Journals / Participatory Educational Research / 2022 / Cilt: 9 - Sayı: 4

Investigating Pre-Service Teachers’ Behavioral Intentions to Use Web 2.0 Gamification Tools

Pages
172–189
Publication Date
2022-07-01
DOI
—
🏛️Bibliographic metadata and full text access for this article are provided via DergiPark.
DergiPark Record ↗
✨

AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

The results showed that perceived self-efficacy and attitude factors had significant direct effects on pre-service teachers’ behavioural intentions to use gamification tools.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:This study aimed to investigate the pre-service teachers’ behavioural intentions about using gamification tools and the critical factors affecting their usage.
📊
Key Findings & Data:The data were collected from 313 pre-service teachers from two large-scale universities in Turkey through a questionnaire with seven constructs: perceived ease of use, usefulness, self-efficacy, enjoyment, computer anxiety, attitude, and behavioural intention.
💡
Conclusion & Impact:The results showed that perceived self-efficacy and attitude factors had significant direct effects on pre-service teachers’ behavioural intentions to use gamification tools.
🔬Design:Survey & Empirical Study
📍Scope:Comprehensive Sample
⚙️Variables:Gamification · gamification tools · teacher education

Abstract

This study aimed to investigate the pre-service teachers’ behavioural intentions about using gamification tools and the critical factors affecting their usage. The data were collected from 313 pre-service teachers from two large-scale universities in Turkey through a questionnaire with seven constructs: perceived ease of use, usefulness, self-efficacy, enjoyment, computer anxiety, attitude, and behavioural intention. Firstly, students were trained on the gamification method and Web 2.0 gamification tools (Kahoot!, Classdojo, and Jeopardylabs), then data were collected through a questionnaire. This study used the Technology Acceptance Model as a research framework. The data were analyzed by Structural Equation Modeling. The results showed that perceived self-efficacy and attitude factors had significant direct effects on pre-service teachers’ behavioural intentions to use gamification tools. Furthermore, the perceived enjoyment and usefulness factors significantly affected pre-service teachers’ attitudes towards using gamification tools. Additionally, the perceived self-efficacy and attitude factors had significant direct effects on perceived enjoyment to use gamification tools. Moreover, indirect effects on the dependent variables were revealed. Eventually, six constructs accounted for 75% of the variance for intention to use gamification tools. As a result, the research model appeared to have a good fit. Based on the findings within the scope of this study, various suggestions for researchers and practitioners were presented.

🔖

Cite This Article

TURAN, Z., KÜÇÜK, S., KARABEY, S. (2022). Investigating Pre-Service Teachers’ Behavioral Intentions to Use Web 2.0 Gamification Tools. Participatory Educational Research, Cilt: 9 - Sayı: 4, 172–189. https://ajindex.com/articles/720552

📄 Full Text PDF Viewer

📄

PDF görüntüleyici hazırlanıyor...

References (11)

  1. Abdel-Maksoud, N.F. (2018). The relationship between students' satisfaction in the LMS" Acadox" and their perceptions of its usefulness, and ease of use. Journal of Education and Learning, 7(2), 184-190.
  2. Adukaite, A., Zyl, I., Er, Ş., & Cantoni, L. (2017). Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools. Computers & Education, 111, 172-190.
  3. Anderson, S. E., & Maninger, R. M. (2007). Preservice teachers’ abilities, beliefs, and intentions regarding technology integration. Journal of Educational Computing Research, 37(2), 151-172.
  4. Ajzen, I. (1991). The theory of planned behavior. Organizational Behavior and Human Decision Processes, 50(2), 179-211.
  5. Al-Adwan, A. S., Al-Madadha, A., & Zvirzdinaite, Z. (2018). Modeling students’ readiness to adopt mobile learning in higher education: An empirical study. International Review of Research in Open and Distributed Learning, 19(1), 221-241.
  6. Al-Haderi, S. M. S. (2013). The effect of self-efficacy in the acceptance of information technology in the public sector. International Journal of Business and Social Science, 4(9), 188-198.
  7. Alharbi, S., & Drew, S. (2014). Using the technology acceptance model in understanding academics’ behavioural intention to use learning management systems. International Journal of Advanced Computer Science and Applications, 5(1), 143-155.
  8. Asiri, M. J. (2019). Do teachers' attitudes, perception of usefulness, and perceived social influences predict their behavioral intentions to use gamification in EFL classrooms? Evidence from the Middle East. International Journal of Education and Practice, 7(3), 112-122.
  9. Baker, R. K., & White, K. M. (2010). Predicting adolescents’ use of social networking sites from an extended theory of planned behaviour perspective. Computers in Human Behavior, 26, 1591-1597.
  10. Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs. Başal, A., & Kaynak, N. E. (2020) Perceptions of pre-service English teachers towards the use of digital badges. Innovations in Education and Teaching International, 57(2), 148-162. doi: 10.1080/14703297.2019.1649172. Baumgartner, H., & Homburg, C. (1996). Applications of structural equation modeling in marketing and consumer research: A review. International Journal of Research in Marketing, 13(2), 139-161.
  11. Biesta, G., Priestley, M., & Robinson, S. (2015). The role of beliefs in teacher agency. Teachers and Teaching,