Statistical determination of parents’ use of gamification applications according to the technology acceptance model

Küçük Resim Yok

Tarih

2019

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

Sayı

Künye