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Extending the UTAUT Model of Gamified English Vocabulary Applications by Adding New Personality Constructs

Author

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  • Kexin Zhang

    (Faculty of Foreign Studies, Beijing Language and Culture University, Beijing 100083, China)

  • Zhonggen Yu

    (Faculty of Foreign Studies, Beijing Language and Culture University, Beijing 100083, China)

Abstract

Learning vocabulary through mobile applications has gained momentum in recent years. However, little is known about what elements motivate or demotivate learners to use the applications. This research thus aims at finding out factors that may influence users’ intention to use certain gamified English vocabulary apps and their actual use of the applications based on the unified theory of acceptance and use of technology (UTAUT). This study complements the missing link through structural equation modeling based on the data collected from a large-scale online questionnaire survey. The results show that performance expectancy (PE), facilitating conditions (FC), and attitudes towards behavior (ATB) are positively correlated with behavioral intention (BI) while effort expectancy (EE), social influence (SI), and openness (OP) are negatively correlated with BI. However, no significant correlation was found between emotional stability (ES), positive competition (PC), and perseverance of effort (POE) and BI as predicted. In addition, behavioral intention (BI) and actual use (AU) are strongly correlated. However, unlike some of the previous studies, the result of this study does not present a significant relationship between FC and actual use (AU). Future research may include participants with diversified cultural backgrounds and extend the constructs further to psychology.

Suggested Citation

  • Kexin Zhang & Zhonggen Yu, 2022. "Extending the UTAUT Model of Gamified English Vocabulary Applications by Adding New Personality Constructs," Sustainability, MDPI, vol. 14(10), pages 1-18, May.
  • Handle: RePEc:gam:jsusta:v:14:y:2022:i:10:p:6259-:d:820535
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    References listed on IDEAS

    as
    1. Tinggui Chen & Lijuan Peng & Jianjun Yang & Guodong Cong, 2021. "Analysis of User Needs on Downloading Behavior of English Vocabulary APPs Based on Data Mining for Online Comments," Mathematics, MDPI, vol. 9(12), pages 1-26, June.
    2. Rui Li, 2021. "Does Game-Based Vocabulary Learning APP Influence Chinese EFL Learners’ Vocabulary Achievement, Motivation, and Self-Confidence?," SAGE Open, , vol. 11(1), pages 21582440211, March.
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