The Role of Self-Efficacy and Perceived Enjoyment in Predicting Computer Engineering Students' Continuous Use Intention of Scratch

Ibrahim Arpaci, P. O. Durdu, Alev Mutlu
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引用次数: 5

Abstract

Scratch has been implemented as a preliminary programming environment to improve students' programming experience, motivation, and success in the Computer Science (CS) or Engineering departments. Acceptance and use of this visual programming environment by CS or Engineering students is a significant research area. Accordingly, this study investigated acceptance and use of Scratch programming environment by developing a theoretical model based on the Technology Acceptance Model (TAM). Structural equation modelling approach was used to validate the research model based on data collected from a sample of 186 Computer Engineering students. Results indicated that perceived enjoyment was significantly associated with the perceived usefulness and attitudes. Further, the results suggested that self-efficacy was significantly associated with the ease of use perceptions.
自我效能感和知觉享受在预测计算机工程专业学生Scratch持续使用意向中的作用
Scratch已经被实现为一个初步的编程环境,以提高学生在计算机科学(CS)或工程部门的编程经验、动机和成功。CS或工程专业学生接受和使用这种可视化编程环境是一个重要的研究领域。因此,本研究通过建立基于技术接受模型(TAM)的理论模型来调查Scratch编程环境的接受和使用情况。以186名计算机工程专业学生为样本,采用结构方程建模方法对研究模型进行验证。结果表明,感知享受与感知有用性和态度显著相关。此外,结果表明,自我效能感与易用性感知显著相关。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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