Statistical Determination of Parents’ Use of Gamification Applications According to the Technology Acceptance Model
Yazarlar (1)
Öğr. Gör. Şenay KOCAKOYUN AYDOĞAN Sinop Üniversitesi, Türkiye
Makale Türü Açık Erişim Özgün Makale (SCOPUS dergilerinde yayınlanan tam makale)
Dergi Adı CEUR Workshop Proceedings
Dergi ISSN 1613-0073 Dergi Bilgileri (2019)
Dergi Tarandığı Indeksler SCI
Makale Dili İngilizce Basım Tarihi 11-2019
Cilt / Sayı / Sayfa – / 2486 / 372–384 DOI –
Makale Linki http://ceur-ws.org/Vol-2486/icaiw_vgameedu_4.pdf
UAK Araştırma Alanları
Bilgisayar ve Öğretim Teknolojileri Eğitimi
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.
Anahtar Kelimeler
BM Sürdürülebilir Kalkınma Amaçları
Atıf Sayıları
Google Scholar 2

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