2021
DOI: 10.3991/ijim.v15i12.22143
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Analysis of Students' Ability to Accept M-Learning Technology: An Exploratory Study from High Schools in Vietnam

Abstract: <p class="0abstract">With the availability of mobile devices capable of accessing the Internet in the Industry 4.0 era, M-learning methodology has been established. Based on the Technology Acceptance Model on technology adoption, this article analyses factors affecting the decision to use M-learning in Vietnam. The study used survey questionnaires with 238 students. The analysis shows to encourage students to choose to use M-learning is that educators need to pay attention to the design of appropriate co… Show more

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Cited by 5 publications
(3 citation statements)
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References 33 publications
(45 reference statements)
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“…Tools like virtual reality or 3D can be added to professional educational programs to make them more engaging and addictive. This can be accomplished by using mobile learning platforms such as tablets or smartphones, and it gives people access to learning opportunities that would not otherwise be available to them [19]. In learning programs, students' mental states change into something reminiscent of video games [20].…”
Section: Literature Reviewmentioning
confidence: 99%
“…Tools like virtual reality or 3D can be added to professional educational programs to make them more engaging and addictive. This can be accomplished by using mobile learning platforms such as tablets or smartphones, and it gives people access to learning opportunities that would not otherwise be available to them [19]. In learning programs, students' mental states change into something reminiscent of video games [20].…”
Section: Literature Reviewmentioning
confidence: 99%
“…They emphasised a programme's technological infrastructure, policies and barriers and enablers, versus a micro-or interactional level that focuses on showcasing daily teaching practices and activities with DT. Consequently, there is a significant gap in the research on higher education teachers' digital competences or empirical data of different theoretical models of technology acceptance (e.g., technology acceptance model-TAM [23]). The current paper specifically focuses on developing student teacher digital competence in ITE in Slovenia.…”
Section: Introductionmentioning
confidence: 99%
“…Likewise with the games that are in it, apart from being entertaining material, games at this time can also be used as a medium in accelerating the absorption of teaching material. Utilization of technology is very vital in teaching learning process [7]. Therefore, the use of technology can motivate the students to get involved in learning and raise learning efficiency.…”
Section: Introductionmentioning
confidence: 99%