Key points are not available for this paper at this time.
Abstract Digital technologies have gained much popularity in education thanks to the cost efficiency they gain through scalability. While the acceptance of some of these new digital technologies has been investigated, there are few direct comparisons. The most established model for measuring acceptance is the technology acceptance model, which can predict the behavioral intention to use the technology. We compared four digital learning technologies (e-lectures, classroom response system, classroom chat, and mobile virtual reality) in terms of their technology acceptance. The classroom response system had the highest level of acceptance. It was closely followed by e-lectures, then the classroom chat and then mobile virtual reality. The students evaluated all tools favorably before and after usage, except for mobile virtual reality, which saw a substantial drop in perceived usefulness and behavioral intention after 3 months’ usage.
Building similarity graph...
Analyzing shared references across papers
Loading...
David A. Sprenger
Adrian Schwaninger
International Journal of Educational Technology in Higher Education
FHNW University of Applied Sciences and Arts
Building similarity graph...
Analyzing shared references across papers
Loading...
Sprenger et al. (Tue,) studied this question.
www.synapsesocial.com/papers/6a07faca09b3c82015378f3d — DOI: https://doi.org/10.1186/s41239-021-00243-4
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: