU) and attitude…
Descriptors: Gamification, Work Environment, Job Enrichment, Organizational Climate
Alejandro Álvarez-Marín; J. Ángel Velázquez-Iturbide; Mauricio Castillo-Vergara; Christian Acuña-Opazo – Innovations in Education and Teaching International, 2025
This study explores the moderating role of aesthetics and information quality on the technological acceptance of augmented reality. A technology acceptance model with the following variables was used: perceived ease of use, perceived usefulness, attitude towards using, and behavioural intention to use. Analysis was conducted by using structural…
Descriptors: Physical Environment, Computer Simulation, Synthesis, Simulated Environment
Natalie Rusk; Rupal Jain; Caitlin K. Martin; Ricarose Roque; João Adriano Freitas; Linford Molaodi – Learning, Media and Technology, 2024
This paper shares reflections and stories from a collaborative design process between the Lifelong Kindergarten group at the MIT Media Lab and a global network of community-based educators to develop a creative coding app called OctoStudio, which supports children and families to create and share interactive projects on mobile devices. The app…
Descriptors: Community Education, Teachers, Cooperative Learning, Design
Mascret, Nicolas; Marlin, Kane; Laisney, Patrice; Castéra, Jérémy; Brandt-Pomares, Pascale – Education and Information Technologies, 2023
Based on the Technology Acceptance Model (TAM), the aims of the present cross-sectional study were i) to investigate acceptance by teachers of an open-source, collaborative, free m-learning app, named "Artefac," ii) to examine whether teachers' self-approach goals (i.e., the motivation to teach more effectively than before) may be a…
Descriptors: Teacher Attitudes, Computer Attitudes, Adoption (Ideas), Open Source Technology

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