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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
Estrada, Gabriel; Dawson, Maurice; Cárdenas-Haro, Jose Antonio – ICTE Journal, 2019
African Americans and Hispanic Americans historically have been underrepresented in U.S. jobs in the fields of STEM in large part because of the usability of technology. In this research, the goal was to discover the usability factors relative to operating systems that may limit African Americans and Hispanic Americans from pursuit of computer…
Descriptors: Computer Science Education, Computer Oriented Programs, Educational Technology, Usability
Doleck, Tenzin; Bazelais, Paul; Lemay, David John – Education and Information Technologies, 2017
As the use of technology in education advances and broadens, empirical research around its use assumes increased importance. Yet literature investigating technology acceptance in certain populations remains scarce. We recently argued that technology acceptance investigations should also consider the modality of the antecedent belief, to…
Descriptors: Technology Uses in Education, Computer Assisted Instruction, Electronic Learning, Student Attitudes
Bere, Aaron; Rambe, Patient – Journal of Computing in Higher Education, 2016
Research on technology adoption often profiles device usability (such as perceived usefulness) and user dispositions (such as perceived ease of use) as the prime determinants of effective technology adoption. Since any process of technology adoption cannot be conceived out of its situated contexts, this paper argues that any pre-occupation with…
Descriptors: Synchronous Communication, Computer Oriented Programs, Higher Education, Technology Uses in Education
Zakrzewski, Jennifer L. – Mathematics Teaching in the Middle School, 2016
In this article, middle school mathematics teacher Jennifer Zakrzewski describes how she successfully incorporated iPads and Apple TV (for projection of iPad screens) into her classroom while having her students solve a problem about mangoes. As Zakrzewski began a unit on multiplying and dividing fractions, she chose to start with the Mangoes…
Descriptors: Mathematics, Mathematics Instruction, Educational Technology, Technology Uses in Education
Kim, SooHwan; Kim, HyeonCheol; Han, SeonKwan – Behaviour & Information Technology, 2013
This article describes the development of learning widget on m-learning and e-learning environments. A widget is a small, simple and useful application supporting user-oriented contents. The user may select and install widgets that are convenient as well as an auto-updating application including weather or calendar. These widgets are especially…
Descriptors: Foreign Countries, Electronic Learning, Handheld Devices, Computer Oriented Programs
Kay, Robin – Journal of Educational Computing Research, 2006
The impact of gender on computer related attitudes, ability, and use has been actively documented, but little research has been done examining how to modify and reduce imbalances. The purpose of this study was to explore the effect of ubiquitous computing (24-hour access to a laptop and the Internet) on gender differences in pre-service teachers…
Descriptors: Gender Differences, Computer Attitudes, Internet, Access to Computers

Ugboma, Eghosa – Community College Journal of Research and Practice, 1999
Investigates the awareness and attitudes of administrators and faculty concerning the effects of the use of computers in the management of community-serviced colleges in small independent states of the English-speaking Eastern Caribbean. Concludes that the faculty and administrators generally support the use of computers in college management…
Descriptors: Administrator Attitudes, Community Colleges, Computer Attitudes, Computer Oriented Programs

Clark, Caleb John – TechTrends, 2000
Defines a "geek" as a person in love with technology, computers, and the Internet, and suggests ways that technology-training professionals can discover their "inner geek" to improve their ability to design appropriate learning and performance systems. Presents actions to take and examples for game playing; exploring; embracing technology;…
Descriptors: Computer Attitudes, Computer Literacy, Computer Oriented Programs, Computer Software

Kinzie, Mable B.; And Others – Research in Higher Education, 1994
A study of 359 undergraduate students in business (n=125), education (n=111), and nursing (n=123) in 3 state university systems investigated the use of 2 affective measures concerning aspects of computer technology. Data on construct validity, relationship between results of the two measures, and implications for future research are reported.…
Descriptors: College Students, Computer Attitudes, Computer Literacy, Computer Oriented Programs

Brinkerhoff, Jonathan D.; Klein, James D.; Koroghlanian, Carol M. – Journal of Educational Computing Research, 2001
Examines effects of overview mode and computer experience on achievement, attitude and instructional time in a hypertext learning environment. Results indicated participants with high computer experience learned more from the program than those with low experience. Participants receiving structured or unstructured overview spent significantly more…
Descriptors: Computer Assisted Instruction, Computer Attitudes, Computer Literacy, Computer Oriented Programs
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