Technology acceptance of four digital learning technologies (classroom response system, classroom chat, e‑lectures, and mobile virtual reality) after three months’ usage

dc.accessRightsAnonymous*
dc.contributor.authorSprenger, David
dc.contributor.authorSchwaninger, Adrian
dc.date.accessioned2021-11-05T12:50:21Z
dc.date.available2021-11-05T12:50:21Z
dc.date.issued2021
dc.description.abstractDigital 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.en_US
dc.identifier.doihttps://doi.org/10.1186/s41239-021-00243-4
dc.identifier.issn2365-9440
dc.identifier.urihttps://irf.fhnw.ch/handle/11654/32715.1
dc.language.isoen_USen_US
dc.publisherOpen University of Cataloniaen_US
dc.relation.ispartofInternational Journal of Educational Technology in Higher Educationen_US
dc.subjectE-learningen_US
dc.subjectDigital learning technologiesen_US
dc.subjectTechnology acceptanceen_US
dc.subjectPerceived ease of useen_US
dc.subjectPerceived usefulnessen_US
dc.subjectBehavioral intentionen_US
dc.subjectClassroom response systemen_US
dc.subjectClassroom chaten_US
dc.subjectE-lecturesen_US
dc.subjectMobile virtual realityen_US
dc.titleTechnology acceptance of four digital learning technologies (classroom response system, classroom chat, e‑lectures, and mobile virtual reality) after three months’ usageen_US
dc.type01A - Beitrag in wissenschaftlicher Zeitschrift
fhnw.InventedHereYesen_US
fhnw.IsStudentsWorknoen_US
fhnw.ReviewTypeAnonymous ex ante peer review of a complete publicationen_US
fhnw.openAccessCategoryGolden_US
fhnw.pagination1-17en_US
fhnw.publicationStatePublisheden_US
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