Exploring the Impact of the Pingtung Wannian River Basin Educational App on the Learning Motivation of Upper Elementary Students: An Analysis Based on the Technology Acceptance Model
摘要
As the rapid development of information technology continues, the application of digital learning tools in the educational sector has increasingly gained attention, particularly in the field of humanities and history education. Interactive learning applications offer students richer and more diverse learning experiences, helping them understand local culture and history in a more dynamic way. This study focuses on a learning application named “Wannian River Treasure Hunt,” designed specifically for upper elementary students. Through gamified learning, it aims to enhance students’ interest in and knowledge of the humanities and history surrounding the Pingtung Wannian River area. Utilizing the Technology Acceptance Model (TAM), this research investigates the app's impact on the learning attitudes of fifth-grade students, aiming to identify key factors that influence students’ acceptance and use of this educational application. The findings reveal significant positive relationships between learning attitudes, perceived ease of use, perceived usefulness, and actual use, suggesting that the design of educational applications should consider not only the quality of their educational content but also their usability and the real assistance they provide to students’ learning. However, the influence of entertainment on perceived usefulness did not receive significant support, indicating that merely pursuing entertainment in the design of educational applications without substantial educational content may not significantly enhance students’ acceptance of the app. Additionally, the impact of perceived ease of use on actual use was not supported, implying that even if an application is easy to use, it may not lead to increased frequency of use if students do not find it useful. These insights are valuable for developers of educational applications, highlighting the need to balance entertainment with educational value to ensure the app not only engages students but also genuinely facilitates learning.