{"title":"An acceptance model of digital education in intangible cultural heritage based on cultural awareness","authors":"Xin Kang, Xin-Zhu Li, Chun-Ching Chen","doi":"10.1080/14626268.2023.2280028","DOIUrl":null,"url":null,"abstract":"ABSTRACTDespite the increasing application of digital education in intangible cultural heritage (ICH), user acceptance of digital technology needs further investigation. In this study, a mobile AR system for ICH education was developed to understand user acceptance of digital technology. This study developed a conceptual model and hypotheses based on cultural awareness, generic learning outcomes (GLOs), and the technology acceptance model, aiming to construct an appropriate digital learning model for ICH. The results of the study indicated that the reliability and validity of the measurement model were satisfactory. In addition, the importance of external variables was confirmed. Cultural awareness and GLOs affected users’ perceived usefulness and perceived ease of use. In addition, perceived usefulness and ease of use had a positive effect on attitudes toward the use, which in turn had a positive effect on behavioural intention to use.KEYWORDS: Learning on mobile device; augmented reality; intangible cultural heritage; technology acceptance model; cultural awareness Disclosure statementNo potential conflict of interest was reported by the author(s).Additional informationFundingThis work was supported by Ministry of Education of the Republic of China [grant number: PHA1101038]; Taipei City Government [grant number: ].","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"2 3‐4","pages":"0"},"PeriodicalIF":1.3000,"publicationDate":"2023-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"DIGITAL CREATIVITY","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/14626268.2023.2280028","RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"ART","Score":null,"Total":0}
引用次数: 0
Abstract
ABSTRACTDespite the increasing application of digital education in intangible cultural heritage (ICH), user acceptance of digital technology needs further investigation. In this study, a mobile AR system for ICH education was developed to understand user acceptance of digital technology. This study developed a conceptual model and hypotheses based on cultural awareness, generic learning outcomes (GLOs), and the technology acceptance model, aiming to construct an appropriate digital learning model for ICH. The results of the study indicated that the reliability and validity of the measurement model were satisfactory. In addition, the importance of external variables was confirmed. Cultural awareness and GLOs affected users’ perceived usefulness and perceived ease of use. In addition, perceived usefulness and ease of use had a positive effect on attitudes toward the use, which in turn had a positive effect on behavioural intention to use.KEYWORDS: Learning on mobile device; augmented reality; intangible cultural heritage; technology acceptance model; cultural awareness Disclosure statementNo potential conflict of interest was reported by the author(s).Additional informationFundingThis work was supported by Ministry of Education of the Republic of China [grant number: PHA1101038]; Taipei City Government [grant number: ].
期刊介绍:
Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts