RESEARCH PAPER
Evaluating student satisfaction with online hackathon for IT projects
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Department of Information and Communication Technology, Faculty of Applied and Computer Science, Vaal University of Technology, Vaal, SOUTH AFRICA
 
 
Online publication date: 2023-08-23
 
 
Publication date: 2023-10-01
 
 
EURASIA J. Math., Sci Tech. Ed 2023;19(10):em2338
 
KEYWORDS
ABSTRACT
Hackathons are growing more virtual, especially after the COVID-19 epidemic started since they attract many participants at once from different places and time zones. This study intends to identify factors that influence students’ satisfaction with online hackathon for IT projects. The study used quantitative methodology and proposed a model. The model was developed using technology acceptance model variables (perceived usefulness [PU], perceived ease of use [PEOU], behavioral intention [BI]) in combination with self-efficacy (SE) and satisfaction variables. The study questionnaire was distributed to 180 university students who have participated in a hackathon. The results were measured for reliability and validity (Cronbach’s alpha was used for reliability while confirmatory factor analysis was used for validity. The hypothesis in the suggested model were assessed using structural equation modeling technique. The results show that BI and PEOU have no influence on students’ satisfaction with using online hackathon for IT projects. However, it was discovered that students’ satisfaction with online hackathon for IT projects is influenced by PU and SE. These findings imply that creating online courses that participants perceive as useful and see themselves as having high SE in their projects will further enhance satisfaction with online hackathons. It might also encourage and facilitate the use of online hackathons among students. Universities should routinely provide instruction and advice to students to help them understand the advantages of online courses. In summary, the research will be useful to decision-makers and educators in universities to further the integration of online hackathons for IT projects in the curriculum. Future recommendations should consider the use of additional technology adoption variables as well as testing the data with a qualitative methodology.
 
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