Huang Hai, Wang Yong
School of Public Affairs, University of Science and Technology of China, Hefei, China.
Educational Training Center, Changzhou Liu Guojun Vocational Technology College, Changzhou, China.
Front Psychol. 2022 Mar 15;13:835328. doi: 10.3389/fpsyg.2022.835328. eCollection 2022.
The ongoing pandemic has transformed communication modes globally. Especially in the case of higher education, where countermeasures against coronavirus disease 2019 (COVID-19) have affected students' learning experience. This study emphasized the case of business simulation games, where critical factors were underlined to define learners' intention to use an online learning environment through the lens of task technology fit (TTF) as a theoretical stance. This study considered the statistical analysis of 523 students who attended the business simulation module online at the tertiary level of education. Findings conclude that flow experience is the most critical factor to define learners' perceived TTF in the case of an online learning experience. However, the learners' self-efficacy is significant enough to map learners' intentions to use an online environment for learning. The study discussed several theoretical and practical implications for learners' educators and policymakers.
当前的疫情改变了全球的交流模式。尤其是在高等教育领域,针对2019冠状病毒病(COVID - 19)的应对措施影响了学生的学习体验。本研究着重探讨了商业模拟游戏的情况,其中强调了关键因素,以便从任务技术适配(TTF)这一理论视角来界定学习者使用在线学习环境的意愿。本研究对523名在高等教育阶段参加在线商业模拟课程的学生进行了统计分析。研究结果表明,在在线学习体验中,心流体验是界定学习者感知到的任务技术适配的最关键因素。然而,学习者的自我效能感足以显著影响学习者使用在线环境进行学习的意愿。该研究讨论了对学习者、教育工作者和政策制定者的若干理论和实践意义。