Student perception of usefulness and ease using Kahoot, a free web-based tool in a tertiary education setting
Autor(a) principal: | |
---|---|
Data de Publicação: | 2020 |
Outros Autores: | , |
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. |
id |
UEM-6_b9c83002a2b08a781f74ce69bb2be654 |
---|---|
oai_identifier_str |
oai:periodicos.uem.br/ojs:article/47347 |
network_acronym_str |
UEM-6 |
network_name_str |
Acta scientiarum. Technology (Online) |
repository_id_str |
|
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 |
_version_ |
1799315337325314048 |