TY - JOUR
T1 - Using mobile technology acceptance model to explore the satisfaction and continuous use of live streaming for training
AU - Hsiao, Hsien Sheng
AU - Lu, Shao Yu
AU - Chang, Tze Ling
AU - Lee, Chen Shun
N1 - Publisher Copyright:
© 2024 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2024
Y1 - 2024
N2 - During the digital era and especially the COVID-19 pandemic, live streaming emerged as a vital component of mobile learning and training. This study sought to determine whether the social presence and interactivity experienced by learners using live digital platforms could enhance their learning outcomes, satisfaction, and propensity for ongoing use.Leveraging the mobile technology acceptance model as its research framework, this study integrated interactivity and social presence as external variables. The aim was to uncover how these variables impact user satisfaction and continued use, while also exploring the mediating role of learning effectiveness in driving continued use. A live streaming system designed for mobile training was tested among 67 employees in a pilot study. The results demonstrated that:(1)Ease of use positively impacted perceptions of mobile usefulness.(2)Mobile usefulness, interactivity, and social presence had a positive effect on satisfaction, yet ease of use didn't significantly influence satisfaction.(3)Interactivity enhanced social presence.(4)Satisfaction was a key driver of continued use, with learning effectiveness acting as a partial mediator between them. The findings from this research can guide businesses looking to utilize live streaming for training purposes and serve as a reference for academic research in similar areas.
AB - During the digital era and especially the COVID-19 pandemic, live streaming emerged as a vital component of mobile learning and training. This study sought to determine whether the social presence and interactivity experienced by learners using live digital platforms could enhance their learning outcomes, satisfaction, and propensity for ongoing use.Leveraging the mobile technology acceptance model as its research framework, this study integrated interactivity and social presence as external variables. The aim was to uncover how these variables impact user satisfaction and continued use, while also exploring the mediating role of learning effectiveness in driving continued use. A live streaming system designed for mobile training was tested among 67 employees in a pilot study. The results demonstrated that:(1)Ease of use positively impacted perceptions of mobile usefulness.(2)Mobile usefulness, interactivity, and social presence had a positive effect on satisfaction, yet ease of use didn't significantly influence satisfaction.(3)Interactivity enhanced social presence.(4)Satisfaction was a key driver of continued use, with learning effectiveness acting as a partial mediator between them. The findings from this research can guide businesses looking to utilize live streaming for training purposes and serve as a reference for academic research in similar areas.
KW - interactivity
KW - mobile learning
KW - mobile technology acceptance model
KW - social presence
KW - Transformation of learning
UR - http://www.scopus.com/inward/record.url?scp=85197652108&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85197652108&partnerID=8YFLogxK
U2 - 10.1080/10494820.2024.2369875
DO - 10.1080/10494820.2024.2369875
M3 - Article
AN - SCOPUS:85197652108
SN - 1049-4820
JO - Interactive Learning Environments
JF - Interactive Learning Environments
ER -