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Utilitarian and intrinsic motivations to use mobile learning technologies: An extended technology acceptance model

Published: 17 September 2022 Publication History

Abstract

Students are increasingly utilizing mobile learning applications (m-learning apps) in various contexts. They can access their content from anywhere, anytime. This research explores the students’ perceptions about learning technologies in a higher educational context. It integrates the Technology Acceptance Model's (TAM) constructs with “perceived enjoyment” to better understand their dispositions to engage with educational apps. The data was gathered through an online survey questionnaire among 317 research participants who were following full time university courses in a Southern European country. The findings suggest that the students were motivated to use learning apps. Their perceived usefulness, ease-of-use and enjoyment were having a significant effect on their intentions to continue using them in the future. This contribution implies that “perceived enjoyment” construct can be combined with TAM to shed more light on the users’ intrinsic motivations to use mobile apps for educational purposes.

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        ICSLT '22: Proceedings of the 8th International Conference on e-Society, e-Learning and e-Technologies
        June 2022
        125 pages
        ISBN:9781450396660
        DOI:10.1145/3545922
        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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        Published: 17 September 2022

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        Author Tags

        1. Technology Acceptance Model
        2. educational apps
        3. higher education
        4. mobile learning
        5. perceived enjoyment

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