Technology Induction in Education During COVID-19 is Recreation or a Curse?: Integration of Technological and Behavioral Factors from the Students’ Perspective

IF 0.7 Q4 HOSPITALITY, LEISURE, SPORT & TOURISM
Muhammad Rahies Khan, Faiza Siddiqui, Mubashir Ali Khan, Yasir Rasool
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引用次数: 1

Abstract

Abstract The current study attempts to identify and measure the role of technology induction during the COVID-19 pandemic as either recreation or curse in students’ learning. By integrating the technology acceptance model (TAM) and innovation diffusion theory (IDT) the study tries to measure the student’s online learning experience as recreation or curse. Data was collected from 387 students through purposive sampling. The findings of the study confirm that introduction of technology in online learning plays a recreational and significant role in student’s online learning. However, computer self-efficacy and relative advantage were found to be a curse in online learning during the pandemic. The overall findings of the study imply that the shift of student’s learning from traditional to online learning has been through introduction of new technology and innovations, although the diffusion of innovation and technology among Pakistani students has been challenging because of a comparatively lower computer literacy level. The usefulness and ease of online learning have been the strongest predictive and recreational aspects in students’ online learning. Institutes and higher education commissions should further invest in enhancing the quality and effectiveness of these factors to improve the overall learning outcome of students through recreational technological induction in education.
新冠疫情期间的教育技术导入是娱乐还是诅咒?:基于学生视角的技术与行为因素的整合
本研究试图确定和衡量新冠肺炎大流行期间技术诱导对学生学习的作用,无论是娱乐还是诅咒。通过整合技术接受模型(TAM)和创新扩散理论(IDT),本研究试图衡量学生的在线学习体验是娱乐还是诅咒。通过有目的抽样,对387名学生进行数据收集。研究结果证实了技术在网络学习中的引入对学生的在线学习具有娱乐性和显著性的作用。然而,在疫情期间,计算机自我效能和相对优势被发现是在线学习的诅咒。研究的总体结果表明,学生从传统学习到在线学习的转变是通过引入新技术和创新实现的,尽管由于巴基斯坦学生的计算机素养水平相对较低,创新和技术在巴基斯坦学生中的传播一直具有挑战性。在线学习的实用性和易用性是学生在线学习中最具预测性和娱乐性的方面。各学院及高等教育委员会应进一步投资,提高这些因素的质素和成效,透过娱乐科技诱导教育,改善学生的整体学习成效。
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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来源期刊
European Journal of Tourism Hospitality and Recreation
European Journal of Tourism Hospitality and Recreation HOSPITALITY, LEISURE, SPORT & TOURISM-
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