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Measuring Technology Acceptance of Makey Makey as an Input Device in a Human-Computer Interaction Class
Proceeding

, Algoma University, Canada ; , , University of Colima, Mexico

EdMedia + Innovate Learning, in Vancouver, BC, Canada ISBN 978-1-939797-24-7 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

Students from a human-computer interaction course used the input device called Makey Makey Classic (a low-cost digital interface) for creating a video game controller, based on the topic of user interface development. A study was conducted to analyze how students accepted the use of the Makey Makey in class. After students used the Makey Makey for playing a video game, they filled out the Technology Acceptance Model version 2 (TAM2) questionnaire. Results indicated that most of the students perceived the Makey Makey as very useful and easy to use in class and they would like to use it again in further classes where prototyping is required. However, results could be affected by the “novelty effect.” Further longitudinal studies are needed to see if student technology acceptance of the Makey Makey will remain positive through longer periods of time. This is in line with the so-called “maker movement” where easy-to-use and low-cost technology is used as hands-on learning material.

Citation

Garcia-Ruiz, M.A., Santana-Mancilla, P.C. & Gaytan-Lugo, L.S. (2016). Measuring Technology Acceptance of Makey Makey as an Input Device in a Human-Computer Interaction Class. In Proceedings of EdMedia 2016--World Conference on Educational Media and Technology (pp. 395-400). Vancouver, BC, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved December 17, 2018 from .

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