This study assesses learner perceptions of a blended e-learning system (BELS) and the feasibility of accommodating educational hypermedia systems (EHSs) according to learning styles using a modified version of the technology acceptance model (TAM). Recently, Moodle has been adopted by an Iraqi university alongside face-to-face (F2F) classrooms to provide flexible learning and improve understanding. Based on TAM, individual differences and perceptions were explored in relationships between learner satisfaction and technology adoption. The model was extended to include e-learning self-efficacy, perceived satisfaction, and learning styles. Although other variables can be integrated, the proposed framework is to investigate the effect of learning styles in predicting satisfaction and BELS acceptance. A total of 210 undergraduate students voluntarily took part in the research. Data was gathered using a survey instrument and the Index of Learning Styles (ILS) Questionnaire. Partial least squares structural equation modelling (PLS-SEM) technique was used to examine the path associated between dependent and independent constructs. Unlike prior TAM literature, this research highlights the integration of perceived satisfaction and technology acceptance in accordance with psychological traits and learner beliefs. Overall, the model achieved an acceptable fit and successfully integrated intention to use (ITU) and perceived satisfaction (PS). However, psychological differences did not indicate positive impacts on learner satisfaction and e-learning adoption.
Although the implementation of e-learning initiatives has reached advanced stages in developed countries, it is still in its infancy in many developing nations and the Middle East in particular.Recently, few public universities in Iraq have initiated limited attempts to use e-learning alongside traditional classrooms. However, different obstacles are preventing successful adoption of this technology. The present research aimed to highlight challenges that hinder effective implementation of e-learning in Iraq and recommend possible solutions to tackle them. A total of 108 respondents voluntarily participated in this research. They consisted of academic staff (N=74), professors in charge of e-learning (N=3), and undergraduate students (N=31). Three methods were used to collect data: a survey instrument, semi-structured interviews, and focus groups. Data was then analyzed and reported quantitatively and qualitatively. This provided in-depth understanding to the current status of e-learning in public Iraqi universities and highlighted major hindrances of its successful application. Based on this analysis, the study proffered many recommendations that should be considered in order to fully benefit from e-learning technologies.
The Universal Design for Learning (UDL) approach is increasingly drawing attention from researchers and educators as a possible solution to promote content accessibility and fill the gap between learner abilities and individual differences. This study aims to analyse the content of a set of peer-reviewed papers published from 2012 to 2015, where UDL framework was applied. We selected 12 studies from different databases and journals depending on 4 criteria: peer-reviewed journals, papers with empirical results, papers that focused on UDL as a framework, and the publication date. These studies were, therefore, categorised into seven themes: type of results, study beneficiary (learners, teachers, both), sample features, geographical region, data collection techniques, data analysis techniques, and learning mode. Most of the selected studies tested the framework in a traditional or a blended learning mode, whereas only one study evaluated its effectiveness in a pure online learning. Positive results were yielded in 9 out of 12 papers, but the majority of them were implemented in the USA. Thus, more research is required in diverse cultural contexts and learning modes to confirm the soundness of this instructional model on learning outcomes and learner experience. Additionally, UDL application in online learning may represent a promising solution to design a flexible learning environment from the start which responds to a wide mix of learner needs, abilities, background knowledge, educational experiences, and cultural differences.
<p>Standardising learning content and teaching approaches is not considered to be the best practice in contemporary education. This approach does not differentiate learners based on their individual abilities and preferences. The present research integrates a pedagogical theory <em>Universal Design for Learning (UDL) </em>with an information system (IS) theory <em>Technology Acceptance Model (TAM).</em> It aims to examine the effectiveness of a technology-enhanced traditional web design course on blended e-learning acceptance and learner satisfaction in which UDL principles (multiple means of representation, action and expression, and engagement) were implemented. This casts some light on the role of addressing curricula limitations on learner perceptions and e-learning adoption. A mixed research design combining survey and action methods was followed. Overall, 92 undergraduate students took part in the study. The research instrument was validated first. Subsequently, partial least squares-structural equation modelling (PLS-SEM) was applied to identify the path associated among constructs used in the proposed framework. The extended model accounted for 45.4% and 41.6% of the variance of perceived satisfaction and behavioural intention respectively. The findings suggest that using educational technologies to address curricula limitations is a bridge to enhancing learner willingness to accept e-learning. </p>
Although the integration of virtual world in teaching and learning has been investigated, there is a scarcity of research considering its influence on assessing learners’ understanding and comparing it with traditional e-assessment tools such as that in Moodle quiz. In this research, a virtual reality (VR) game-based e-assessment application was proposed first. Subsequently, the study aims at (1) understanding whether the type of e-assessment method can affect students’ performance, and (2) investigating the difference in learners’ perceptions based on the type of e-assessment technology. A combination of quasi-pre-test and post-test experimental and survey research design methods were adopted. Overall, 32 undergraduate students were assigned to either control (N=17) or experimental (N=15) group. The key findings are (1) no statistical differences in students’ performance were found for both groups, and (2) significant differences between learners who completed the VR game-based e-assessment and those on the control group were found on perceived playfulness and ease of use. The conclusion drawn from the research outcomes is that a VR game-based e-assessment application is a successful approach to enhance learners’ engagement in evaluation sessions, although students may face a lack of experience in its use.
Aim/PurposeThis research investigates the success variables affecting the adoption of social networking sites (SNS), namely Facebook, and learning management systems (LMS), specifically Moodle, in developing countries. of the effect of SNS on teaching and learning, while also comparing it with the impact of LMS in this digital era.
This research extends the Unified Theory of Acceptance and Use of Technology (UTAUT) model based on expectation-confirmation and self-determination theories. It aims at exploring students' perspectives regarding the acceptance of mobile learning (m-Learning) in higher education. Although UTAUT receives considerable attention in technology acceptance research, this study unlike previous work as it is among the first to integrate self-determination and expectation-confirmation theories with this model in understanding m-Learning adoption, particularly in a case of developing countries. A total of 246 undergraduate students responded voluntarily to an online questionnaire. The findings suggest that integrating the UTAUT model with variables represent learners' basic psychological needs can highly affect their acceptance of m-Learning technology. The findings are further being discussed for theoretical and practical implications.
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