Student perception of usefulness and ease using Kahoot, a free web-based tool in a tertiary education setting

Detalhes bibliográficos
Autor(a) principal: Idowu, Adeleye
Data de Publicação: 2020
Outros Autores: Nat, Muesser, Kissi, Philip Siaw
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Acta scientiarum. Technology (Online)
Texto Completo: http://www.periodicos.uem.br/ojs/index.php/ActaSciTechnol/article/view/47347
Resumo:  Kahoot is a free web-based application, which allows tertiary educators to incorporate gamified learning environments in tertiary teaching and learning. However, there is a shortage of literature on student acceptance and effective use in a learning environment. Therefore, this paper added system interactivity, task-technology and learning-game conflict factor into the Technology Acceptance Model to investigate students intention and usage of Kahoot. Structural Equation Modelling SEM using LISREL was employed to analyze data collected from 250 randomly selected university students. The questionnaires were carried out at the end of the semester, after their final examinations. The results revealed that system interactivity has positive influence (β = 0.311, p = 0.000) on perceived usefulness of Kahoot, while task-technology fit has influence (β = 0.173, p = 0.001) on Kahoot usage. Furthermore, findıngs show that learning-game conflict has (β = 0.096, p = 0.031) positive influence on student behavioral intention. The findings serve as a guide for planning, designing and implementing Kahoot to foster university students’ knowledge acquisition. Discussion and conclusion were provided.
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spelling Student perception of usefulness and ease using Kahoot, a free web-based tool in a tertiary education settingStudent perception of usefulness and ease using Kahoot, a free web-based tool in a tertiary education settingKahoot; system interactivity; task-technology fit; learning-game conflict; technology acceptance model.Kahoot; system interactivity; task-technology fit; learning-game conflict; technology acceptance model. Kahoot is a free web-based application, which allows tertiary educators to incorporate gamified learning environments in tertiary teaching and learning. However, there is a shortage of literature on student acceptance and effective use in a learning environment. Therefore, this paper added system interactivity, task-technology and learning-game conflict factor into the Technology Acceptance Model to investigate students intention and usage of Kahoot. Structural Equation Modelling SEM using LISREL was employed to analyze data collected from 250 randomly selected university students. The questionnaires were carried out at the end of the semester, after their final examinations. The results revealed that system interactivity has positive influence (β = 0.311, p = 0.000) on perceived usefulness of Kahoot, while task-technology fit has influence (β = 0.173, p = 0.001) on Kahoot usage. Furthermore, findıngs show that learning-game conflict has (β = 0.096, p = 0.031) positive influence on student behavioral intention. The findings serve as a guide for planning, designing and implementing Kahoot to foster university students’ knowledge acquisition. Discussion and conclusion were provided. Kahoot is a free web-based application, which allows tertiary educators to incorporate gamified learning environments in tertiary teaching and learning. However, there is a shortage of literature on student acceptance and effective use in a learning environment. Therefore, this paper added system interactivity, task-technology and learning-game conflict factor into the Technology Acceptance Model to investigate students intention and usage of Kahoot. Structural Equation Modelling SEM using LISREL was employed to analyze data collected from 250 randomly selected university students. The questionnaires were carried out at the end of the semester, after their final examinations. The results revealed that system interactivity has positive influence (β = 0.311, p = 0.000) on perceived usefulness of Kahoot, while task-technology fit has influence (β = 0.173, p = 0.001) on Kahoot usage. Furthermore, findıngs show that learning-game conflict has (β = 0.096, p = 0.031) positive influence on student behavioral intention. The findings serve as a guide for planning, designing and implementing Kahoot to foster university students’ knowledge acquisition. Discussion and conclusion were provided.Universidade Estadual De Maringá2020-08-20info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://www.periodicos.uem.br/ojs/index.php/ActaSciTechnol/article/view/4734710.4025/actascitechnol.v42i1.47347Acta Scientiarum. Technology; Vol 43 (2021): Publicação contínua; e47347Acta Scientiarum. Technology; v. 43 (2021): Publicação contínua; e473471806-25631807-8664reponame:Acta scientiarum. Technology (Online)instname:Universidade Estadual de Maringá (UEM)instacron:UEMenghttp://www.periodicos.uem.br/ojs/index.php/ActaSciTechnol/article/view/47347/751375150557Copyright (c) 2021 Acta Scientiarum. Technologyhttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessIdowu, AdeleyeNat, MuesserKissi, Philip Siaw2020-10-09T12:48:26Zoai:periodicos.uem.br/ojs:article/47347Revistahttps://www.periodicos.uem.br/ojs/index.php/ActaSciTechnol/indexPUBhttps://www.periodicos.uem.br/ojs/index.php/ActaSciTechnol/oai||actatech@uem.br1807-86641806-2563opendoar:2020-10-09T12:48:26Acta scientiarum. Technology (Online) - Universidade Estadual de Maringá (UEM)false
dc.title.none.fl_str_mv Student perception of usefulness and ease using Kahoot, a free web-based tool in a tertiary education setting
Student perception of usefulness and ease using Kahoot, a free web-based tool in a tertiary education setting
title Student perception of usefulness and ease using Kahoot, a free web-based tool in a tertiary education setting
spellingShingle Student perception of usefulness and ease using Kahoot, a free web-based tool in a tertiary education setting
Idowu, Adeleye
Kahoot; system interactivity; task-technology fit; learning-game conflict; technology acceptance model.
