Driven by Extrinsic and Intrinsic Factors: Understanding Students' Acceptance of Augmented Reality Learning Applications

被引:1
作者
Li, Xueai [1 ]
Chu, Junjie [2 ]
机构
[1] Peking Univ, Sch Software & Microelect, Beijing, Peoples R China
[2] Ocean Univ China, Coll Engn, Qingdao, Peoples R China
来源
PROCEEDINGS OF THE TENTH INTERNATIONAL SYMPOSIUM OF CHINESE CHI, CHINESE CHI 2022 | 2022年
关键词
Augmented reality; Mobile learning; Interactivity; Flow; Learning; experience; Technology acceptance model; TECHNOLOGY ACCEPTANCE; HIGHER-EDUCATION; USER ACCEPTANCE; BEHAVIORAL INTENTION; INFORMATION-TECHNOLOGY; PERCEIVED USEFULNESS; FLOW; MODEL; SYSTEM; IMPACT;
D O I
10.1145/3565698.3565771
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Recently, the Augmented Reality (AR) market is growing rapidly, and it has been used in mobile learning environments. This study emphasized the learning experience in AR environments, trying to explain the behavioral intention of users from both extrinsic and intrinsic causes. An extended Technology Acceptance Model was proposed to investigate factors that affect the acceptance of AR among Chinese college students, and all the variables were incorporated into a structural equation modeling. A total of 184 questionnaires were used. Results indicated that the model was supported and could explain 54.1% of the variance in behavioral intention. Both interactivity and interface quality positively affected perceived ease of use and flow. Both perceived usefulness and flow positively affect behavioral intention, and perceived usefulness has a stronger one. However, perceived ease of use showed no significant relationship with behavioral intention. Based on the results, this study gave some advice on AR learning application design.
引用
收藏
页码:72 / 82
页数:11
相关论文
共 83 条
[1]   Investigating the influence of the most commonly used external variables of TAM on students' Perceived Ease of Use (PEOU) and Perceived Usefulness (PU) of e-portfolios [J].
Abdullah, Fazil ;
Ward, Rupert ;
Ahmed, Ejaz .
COMPUTERS IN HUMAN BEHAVIOR, 2016, 63 :75-90
[2]   Advantages and challenges associated with augmented reality crossMark for education: A systematic review of the literature [J].
Akcayir, Murat ;
Akcayir, Gokce .
EDUCATIONAL RESEARCH REVIEW, 2017, 20 :1-11
[3]  
Alsop Thomas, 2022, XR/AR/VR/MR market size 2021-2028
[4]   Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis [J].
Arici, Faruk ;
Yildirim, Pelin ;
Caliklar, Seyma ;
Yilmaz, Rabia M. .
COMPUTERS & EDUCATION, 2019, 142
[5]   Surveying FIFA instructors' behavioral intention toward the Multimedia Teaching Materials [J].
Armenteros, M. ;
Liaw, Shu-Sheng ;
Fernandez, M. ;
Flores Diaz, R. ;
Arteaga Sanchez, R. .
COMPUTERS & EDUCATION, 2013, 61 :91-104
[6]   A survey of augmented reality [J].
Billinghurst, Mark ;
Clark, Adrian ;
Lee, Gun .
Foundations and Trends in Human-Computer Interaction, 2014, 8 (2-3) :73-272
[7]   How do presence, flow, and character identification affect players' empathy and interest in learning from a serious computer game? [J].
Bachen, Christine M. ;
Hernandez-Ramos, Pedro ;
Raphael, Chad ;
Waldron, Amanda .
COMPUTERS IN HUMAN BEHAVIOR, 2016, 64 :77-87
[8]   Effect of augmented reality applications on secondary school students' reading comprehension and learning permanency [J].
Burson, Hamiyet ;
Yilmaz, Rabia Meryem .
COMPUTERS IN HUMAN BEHAVIOR, 2019, 95 :126-135
[9]   Adoption of augmented reality technology by university students [J].
Cabero-Almenara, Julio ;
Maria Fernandez-Batanero, Jose ;
Barroso-Osuna, Julio .
HELIYON, 2019, 5 (05)
[10]   Examining the students' behavioral intention to use e-learning in Azerbaijan? The General Extended Technology Acceptance Model for E-learning approach [J].
Chang, Ching-Ter ;
Hajiyev, Jeyhun ;
Su, Chia-Rong .
COMPUTERS & EDUCATION, 2017, 111 :128-143