The study’s goal was to investigate the impact of e-learning determinants on student satisfaction and intention to use e-learning tools. The dependent and independent variables in this study were based on the technological acceptance model. The study examines three determinants, including usefulness, ease of use, and facilitating conditions, as independent variables, while student satisfaction and intention to use were used as dependent variables. Additionally, this study is unique by adding student satisfaction as a dependent variable and a mediator to examine the relationship between e-learning determinants and intention to use. A questionnaire was prepared and distributed to 324 undergraduate students from Jordan’s private universities on the basis of a convenience sample. The proposed hypotheses were investigated using the quantitative techniques of regression in SPSS and SEM in AMOS. The findings of this study revealed that student satisfaction and intention to use e-learning were positively impacted by e-learning determinants. It found that intention to use was positively impacted by student satisfaction. Furthermore, e-learning intention to use was found to be positively impacted by e-learning determinants via student satisfaction. Universities and other educational institutions are advised to identify the appropriate e-learning determinants that satisfy students’ demands and motivate them to use e-learning tools in light of the study’s findings. Private universities can accomplish their goals, stay ahead of the competition, and obtain a competitive advantage by properly understanding e-learning determinants, student satisfaction, and the application of successful e-learning solutions.
Over the past decade, the integration of technology, particularly gamification, has initiated a substantial transformation within the field of education. However, educators frequently confront the challenge of identifying suitable competitive game-based learning platforms amidst the growing emphasis on cultivating creativity within the classroom and effectively integrating technology into pedagogical practices. The current study examines students and faculty continuous intention to use gamification in higher education. The data was collected through an online survey with a sample size of 763 Pakistani respondents from various universities around Pakistan. The structural equation modeling was used to analyze the data and to investigate how continuous intention to use gamification is influenced by, extended TAM model with inclusion of variables such as task technology fit, social influence, social recognition and hedonic motivation. The results have shown that task technology has no significant influence on perceived usefulness (PU) where as it has a significant influence on perceived ease of use (PEOU). Social influence (SI) indicates no significant influence on perceived ease of use. Social recognition (SR) indicates positive influence on perceived usefulness, perceived ease of use, and continuous intention. The dimensional analysis indicated that perceived ease of use has insignificant influence on perceived usefulness. Both PEOU and PU exhibit positive influence on attitude. Hedonic motivation (HM) and attitude were observed to have a positive influence on continuous intention (CI). Moreover, gamification is found to efficiently and effectively achieve meaningful goals by tapping intrinsic motivation of the users through engaging them in playful experiences.
Mind map was a note-taking method proposed by Tony Buzan(1994). And later it is developed into eight modes of thinking maps by David Hyerle(2009), which has been widely used in English teaching. As a knowledge visualization learning tool, mind map could help students construct knowledge framework, sort out knowledge structure, expand thinking and enhance memory. This article will take the grade three class of Shijiao Qixing Primary School in Shijiao Country, Qingyuan City as a sample. The Shijiao Qixing Primary School is a village primary school which most of the students are left-behind children and there are about 30 teachers with an age of 40. Neither the teachers nor the students have experienced the mind mapping teaching method. The article will explore the application of mind mapping in a countryside primary school based on relevant theoretical knowledge and classroom practice.
Objective: This study aimed to examine the psychometric properties of the 21-item Depression, Anxiety, and Stress Scale (DASS-21) in a sample of Moroccan students. Method: A total of 208 Moroccan students participated in this study. The dimensionality of the DASS-21 scale was assessed using exploratory factor analysis. Construct validity was assessed using the Stress Perception (PSS-10), State Anxiety (SAI), and Depression (CESD-10) scales. Results: Correlation analyses between Depression, Anxiety, and Stress subscales showed significant results. The exploratory factor analysis results confirmed the DASS’s three-dimensional structure. Furthermore, correlation analyses revealed positive correlations between the DASS-18 sub-dimensions and the three scales for Stress (PSS-10), Anxiety (SAI), and Depression (CESD-10). Conclusion: In line with previous work, the results of this study suggest that the DASS-18 reflect adequate psychometric properties, making it an appropriate tool for use in the university context.
In learning, one of the fundamental motivating factors is self-efficacy. Therefore, it is crucial to understand the level of students’ self-efficacy in learning programming. This article presents a quantitative study on undergraduate students’ perceived programming self-efficacy. 110 undergraduate computing students took part in this survey to assess programming self-efficacy. Before being given to the respondents, the survey instrument, which included a 28-item self-efficacy assessment and 30 multiple-choice programming questions, was pilot-tested. The survey instrument had a reliability of 0.755. The study results show that the students’ self-efficacy was low when they solved complex programming tasks independently. However, they felt confident when there was an assistant to guide them through the tasks. From this study, it could be concluded that self-efficacy is an essential achievement component in programming courses and can avoid education dropouts.
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