scholarly journals Understanding Factors that Affecting Continuance Usage Intention of Game-Based Learning in the Context of Collaborative Learning

Author(s):  
Yu-Chiung Hsu ◽  
Ya-Ming Shiue
SAGE Open ◽  
2021 ◽  
Vol 11 (1) ◽  
pp. 215824402110035
Author(s):  
Aziz İlhan

The present study aimed to investigate the effects of geometry instruction activities conducted in nature based on modeling, game-based, and cooperative learning methods on achievement, mathematical motivation, and visual mathematical literacy perceptions of third-grade elementary school students. The present study is a quantitative study conducted with a pre-test/post-test experimental design with a control group. The study was conducted with 61 students (35 students in the experimental group and 26 students in the control group). Modeling-, game-, and collaborative learning-based activities were conducted with the students in the experimental group. It was determined that the achievements of students who were instructed with modeling-based activities in geometry were high when compared to that of the students instructed with collaborative learning- and game-based methods, and those in the control group where no intervention was applied. This group was followed by the game-based and collaborative learning groups. Based on the variable of motivation, the mean motivation of the students in the modeling group was higher when compared to that of the students in the collaborative learning, game-based, and conventional instruction groups. This group was followed by the collaborative and game-based learning groups. Also, based on the visual mathematical literacy perception variable, the mean visual mathematics literacy perception of the students in the collaborative learning group was higher when compared to that of the students in the groups where the modeling, game-based, and conventional instruction methods were used. This group was followed by the modeling and game-based learning groups.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Karen Ramos

PurposeThe aim of this study was to find out the factors that influenced customers' continuance usage intention of food delivery apps (FDAs) during COVID-19 quarantine.Design/methodology/approachThe information was obtained by applying an online survey to a sample of 295 residents in Tijuana, Mexico, who were repeat customers of the FDAs during COVID-19 quarantine. Exploratory factor analysis (EFA), the average variance explained (AVE) and composite reliability (CR) were conducted to ensure the validity of each construct. Multiple regression analysis was done to identify predictors of customers' continuance usage intention.FindingsBased on the Unified Theory of Acceptance and Use of Technology 2 (UTAUT-2), four constructs were included: effort expectancy, performance expectancy, food and beverage quality and price saving orientation. Multiple linear regressions were carried out to assess the relationship between the four dimensions and customers' continuance usage intention of FDAs. The results obtained show that effort expectancy, performance expectancy and price saving orientation influenced the customers' continuous usage behavior.Originality/valueThis study contributes to the body of knowledge on consumer behavior on the continuance usage intention of FDAs during the COVID-19 pandemic, which has been scarcely studied. Also, the food and beverage quality construct was proposed, and the price value construct from the UTAUT-2 theory was adapted to price saving orientation.


2015 ◽  
pp. 1546-1562 ◽  
Author(s):  
Santhanamery Thominathan ◽  
Thurasamy Ramayah

This chapter highlights the importance of continuance usage intention of a technology. Continuance intention is defined as one's intention to continue using or long-term usage intention of a technology. Although initial acceptance is important in identifying the success of an information system, continued usage is even more significant in ensuring the long-term viability of technology innovations and in enhancing the financial and quality performance of an organization. Therefore, this chapter aims to examine the continuance usage intention of e-filing system by taxpayers in Malaysia. The data were collected from 153 taxpayers in the northern region of Malaysia using survey method. The result shows a significant relationship between perceived usefulness and continuance usage intention. Surprisingly, perceived usefulness was found to be insignificantly related to satisfaction and satisfaction towards continuance usage intention. Implication of these findings to the Inland Revenue Board of Malaysia is also elaborated.


Author(s):  
Paul Pivec ◽  
Maja Pivec

Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on constructivist learning theory and guides the design of the effective learning environments. The constructivist design required for successful Game-Based Learning is discussed in this chapter and the model of recursive learning is discussed suggesting how Game-Based Learning (GBL) and how to maximize its affect. This chapter defines “Gameplay” and tables the perceptions of both players and teachers in the area of abilities learnt from playing digital games. Resources for implementing GBL are highlighted and the need for these is discussed. We conclude this chapter with design guidelines that will ensure effective learning outcomes are attained and suggest why these steps are necessary.


