Internet shop users: Computer practices and its relationship to e-learning readiness

Access to computer technology is essential in developing 21st century skills. One venue that serves to bridge the gap in terms of access is internet shops (also known cybercafés or internet cafés). As such, it is important to examine the type of activities internet shop users engage in and how they...

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Bibliographic Details
Main Author: Alontaga, Jasper Vincent Q.
Format: text
Published: Animo Repository 2018
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Online Access:https://animorepository.dlsu.edu.ph/faculty_research/2920
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Institution: De La Salle University
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Summary:Access to computer technology is essential in developing 21st century skills. One venue that serves to bridge the gap in terms of access is internet shops (also known cybercafés or internet cafés). As such, it is important to examine the type of activities internet shop users engage in and how they develop and relate to their e-learning readiness. This study examined the profile, computer practices and e-learning readiness of seventy one (71) internet shop users. A researcher-made internet shop computer practice questionnaire and an e-learning readiness questionnaire adapted from Watkins, Leigh and Triner (2004) were utilized. Results revealed that most internet shop users are adolescents and also have access to technology at home. Computer practices of users in internet shops involve primarily browsing and communicating activities more than playing activities. Internet shop users also rated themselves as ready for e-learning, with females having significantly higher e-learning readiness than males. Browsing activities had positive correlation with communicating and playing activities. Playing activities had negative correlation with e-learning readiness. These results indicate the viability of internet shops as avenues for learning. It is recommended that teachers optimize this by engaging students in e-learning activities involving online research and collaboration, and referring students to online educational game-based resources. © 2018 by the author. Licensee MDPI, Basel, Switzerland.