@article{687e455039bb4d72b64187fecf1aa348,
title = "Acceptance of youtube applied to dance learning",
abstract = "The application of social media in education, including the learning of artistic performance, is becoming increasingly popular. The research on the acceptance of artistic performance through social media is accumulating. Therefore, this study employs an integrated approach based on the technology acceptance model (TAM) to examine dance learners experiencing YouTube by combining design features and factors to explore the acceptance. A survey from the online dance learning fellowship was distributed to recruit YouTube users. Confirmatory factor analysis was adopted to confirm reliability and validity, and a structural equation modeling test by VisualPLS with maximum likelihood estimation was performed to identify the relationships among the constructs. The results suggest that attitudes toward learning dance positively contribute to both perceived usefulness and ease of use of YouTube. Also, both of the factors are important in terms of enhancing YouTube users{\textquoteright} attitudes. Furthermore, positive relationships exist between YouTube users{\textquoteright} attitudes toward using and intention to use. This study contributes to the extant literature by identifying the decisive impact of the acceptance of YouTube applied to dance learning, and a new perspective extending the TAM by measuring YouTube users{\textquoteright} experience of intention to use is provided as a reference for further studies.",
keywords = "Attitude of dance learning, Dance learning, Social media, TAM, YouTube",
author = "Hong, {Jon Chao} and Chen, {Mei Lien} and Ye, {Jian Hong}",
note = "Funding Information: Jon-Chao Hong is a chair professor in Institute for Research Excellence in Learning Sciences, National Taiwan Normal University. Dr. Hong was granted two “Outstanding Research Award{"} given by the Ministry of Science and Technology in Taiwan. Dr. Hong{\textquoteright}s main research interests include digital learning, game-based learning, inquiry learning, STEAM education. Funding Information: This work was financially supported by the “Institute for Research Excellence in Learning Sciences” of National Taiwan Normal University (NTNU) from The Featured Areas Research Center Program within the framework of the Higher Education Sprout Project by the Ministry of Education (MOE) in Taiwan. Funding Information: This work was financially supported by the ?Institute for Research Excellence in Learning Sciences? of National Taiwan Normal University (NTNU) from The Featured Areas Research Center Program within the framework of the Higher Education Sprout Project by the Ministry of Education (MOE) in Taiwan. Publisher Copyright: {\textcopyright} 2020 by the authors.",
year = "2020",
month = jan,
doi = "10.18178/ijiet.2020.10.1.1331",
language = "English",
volume = "10",
pages = "7--13",
journal = "International Journal of Information and Education Technology",
issn = "2010-3689",
publisher = "International Journal of Information and Education Technology",
number = "1",
}