Abstract

This study investigates the adoption of the mobile learning, 3D simulation Android app, as an innovative tool for learning in physics for high school students. The factors affecting the acceptance of mobile learning are also determined in this study. The proposed research model employs two constructs, Perceived Usefulness and Perceived Ease of Use, from Technology Acceptance Model (TAM) as a baseline and adds another relevant factor based on prior mobile learning adoption research, Perceived Enjoyment. Data are collected through questionnaires distributed to 50 high school students using Google Forms. Structural equation modeling (SEM) is used to analyze and develop the research model. The study finds that Perceived Enjoyment becomes the most influencing factor considered by high school students to use mobile learning, 3D simulation Android app, followed by Perceived Usefulness. However, the Perceived Ease of Use factor does not significantly influence the acceptance of the 3D simulation Android app.

Highlights

  • IntroductionMobile devices seem to become an inseparable part of human life

  • Nowadays, mobile devices seem to become an inseparable part of human life

  • One factor that we argue might influence this result is the behavior of Generation Z students, which are already familiar with technologies from their youth days [7], so they can use complex Android app

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Summary

Introduction

Mobile devices seem to become an inseparable part of human life. Mobile technology with internet connectivity has been evolved and increased convenience for its users due to its diverse functionality. A survey reported that in January 2021, there were 202.6 million (73.7% of the total population) internet users in Indonesia [1]. 96 percent of the internet users in Indonesia were using mobile phones [2]. Indonesia has become one of the fastest-growing mobile app markets globally. Indonesian publishers had produced 47,573 mobile apps, which are prioritized on apps rather than game development, with the percentage of app and games are 89% and 11%, respectively [3]

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