Statistical determination of parents’ use of gamification applications according to the technology acceptance model
Küçük Resim Yok
Tarih
2019
Yazarlar
Dergi Başlığı
Dergi ISSN
Cilt Başlığı
Yayıncı
CEUR-WS
Erişim Hakkı
info:eu-repo/semantics/closedAccess
Özet
Gamification is used to motivate the targeted behaviors using game elements in non-game environments through the implementation of designs outlined in the theories of behavior. The main purpose of this study is to examine the use of gamification applications by parents based on the Technology Acceptance Model 2. The study results show that the use of gamification applications increases parenting performance, productivity, and effectiveness, that parents will use gamification applications in the future and that they can easily explain the results of the use of gamification applications to others. It shows that parents are not obliged to use gamification in their occupations and that people who influence their behaviors do not think that they should use gamification applications. The study uses a quantitative approach and data analysis is performed using the SPSS program. The data are analyzed and interpreted by tabulating frequency, percentages, t-test and Anova tests. Future studies will provide training on how parents can use gamification applications for their children’s education within the framework of the Technology Acceptance Model 2. Copyright © 2019 for this paper by its authors.
Açıklama
2nd International Conference on Applied Informatics Workshops, ICAIW 2019 - Joint AIESD 2019, WDEA 2019, EduSynergies 2019, IKIT 2019, ISTIHMR 2019, WSSC 2019, VGameEdu 2019 -- 6 November 2019 through 9 November 2019 -- -- 153361
Anahtar Kelimeler
Application, Gamification, Parent, Technology Acceptance Model, ANOVA test, Game elements, Game environment, Gamification, Parent, Quantitative approach, Targeted behavior, Technology acceptance model, Applications
Kaynak
CEUR Workshop Proceedings
WoS Q Değeri
Scopus Q Değeri
N/A
Cilt
2486