Kahoot; system interactivity; task-technology fit; learning-game conflict; technology acceptance model.
title_short Student perception of usefulness and ease using Kahoot, a free web-based tool in a tertiary education setting
title_full Student perception of usefulness and ease using Kahoot, a free web-based tool in a tertiary education setting
title_fullStr Student perception of usefulness and ease using Kahoot, a free web-based tool in a tertiary education setting
title_full_unstemmed Student perception of usefulness and ease using Kahoot, a free web-based tool in a tertiary education setting
title_sort Student perception of usefulness and ease using Kahoot, a free web-based tool in a tertiary education setting
author Idowu, Adeleye
author_facet Idowu, Adeleye
Nat, Muesser
Kissi, Philip Siaw
author_role author
author2 Nat, Muesser
Kissi, Philip Siaw
author2_role author
author
dc.contributor.author.fl_str_mv Idowu, Adeleye
Nat, Muesser
Kissi, Philip Siaw
dc.subject.por.fl_str_mv Kahoot; system interactivity; task-technology fit; learning-game conflict; technology acceptance model.
Kahoot; system interactivity; task-technology fit; learning-game conflict; technology acceptance model.
topic Kahoot; system interactivity; task-technology fit; learning-game conflict; technology acceptance model.
Kahoot; system interactivity; task-technology fit; learning-game conflict; technology acceptance model.
description  Kahoot is a free web-based application, which allows tertiary educators to incorporate gamified learning environments in tertiary teaching and learning. However, there is a shortage of literature on student acceptance and effective use in a learning environment. Therefore, this paper added system interactivity, task-technology and learning-game conflict factor into the Technology Acceptance Model to investigate students intention and usage of Kahoot. Structural Equation Modelling SEM using LISREL was employed to analyze data collected from 250 randomly selected university students. The questionnaires were carried out at the end of the semester, after their final examinations. The results revealed that system interactivity has positive influence (β = 0.311, p = 0.000) on perceived usefulness of Kahoot, while task-technology fit has influence (β = 0.173, p = 0.001) on Kahoot usage. Furthermore, findıngs show that learning-game conflict has (β = 0.096, p = 0.031) positive influence on student behavioral intention. The findings serve as a guide for planning, designing and implementing Kahoot to foster university students’ knowledge acquisition. Discussion and conclusion were provided.
publishDate 2020
dc.date.none.fl_str_mv 2020-08-20
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://www.periodicos.uem.br/ojs/index.php/ActaSciTechnol/article/view/47347
10.4025/actascitechnol.v42i1.47347
url http://www.periodicos.uem.br/ojs/index.php/ActaSciTechnol/article/view/47347
identifier_str_mv 10.4025/actascitechnol.v42i1.47347
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv http://www.periodicos.uem.br/ojs/index.php/ActaSciTechnol/article/view/47347/751375150557
dc.rights.driver.fl_str_mv Copyright (c) 2021 Acta Scientiarum. Technology
https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2021 Acta Scientiarum. Technology
https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Estadual De Maringá
publisher.none.fl_str_mv Universidade Estadual De Maringá
dc.source.none.fl_str_mv Acta Scientiarum. Technology; Vol 43 (2021): Publicação contínua; e47347
Acta Scientiarum. Technology; v. 43 (2021): Publicação contínua; e47347
1806-2563
1807-8664
reponame:Acta scientiarum. Technology (Online)
instname:Universidade Estadual de Maringá (UEM)
instacron:UEM
instname_str Universidade Estadual de Maringá (UEM)
instacron_str UEM
institution UEM
reponame_str Acta scientiarum. Technology (Online)
collection Acta scientiarum. Technology (Online)
repository.name.fl_str_mv Acta scientiarum. Technology (Online) - Universidade Estadual de Maringá (UEM)
repository.mail.fl_str_mv ||actatech@uem.br
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