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  4. Influence of Self-Efficacy, Perceived Enjoyment and Ease of Use on Mathematics Learning Satisfaction in Virtual Environments

Influence of Self-Efficacy, Perceived Enjoyment and Ease of Use on Mathematics Learning Satisfaction in Virtual Environments

Author(s)
Elizabeth Emperatriz García-Salirrosas
Jesús Alfredo Apaza-Cáceres
Rubén Ángel Norabuena-Diaz
Date Issued
5 de mayo de 2024
Type
Article
Volume
14
Issue
3
Start Page
47
End Page
47
DOI
10.36941/jesr-2024-0054
Abstract
Within the educational context, mathematics is one of the areas that contributes to the development of logical skills and analytical abilities in students. Mastering these skills allows for greater accessibility to understand various fields of study such as engineering, science, technology, among others. Therefore, it is important for educational institutions to intervene proactively, promoting a practical approach in the teaching of mathematics. Although educational institutions have promoted good interaction between teachers and students for better learning, this situation was subject to change due to the arrival of the pandemic; the rapid transition to virtual environments affected the quality of mathematics education due to the lack of good resources. In this context, the research question arises: are students satisfied with the learning modality through virtual environments? To answer this question, a quantitative, cross-sectional research method was applied, and applying a non-probabilistic sampling, 402 university students were surveyed. Through the analysis with structural equations (SEM), it was found that self-efficacy, perceived enjoyment, and ease of use have a positive and significant influence on student satisfaction when learning mathematics in virtual environments; therefore, the importance of giving students the appropriate support to develop a positive attitude, confidence, and development of skills that promote self-efficacy, enjoyment, and motivation towards mathematics is framed, also ensuring the availability of technological resources that optimize the conditions and learning experience in virtual environments. Received: 20 January 2024 / Accepted: 29 April 2024 / Published: 5 May 2024
Subjects

Psychology

Self-efficacy

Usability

Mathematics education...

Cognitive psychology

Applied psychology

Social psychology

Multimedia

Computer science

Human–computer intera...

Psychology

Self-efficacy

Usability

Mathematics education...

Cognitive psychology

Applied psychology

Social psychology

Multimedia

Computer science

Human–computer intera...

Physical Sciences Com...

Social Sciences Socia...

Physical Sciences Com...

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