Determinants of the perceived usefulness (PU) in the context of using gamification for classroom-based ESL teaching: A scale development study

被引:20
作者
Luo, Zhanni [1 ]
机构
[1] Chongqing Normal Univ, Sch Foreign Languages & Literatures, Chongqing, Peoples R China
关键词
Gamification; Technology acceptance; Perceived usefulness (PU); English-as-a-second-language (ESL); Scale development; STUDENTS BEHAVIORAL INTENTION; TECHNOLOGY ACCEPTANCE MODEL; INFORMATION-TECHNOLOGY; ADOPTION INTENTION; USER ACCEPTANCE; TEACHERS; GAMES; PERCEPTIONS; EDUCATION; EASE;
D O I
10.1007/s10639-022-11409-6
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The current study is a scale development one that investigates the determinants of PU in the context of using gamified learning tools for classroom-based English-as-a-second-language (ESL) teaching. Gamified learning tools (GLTs) refer to educational websites, software, or mobile apps that employ game design elements to improve learning engagement or performance. Though theoretically promising, gamified learning tools was not widely accepted by ESL teachers. Understanding what factors contribute to the perceived usefulness of a gamified learning tool is crucial for the final acceptance of the educational innovation. Using the exploratory sequential mixed method, this author interviewed 530 secondary-school ESL teachers, referred to previous literature, and transformed qualitative responses to a scale that describe ESL teachers' perceived usefulness (PU) of gamified learning tools (GLTs). The scale was abbreviated as PU-GLT. The PU-GLT scale was confirmed by two subject experts and administered to ESL teachers for quantitative data collection. A total of 446 surveys were collected, among which 263 were valid. Then, this author validated the PU-GLT scale using the scale evaluation techniques. The validated PU-GLT scale contains 15 items measuring four determinants: curriculum relatedness (n = 4), PU-outcome (n = 3), PU-process (n = 3), and social influence (n = 5). The scale development and evaluation procedures were detailed.
引用
收藏
页码:4741 / 4768
页数:28
相关论文
共 92 条
[1]   Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools [J].
Adukaite, Asta ;
van Zyl, Izak ;
Er, Sebnem ;
Cantoni, Lorenzo .
COMPUTERS & EDUCATION, 2017, 111 :172-190
[2]   DETERMINANTS OF AN ORGANIZATION'S WEBSITE EASE OF USE: THE MODERATING ROLE OF PRODUCT TANGIBILITY [J].
Aljukhadar, Muhammad ;
Senecal, Sylvain .
JOURNAL OF ORGANIZATIONAL COMPUTING AND ELECTRONIC COMMERCE, 2015, 25 (04) :337-359
[3]   Determinants of perceived usefulness of e-learning systems [J].
Alsabawy, Ahmed Younis ;
Cater-Steel, Aileen ;
Soar, Jeffrey .
COMPUTERS IN HUMAN BEHAVIOR, 2016, 64 :843-858
[4]   Decomposition of perceived usefulness: A theoretical perspective and empirical test [J].
Ambalov, Igor Alexander .
TECHNOLOGY IN SOCIETY, 2021, 64
[5]   Sample size used to validate a scale: A review of publications on newly-developed patient reported outcomes measures [J].
Anthoine E. ;
Moret L. ;
Regnault A. ;
Sbille V. ;
Hardouin J.-B. .
Health and Quality of Life Outcomes, 12 (1)
[6]   Proposing a perceived ease of use factors taxonomy for information system use [J].
Aziz, M ;
Macredie, RD .
Proceedings of the IEEE SoutheastCon 2004: EXCELLENCE IN ENGINEERING, SCIENCE, AND TECHNOLOGY, 2005, :468-476
[7]  
BAAREN E, 2008, EUR C INT TEL
[8]  
Baki R, 2018, TURK ONLINE J DISTAN, V19, P4
[9]   Mobile and Gamified Blended Learning for Language Teaching - Studying Requirements and Acceptance by Students, Parents and Teachers in the Wild [J].
Baldauf, Matthias ;
Brandner, Alex ;
Wimmer, Christoph .
16TH INTERNATIONAL CONFERENCE ON MOBILE AND UBIQUITOUS MULTIMEDIA (MUM 2017), 2017, :13-24
[10]  
Bamigbola AA, 2020, INT INF LIBR REV, V52, P95, DOI [10.1080/10572317.2019.1662261, 10.1080/10572317.2019.1662261, DOI 10.1080/10572317.2019.1662261]