User Acceptance on Mobile Apps as an Effective Medium to Learn Kadazandusun Language

Naincie Pindeh , Norbayah Mohd Suki , Norazah Mohd Suki
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引用次数: 48

Abstract

The popularity of mobile applications (mobile apps) is undeniable where it allows people to perform several tasks through the use of smartphones, tablets or corresponding devices. Regardless of the great benefits in terms of innovation, the fast and nonstop growth of the mobile market has caused in some division of the platforms that support mobile device as an ideal platform for language learning applications for dominant languages such as English, Spanish and French in a fun and interactive devices. However, studies have yet to be conducted on the use of mobile technology in learning Kadazandusun language. Indeed, no empirical evidence of user acceptance on mobile apps as an effective medium to learn Kadazandusun language and demand a new study on how mobile technology such as mobile apps can help in preserving the language. Therefore, this conceptual paper discusses the user acceptance of the potentiality of mobile apps as an effective medium to learn Kadazandusun language, guided by the Technology Acceptance Model (TAM). It is proposed that the users’ acceptance of using mobile apps in learning Kadazandusun language is influenced with their perceived usefulness of the mobile apps and their perceived ease of mobile apps use, which in turn influence their attitude towards mobile app usage and behavioral intention to use. Additional variables to the model includes content richness, user satisfaction, and perceived playfulness. Direction for future research is also presented.

用户对手机应用程序的接受程度是学习卡达山都语的有效媒介
移动应用程序(移动应用程序)的普及是不可否认的,它允许人们通过使用智能手机,平板电脑或相应的设备来执行一些任务。尽管在创新方面有巨大的好处,但移动市场的快速和不间断的增长导致了一些平台的分裂,这些平台支持移动设备作为英语,西班牙语和法语等主流语言学习应用程序的理想平台,在一个有趣和互动的设备上。然而,关于使用移动技术学习卡达赞都孙语的研究尚未开展。事实上,没有经验证据表明用户接受移动应用程序作为学习卡达山都语的有效媒介,并要求对移动技术(如移动应用程序)如何帮助保存该语言进行新的研究。因此,这篇概念性论文在技术接受模型(TAM)的指导下,讨论了用户对移动应用程序作为学习卡达山都语的有效媒介的潜力的接受程度。研究认为,用户对手机应用的感知有用性和感知使用手机应用的难易程度会影响用户对手机应用的使用态度和行为使用意愿。该模型的其他变量包括内容丰富度、用户满意度和感知的可玩性。并提出了今后的研究方向。
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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