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Factors Affecting Edmodo Adoption As Online Learning Medium
Factors Affecting Edmodo Adoption As Online Learning Medium
Abstract The rapid advancement of internet based social network application has
triggered many innovations, one of the most distinguished internet facilitated
application in teaching learning is Edmodo. Ciputra University has started the use
of Edmodo as the Online Learning Medium where lecturers and students may
interact and exchange information regarding class materials. The use of Edmodo
has helped increasing effectiveness in lecturers-students interaction, however the
adoption remains varied. This study utilizes Technology Acceptance Model
(TAM) with several antecedents including Personal Innovativeness, Cognitive
Absorption, Perceived Playfulness and Computer Self-Efficacy. The population of
this study are second and third year students of Ciputra University, which consisted
of 1466 active students, hence the sample size (Confidence Level = 95 %, Margin
of Error = 5 %) was determined as 306 students. The result suggests all lecturers
who want to use Edmodo to pay more attention to Perceived Playfulness as sig-
nificant determinant to the adoption of Edmodo for better lecturers-students online
interaction.
51.1 Introduction
school’s teaching learning activities. The main characteristic of Web 2.0 tools is
users’ active participation in the content of creation process. Advantages of using
Web 2.0 in education are creating new interaction styles between instructors and
students whilst promoting students interaction outside classrooms [1].
E-learning is an educational system or the concept of using information tech-
nology in teaching and learning. E-learning allows students to learn through
computers at their favorable places without necessarily having to physically go to
follow lessons/lectures in class. Edmodo is a social networking and micro blogging
service that is designed specifically for education, which can be operated like any
other popular social networking application.
Past studies in e-learning adoption tried to analyze the factors influencing
adoption Edmodo as a learning method by using the Technology Acceptance Model
(TAM) framework. In this study TAM was chosen as the framework in developing
models for Edmodo adoption.
51.2.1 Edmodo
Edmodo is a private social platform that provides an online medium for teachers
and students to connect and collaborate [1]. It’s easy to apply to the class because
its appearance is similar to Facebook, subsequently many students are familiar with
it. Using Edmodo, Teachers and students may exchange notes, links, files,
announcements, tasks, collecting pool, creating quizzes and exchange information
in a secure environment [2].
Technology Acceptance Model (TAM) was first developed by Davis [3, 4] and then
redeveloped in many later studies [5, 6]. More subsequent studies still prefer the use
of TAM compared to other frameworks because of its simplicity.
TAM has the goal to explain and predict the user acceptance of the technology.
TAM is the development Theory of Reasoned Action [7]. TAM predicts user
acceptance of a particular technology based on the influence of two factors, namely
the perceived usefulness and perceived ease of use [4].
Kumar et al. [8] defines cognitive absorption as “someone deeply involved with the
software”. Cognitive Absorption were translated into five latent variables consist of
51 Factors Affecting Edmodo Adoption as Online Learning Medium 467
Personal
Innovativeness Perceived
Usefulness
H7 H8
Cognitive
Absorption H1
Behavioral
H6 H3
H5 H9 Intention
Playfulness H2 to Use
Perceived
Self-Efficacy H4
Ease-of-Use
The population in this study were second and third year students of the Ciputra
University. The number of total students are 1466 active students. The sampling
technique for this studies will be using stratified random sampling which is a
sampling technique applied to a population that has strata or levels and each level
has its own characteristics. With the above known population hence the sample size
in this study is determined to be 306 respondents [13].
This study’s data collection method uses online questionnaire as well as printed
form with the same survey questions. Measurement data from the results of the
questionnaire using five scaled Likert scale. Likert Scale used to measure attitudes,
opinions, and perceptions of a person or a group of social phenomenon. In this
scale, the respondents expressed approval and disapproval of a number of state-
ments related to the variables being measured.
51 Factors Affecting Edmodo Adoption as Online Learning Medium 469
51.4 Result
Path analysis were conducted using AMOS software. This diagram as shown in
Fig. 51.2 is used to help conceptualization problems and to determine the direct and
indirect effect of independent and intermediary variables to the dependent variable
(ITU).
Regression weights in Table 51.2 shows the effect PEOU to ITU as insignificant
at the 0.63 can be considered the relationship of these pathways discarded.
470 I.S. Herlambangkoro and T. Wiradinata
Figure 51.3 above shows additional 4 direct relationship, namely PIIT towards
PEOU, PF towards ITU, SE towards CA, and CA towards ITU. There is also a
second reduction, namely a direct relationship PEOU toward CA and PIIT towards
CA from the proposed theoretical model. After the modification, the modified
model fulfills the fitness criteria as seen in the Table 51.3 below.
The total effect of other factors consist of the direct effects and indirect effects.
Tables 51.4 and 51.5 below contain summary of the total effect and the number of
standardized total effects.
51 Factors Affecting Edmodo Adoption as Online Learning Medium 471
From the results of the above table shows the effect of data contained in each
variable. From these results concluded that the variables that have the greatest
influence on the variable ITU is variable Playfulness. Playfulness shown greatest
significant positive effect at 0.318 (with medium magnitude) towards the
Behavioral Intention to Use.
472 I.S. Herlambangkoro and T. Wiradinata
The study results can be used as policy guidance when formulating strategies in the
adoption of Edmodo which is paying bigger attention to improving the Perceived
Playfulness by the users. Some efforts may include implementing gamification
which influences the perception of users from learning to playing.
51.5 Conclusion
In this study, exogenous variables which has the greatest effect on Intention to Use
Edmodo is Playfulness, however this study assumes the general use of Edmodo as
common online learning medium without paying close attention to which features
of Edmodo attracts its users the most. Subsequent study may explore more on those
areas. Perceived Playfulness generates biggest effect to students intention to use
Edmodo application. The influence was 0.318 with medium magnitude, hence the
strategy to increase the adoption is to create more playful online interaction (e.g.:
creating missions, milestones, etc.)
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