Uses and gratifications of educational apps: A study during COVID-19 pandemic
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Although educational apps have emerged as an easily available and accessible alternative to classroom learning, particularly at the time of pandemics like COVID-19, no research has attempted to identify learners intentions behind the usage of different educational apps. The current study developed a valid and reliable research instrument to measure the motivations behind using educational apps. Using the mixed method approach commonly used in uses and gratification (U&G) research, i.e., open-ended essays & national survey (N = 552), this study identified seven gratifications behind learners intention to use educational apps: academic assistance, convenience, entertainment, social influence, novelty, engagement and activity. The result suggests that academic assistance, convenience and social influence were the significant predictors of the intention to use educational apps. The current research also identified the moderating effect of gender in selecting educational apps. One of the most significant contributions of the present study is that it extended the uses and gratification theory applications beyond the traditional media to explain the intention to use educational apps.
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Motivations for using ChatGPT were measured with 21 items covering six dimensions: entertainment, novelty, study guide, social influence, active interaction, and engagement.
“Various types of motivations for using ChatGPT were measured with a total of 21 items covering six dimensions (Menon, 2022): entertainment, novelty, study guide, social influence, active interaction, and engagement.”
From Motivations and Affordances of ChatGPT Usage for College Students’ Learning (2025) · cites this paper as Menon, 2022
The Scale development section describes a questionnaire measuring motivations for using educational apps, and the Discussion identifies several motivations that overlap with the cited list. But the paper identifies seven gratifications, including convenience, rather than the claimed six; it does not describe measuring ChatGPT use or establish the claimed 21-item count in the passages found. (LLM, conf=0.88)
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Self-citationMotivations and Affordances of ChatGPT Usage for College Students’ Learning
Lee, S. K., Ryu, J., Jie, Y., & Ma, D. H. (2025) · Media and Communication · doi:10.17645/mac.9508 · Cited by 7 · see citing works
“Various types of motivations for using ChatGPT were measured with a total of 21 items covering six dimensions (Menon, 2022): entertainment, novelty, study guide, social influence, active interaction, and engagement.”
- Authors
- Menon, D.
- Affiliations
- Indian Space Research Organisation (IN)
- Corresponding author
- Menon, Devadas
- ORCID
- Menon, Devadas
- Venue
- Computers and Education Open
- Publisher
- Elsevier BV
- Published
- 2022-12
- Volume
- 3
- Pages
- 100076
- ISSN
- 2666-5573 (ISSN-L)
- PMC
- PMC8800936
- OpenAlex
- W4221129254
- Cited by
- 59
- References
- 15
- Citations by year
- 2026: 7 · 2025: 10 · 2024: 19 · 2023: 17 · 2022: 6
- FWCI
- 12.87
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Computers and Education Open (publishedVersion, cc-by-nc-nd)
- PubMed Central (publishedVersion)
- PubMed (publishedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Topics
- Physical Sciences › Computer Science › Information Systems › Mobile Learning in Education
- Social Sciences › Decision Sciences › Information Systems and Management › Technology Adoption and User Behaviour
- Social Sciences › Education › Technology-Enhanced Education Studies
- Keywords
- educational apps, uses and gratifications theory, student motivation, intention to use, COVID-19 pandemic, academic support, convenience, social influence, novelty, engagement, gender differences, scale development
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