Analysis of factors affecting user acceptance of the implementation of ClassCraft E-Learning: Case studies faculty of information technology of Tarumanagara university

Darius Andana Haris, Elvina Sugito
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引用次数: 13

Abstract

Classcraft is a free online E-Learning system that using gamification concept. Educational role-playing game that teachers and students play together in the classroom. Classcraft is more than E-Learning. By using many of the conventions traditionally found in games today, students can level up, work in teams, and earn powers that have real-world consequences. Acting as a gamification layer around any existing curriculum, the game transforms the way a class is experienced throughout the school year. Past research about E-Learning system has become one of the authors of reference for the conduct of this study. This research involve a number of FTI Untar students. Data was collected through observation, questionnaires and interviews. The questionnaire was made based on the model of the Unified Theory of Acceptance and Use of Technology (UTAUT) that have been modified. Author perform data processing using techniques Partial Least Square (PLS) and using an application called SmartPLS. The study states that the factors that affect users using ClassCraft in general is an e-learning motivation, facilitating conditions, and behavioral intention.
影响用户接受ClassCraft E-Learning实施的因素分析:以塔鲁马纳加拉大学信息技术学院为例
Classcraft是一个使用游戏化概念的免费在线电子学习系统。教师和学生在课堂上一起玩的具有教育意义的角色扮演游戏。Classcraft不仅仅是电子学习。通过使用当今游戏中的许多传统惯例,学生们可以升级,在团队中工作,并获得具有现实世界影响的能力。作为任何现有课程的游戏化层,游戏改变了整个学年的课堂体验方式。以往关于E-Learning系统的研究已成为本研究的参考文献之一。这项研究涉及一些FTI Untar学生。通过观察、问卷调查和访谈等方式收集数据。问卷是根据修改后的技术接受与使用统一理论(UTAUT)模型制作的。作者使用偏最小二乘(PLS)技术和SmartPLS应用程序进行数据处理。研究表明,影响用户使用ClassCraft的因素一般是电子学习动机、促进条件和行为意图。
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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