Understanding mobile English-learning gaming adopters in the self-learning market: The Uses and Gratification Expectancy Model

被引:42
作者
Chen, Chih-Ping [1 ]
机构
[1] Yuan Ze Univ, Coll Management, Taoyuan, Taiwan
关键词
Innovative technology; Mobile English-Learning game; Self-learning; UGT; UGEM; PERCEIVED USEFULNESS; ACCEPTANCE; ANXIETY; TECHNOLOGY; GAMES; CONFIRMATION; SATISFACTION; CONTINUANCE; INTENTION; EDUCATION;
D O I
10.1016/j.compedu.2018.07.015
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
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.
引用
收藏
页码:217 / 230
页数:14
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