000 | 03228nam a22002777a 4500 | ||
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003 | KOHA_MİRAKIL | ||
005 | 20211208110111.0 | ||
008 | 211208d2021 cy ||||| m||| 00| 0 eng d | ||
040 |
_aCY-NiCIU _beng _cCY-NiCIU _erda |
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041 | _aeng | ||
090 |
_aD 282 _bI36 2021 |
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100 | 1 | _aIdowu, Adeleye Olusanya | |
245 | 1 | 4 |
_aTHE PERCEPTION OF STUDENTS TOWARDS USEFULNESS AND EASE OF USING KAHOOT FOR LEARNING / _cADELEYE OLUSANYA IDOWU; SUPERVISOR: ASSOC. PROF. DR. MUESSER NAT |
264 | _c2021 | ||
300 |
_a165 sheets; _c31 cm. _eIncludes CD |
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336 |
_2rdacontent _atext _btxt |
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337 |
_2rdamedia _aunmediated _bn |
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338 |
_2rdacarrier _avolume _bnc |
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502 | _aThesis (PHD) - Cyprus International University. Institute of Graduate Studies and Research Management Information Systems Department | ||
504 | _aIncludes bibliography (sheets 121-157) | ||
520 | _aABSTRACT 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 of Kahoot! in a learning environment. Therefore, this research added system interactivity, task-technology and learning-game conflict factors into the Technology Acceptance Model to investigate students intention and usage of Kahoot!. The success of this instructional approach largely depends on students’ acceptance to study with the game based learning in the learning environment. 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 a positive influence on perceived usefulness of Kahoot!, while task-technology fit has a positive influence on Kahoot! usage. Furthermore, findings show that learning-game conflict has a positive influence on student behavioral intention. A linear multiple regression was used to analyze the collected data to answer the research question four to five of the study employed an experimental method approach which tested student engagement, class attendance and class performance. Students’ engagement has a direct and positive influence on their attendance and academic performance in class using Kahoot!. Thus, students’ class attendance mediates the relationship between students’ engagement and their academic performance. The findings serve as a guide for planning, designing and implementing Kahoot! to foster university students’ academic performance, engagement, attendance and learning experience. Also, results showed that the TAM model with the inclusion of learning-game conflict, system interactivity, and Task-Technology Fit factors help to predict and explain university students’ acceptance of game based learning to improve their academic performance, attendance and engagement. | ||
650 | 0 |
_aStructural equation modeling _vDissertations, Academic |
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650 | 0 |
_aEducational technology _vDissertations, Academic |
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700 | 1 |
_aNat, Müesser _esupervisor _91870 |
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942 |
_2ddc _cTS |
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999 |
_c283437 _d283437 |