Author(s):  
Paul Pivec ◽  
Maja Pivec

Game-based learning has gained popularity in schools and has been proposed for adult education, both at Universities and in the corporate training sector. Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on constructivist learning theory and guides the design of the effective learning environments. In this environment the teacher or trainer becomes the active partner, moderator and advisor of the educational process, not just a repository of the information importing his or her own knowledge to a passive learner as in traditional education. Learners bring their prior skills and knowledge to the classroom community. The trainer structures learning situations in which each learner can interact with other learners to develop new knowledge and fashion their own needs and capacities. Knowledge is generated from experience with complex tasks rather than from isolated activities like learning and practicing separately. Skills and knowledge are best acquired within the context. This helps the learners easily to transfer learning from classroom to “real life” and back, or information from one subject to another. Therefore this method requires that the trainer and learners play nontraditional roles such as interaction and collaboration with each other within the educational process. The classroom drops the physical boundaries and becomes a goal-oriented platform dedicated to learning. Online role-play scenario platforms offers an environment where trainers can define their own role-playing scenarios and provide the opportunity for learners to apply factual knowledge and to gain experience through the digital world. Trainers can define new games or adopt and modify sample games without any programming skills. Some platforms provide a variety of communication means within the scenarios; players can communicate with the use of multimedia discussion forums, text and voice chat modules, as well as through multi-user video conferencing. These platforms foster participation in problem-solving, effective communication, teamwork, project management, as well as other soft skills such as responsibility, creativity, micro-entrepreneurship, corporate culture, and cultural awareness. They are designed for use as a supplement to normal in-class teaching and corporate training, but it is also possible to be used independently from a class course. The constructivist design required for successful Game-Based Learning will be discussed and a model is provided to display how Game-Based Learning occurs in a collaborative online environment. This chapter will present example scenarios and highlight resources available to interested teachers and trainers.


Author(s):  
Feng Xu ◽  
Songshan (Sam) Huang ◽  
Shuaishuai Li

Purpose This study aims to examine the effects of three aspects of perceived advantage (i.e. time-saving, money-saving and convenience) on Chinese consumers’ continuance usage intention and behavior of using tourism mobile applications (apps) in the context of Chinese society and culture. Design/methodology/approach Survey data were collected at 20 key tourist attractions in Jinan, China from tourists who visit the attractions. Structural equation modeling was applied to test the hypothetical model. Findings Empirical findings revealed that time-saving directly affected consumers’ continuance usage intention but did not influence user behavior; on the contrary, money-saving had a direct effect on user behavior, but not on intention. Convenience was found to affect both intention and behavior and had a much stronger total effect on user behavior than time-saving and money-saving. Research limitations/implications The study findings offer insights into the further development of tourism mobile apps. While money-saving can be an effective marketing offer for user adoption of tourism mobile apps, tourism mobile apps operators should further tap into the value of time and convenience in designing and developing tourism mobile apps. Originality/value The study expands on practical knowledge of Chinese consumers’ behavior toward using tourism apps.


Author(s):  
Md Abdul Kaium ◽  
Yukun Bao ◽  
Mohammad Zahedul Alam ◽  
Md. Rakibul Hoque

Purpose This study aims to understand the factors affecting the continuance usage intention (CUI) of mHealth among the rural elderly. Design/methodology/approach An integrated model was proposed with the constructs derived from multiple models such as the unified theory of acceptance and use of technology, information system success model and expectation confirmation model. Data were collected from 400 participants who had prior experiences with mHealth services in Bangladesh. The research model was tested using the partial least squares method based upon structural equation modelling. Findings The findings indicated that system quality, performance expectancy, facilitating conditions and social influence were significant to the degree of confirmation and ultimately affect satisfaction and CUI. Surprisingly, service quality and information quality were insignificant. Research limitations/implications This study has added in the field of knowledge by contributing some new thoughts and interpretations of continuance usage modelling for mHealth services. The findings may become beneficial for the government agencies, policymakers, mHealth systems developers and service providers. Originality/value As limited research was found on CUI of mHealth in the integrated view of rural elderly’s value, this research contributes to the extant literature by categorizing key factors that might support to proliferate the continuance usage of this service. Moreover, the contextualization of the related variables and integration of the existing model is theoretically original. Furthermore, because of a generic approach, the findings could be easily modified to assist other developing countries in the planning and up-take of mHealth.


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