Analysis of factors affecting user acceptance of the implementation of ClassCraft E-Learning: Case studies faculty of information technology of Tarumanagara university

Darius Andana Haris, Elvina Sugito
{"title":"Analysis of factors affecting user acceptance of the implementation of ClassCraft E-Learning: Case studies faculty of information technology of Tarumanagara university","authors":"Darius Andana Haris, Elvina Sugito","doi":"10.1109/ICACSIS.2015.7415161","DOIUrl":null,"url":null,"abstract":"Classcraft is a free online E-Learning system that using gamification concept. Educational role-playing game that teachers and students play together in the classroom. Classcraft is more than E-Learning. By using many of the conventions traditionally found in games today, students can level up, work in teams, and earn powers that have real-world consequences. Acting as a gamification layer around any existing curriculum, the game transforms the way a class is experienced throughout the school year. Past research about E-Learning system has become one of the authors of reference for the conduct of this study. This research involve a number of FTI Untar students. Data was collected through observation, questionnaires and interviews. The questionnaire was made based on the model of the Unified Theory of Acceptance and Use of Technology (UTAUT) that have been modified. Author perform data processing using techniques Partial Least Square (PLS) and using an application called SmartPLS. The study states that the factors that affect users using ClassCraft in general is an e-learning motivation, facilitating conditions, and behavioral intention.","PeriodicalId":325539,"journal":{"name":"2015 International Conference on Advanced Computer Science and Information Systems (ICACSIS)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 International Conference on Advanced Computer Science and Information Systems (ICACSIS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICACSIS.2015.7415161","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 13

Abstract

Classcraft is a free online E-Learning system that using gamification concept. Educational role-playing game that teachers and students play together in the classroom. Classcraft is more than E-Learning. By using many of the conventions traditionally found in games today, students can level up, work in teams, and earn powers that have real-world consequences. Acting as a gamification layer around any existing curriculum, the game transforms the way a class is experienced throughout the school year. Past research about E-Learning system has become one of the authors of reference for the conduct of this study. This research involve a number of FTI Untar students. Data was collected through observation, questionnaires and interviews. The questionnaire was made based on the model of the Unified Theory of Acceptance and Use of Technology (UTAUT) that have been modified. Author perform data processing using techniques Partial Least Square (PLS) and using an application called SmartPLS. The study states that the factors that affect users using ClassCraft in general is an e-learning motivation, facilitating conditions, and behavioral intention.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
影响用户接受ClassCraft E-Learning实施的因素分析:以塔鲁马纳加拉大学信息技术学院为例
Classcraft是一个使用游戏化概念的免费在线电子学习系统。教师和学生在课堂上一起玩的具有教育意义的角色扮演游戏。Classcraft不仅仅是电子学习。通过使用当今游戏中的许多传统惯例,学生们可以升级,在团队中工作,并获得具有现实世界影响的能力。作为任何现有课程的游戏化层,游戏改变了整个学年的课堂体验方式。以往关于E-Learning系统的研究已成为本研究的参考文献之一。这项研究涉及一些FTI Untar学生。通过观察、问卷调查和访谈等方式收集数据。问卷是根据修改后的技术接受与使用统一理论(UTAUT)模型制作的。作者使用偏最小二乘(PLS)技术和SmartPLS应用程序进行数据处理。研究表明,影响用户使用ClassCraft的因素一般是电子学习动机、促进条件和行为意图。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
An automatic health surveillance chart interpretation system based on Indonesian language Road detection system based on RGB histogram filterization and boundary classifier Developing smart telehealth system in Indonesia: Progress and challenge Evolutionary segment selection for higher-order conditional random fields in semantic image segmentation Enhancing efficiency of enterprise digital rights management
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1