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Raza, Syed Ali; Umer, Amna; Qazi, Wasim; Makhdoom, Murk – Journal of Educational Computing Research, 2018
This study intends to analyze the influence of behavioral and psychosocial factors of higher education students of Karachi on acceptance of m-learning as a mode of getting education. The Theory of Planned Behavior and Technology Acceptance Model have provided the basic frameworks to formulate the hypotheses for this study. The analyses of the…
Descriptors: Foreign Countries, College Students, Student Attitudes, Social Influences
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Hao, Shuang; Dennen, Vanessa P.; Mei, Li – Educational Technology Research and Development, 2017
This study examines the factors that influence mobile learning adoption among Chinese university students. China's higher education market is large and mobile device ownership is considered a status symbol. Combined, these two factors suggest mobile learning could have a big impact in China. From the literature, we identified three major areas…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Technology Uses in Education
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Cheng, Kun-Hung – Australasian Journal of Educational Technology, 2017
Since augmented reality (AR) has been increasingly applied in education recently, the investigation of students' learning experiences with AR could be helpful for educators to implement AR learning. With a quantitative survey using three questionnaires, this study explored the relationships among 153 students' perceived cognitive load, motivation,…
Descriptors: Cognitive Processes, Difficulty Level, Learning Experience, Statistical Analysis
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Cacciamani, Stefano; Villani, Daniela; Bonanomi, Andrea; Carissoli, Claudia; Olivari, Maria Giulia; Morganti, Laura; Riva, Giuseppe; Confalonieri, Emanuela – Journal of Research on Technology in Education, 2018
To maximize the advantages of the tablet personal computer (TPC) at school, this technology needs to be accepted by students as new tool for learning. With reference to the Technology Acceptance Model and the Unified Theory of Acceptance and Use of Technology, the aims of this study were (a) to analyze factors influencing high school students'…
Descriptors: Student Attitudes, Attitude Measures, Handheld Devices, Telecommunications
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Touati, Achraf; Baek, Youngkyun – Journal of Educational Computing Research, 2018
This study investigated students' perceptions of competence and enjoyment of a mobile game within the context of mobile game-based learning. The proposed model showed that perceived competence and game attitude were the main predictors of enjoyment, while no direct relationship was found between perceived competence and gaming achievement. The…
Descriptors: Student Attitudes, Competence, Self Concept, Educational Games
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Cho, Jaehee; Lee, H. Erin; Quinlan, Margaret – Journal of American College Health, 2017
Objective: Based on the technology acceptance model (TAM), we explored the nationally-bounded roles of four predictors (subjective norms, entertainment, recordability, and networkability) in determining the TAM variables of perceived usefulness (PU), perceived ease of use (PEOU), and behavioral intention (BI) to use diet/fitness apps on…
Descriptors: Cross Cultural Studies, Telecommunications, Handheld Devices, College Students
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Park, Eunil; Kim, Ki Joon – Program: Electronic Library and Information Systems, 2013
Purpose: The aim of this paper is to propose an integrated path model in order to explore user acceptance of long-term evolution (LTE) services by examining potential causal relationships between key psychological factors and user intention to use the services. Design/methodology/approach: Online survey data collected from 1,344 users are analysed…
Descriptors: Telecommunications, Handheld Devices, Services, Path Analysis
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Chang, Yi Hsing; Liu, Jen-ch'iang – Turkish Online Journal of Educational Technology - TOJET, 2013
Since AR can display 3D materials and learner motivation is enhanced in a situated learning environment, this study explores the learning effectiveness of learners when combining AR technology and the situation learning theory. Based on the concept of embedding the characteristics of augmented reality and situated learning into a real situation to…
Descriptors: Electronic Learning, Computer Simulation, Blended Learning, Computer Attitudes