کد مقاله کد نشریه سال انتشار مقاله انگلیسی نسخه تمام متن
6834562 1434522 2018 14 صفحه PDF دانلود رایگان
عنوان انگلیسی مقاله ISI
Understanding mobile English-learning gaming adopters in the self-learning market: The Uses and Gratification Expectancy Model
ترجمه فارسی عنوان
درک مفاهیم زبان انگلیسی در یادگیری در بازار خودآموزی: مدل پیشبینی استفاده و قدردانی
موضوعات مرتبط
علوم انسانی و اجتماعی علوم اجتماعی آموزش
چکیده انگلیسی
Innovative technology potentially offers new opportunities for booming self-learning markets in Taiwan. The advancement of mobile English-learning games has expedited the idea of self-learning by reducing time, space limitations, and anxiety (e.g., Technology phobia, English anxiety) that come with knowledge acquisition. This study offers a Uses and Gratification Expectancy Model (UGEM) to fill the gap of knowledge between mobile gaming and self-learning by investigating the potential variables (perceived mobile anxiety, perceived second language anxiety, perceived usefulness, and perceived playfulness) and examining how confirmation and gratification both affect adopters' continuance intention toward using mobile English-learning games. The study gathered data from Taiwanese university students after their adoption and practice with mobile English-learning games via a self-reporting survey questionnaire. Data collected from 1121 respondents in Taiwan was used to examine the research UGEM model using a variance analysis approach to provide new insights to the self-learning taking place when mobile English-learning games are adopted. Theoretical and practical implications are also offered.
ناشر
Database: Elsevier - ScienceDirect (ساینس دایرکت)
Journal: Computers & Education - Volume 126, November 2018, Pages 217-230
نویسندگان
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