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Since the public release of Discord in May 2015, gamers have widely used it as an additional team speak application to communicate with their teammates while playing games. However, with substantial features, this application is also used as an alternative media of communication in teaching and learning activities. Therefore, this study aims to determine students' acceptance of Discord as alternative teaching and learning media. Data were obtained using a simple questionnaire. Furthermore, their experience and acceptance towards this application are explored using the technology acceptance model (TAM) framework. The result showed that most participants confirmed that Discord is a favorable alternative media due to the attractive user interface, completeness of features, and its ease of use. Therefore, this application, which was originally intended for the gaming team-speak and team-chat experiences, can surprisingly be used as an alternative online learning media, especially during the Covid-19 pandemic, and it is well accepted by most students.
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Paper—Students’ Acceptance of Discord as an Alternative Online Learning Media
Students’ Acceptance of Discord as an Alternative Online
Learning Media
https://doi.org/10.3991/ijet.v16i20.22917
Muhammad Lukman Arifianto(), Iqbal Fathi Izzudin
Universitas Negeri Malang, Malang, Indonesia
muhammad.arifianto.fs@um.ac.id
AbstractSince the public release of Discord in May 2015, gamers have
widely used it as an additional team speak application to communicate with their
teammates while playing games. However, with substantial features, this appli-
cation is also used as an alternative media of communication in teaching and
learning activities. Therefore, this study aims to determine students’ acceptance
of Discord as alternative teaching and learning media. Data were obtained using
a simple questionnaire. Furthermore, their experience and acceptance towards
this application are explored using the technology acceptance model (TAM)
framework. The result showed that most participants confirmed that Discord is a
favorable alternative media due to the attractive user interface, completeness of
features, and its ease of use. Therefore, this application, which was originally
intended for the gaming team-speak and team-chat experiences, can surprisingly
be used as an alternative online learning media, especially during the Covid-19
pandemic, and it is well accepted by most students.
Keywordsdiscord, gamification, learning medium, Technology Acceptance
Model (TAM)
1 Introduction
The Covid-19 pandemic, which was first recorded in Indonesia at the end of Febru-
ary 2020, led to the mandatory use of information technology by various parties to carry
out their daily activities [1][2][3][4]. In a bid to stop the spread of the virus, the gov-
ernment implemented laws prohibiting social gatherings, such as school activities, cam-
puses, offices, music concerts, visits to culinary centers, shopping, etc. Furthermore,
the government launched the Work from Home (WFH) and School from Home (SFH)
program to overcome and reduce the spread of Covid-19 infections, thereby shifting
activities from face-to-face to online-based [5]. Therefore, this led to the increase in the
dependence of people on the availability of a good and stable Internet connection
[5][6][7]. The data shows that the use of the Internet during this pandemic has increased
significantly [8].
The pandemic has completely changed the learning activities in almost all educa-
tional institutions globally, from face-to-face classrooms into virtual spaces [9]. Some
of the online media selected by the instructors for their virtual classes are WhatsApp,
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Zoom, Google Meet Big Blue Button, and a couple of learning management systems
such as Google Classroom and Edmodo [10][11][12].
However, there are some inconsistencies associated with the use of these applica-
tions in carrying out online learning. Some of the obstacles are the technical constraints
on the use of learning media, such as unsupported devices, slow internet connection,
and others. According to studies, a good number of learning media used for educational
purposes have a less attractive user interface, which makes students feel bored and un-
enthusiastic in participating in educational activities [9]. Furthermore, some of these
applications lack features on the media intended for learning activities. For instance,
the frequently used media such as Zoom and Google Meet are only limited to providing
video and audio calling services and screen-sharing activities, despite the availability
of online chat features in these applications. Therefore, teachers and students need an-
other separate application for daily communication.
Another obstacle experienced by students in online learning is the large use of Inter-
net quota due to the use of media that offers video conferencing services. This is gen-
erally the main problem experienced by students whose parents have low income due
to its impact on increasing family expenses [13][14]. Therefore, these obstacles encour-
aged the authors to seek alternative applications that are more quota-friendly with suf-
ficient video and audio quality to support the teaching and learning activities.
One of such applications is Discord, which is simply a chat platform comprising of
text, voice, and video features [15][16][17]. This application is easily used in a web
browser, such as a desktop or mobile application. It was created and significantly used
by the gamer community, therefore, the Discord icon represents a game controller [17].
This application currently hosts servers on various occasions by enabling users to create
a profile and join a community based on their interests. The word server in this context
is a collection of persistent chat rooms and voice channels.
According to Razell [18], many students at the University of Victoria used Discord
to stay connected to each other during the Covid-19 outbreak. Through this application,
they were able to exchange information on learning materials, exams, and lecture as-
signments, as well as share a variety of knowledge regarding life outside campus, such
as music, films, food, hobbies, etc.
The use of Discord as one of the learning media is called gamification. This term is
defined as using in-game elements, gameplay, aesthetics, environments, and mindsets
to motivate students [19][20]. It is also defined as the use of game elements focused on
engaging students digitally, using digital platforms or applications such as tablets,
smartphones, or computers. This aims to increase motivation and enthusiasm for stu-
dents learning activities by using the new learning media related to gaming, which is
already familiar among them [21].
As an application originally devoted to supporting online games, Discord is now
surprisingly used as a communication medium for learning purposes. The use of this
application in the learning activities is expected to increase the interest and enthusiasm
of students. Since it was originally intended for gamers to communicate, strategize, and
have fun while playing games, hopefully, students can also do the same things during
their learning process. Equipped with more complete features than Google Meet and
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Zoom and the use of less internet quota, Discord has the potential to become a favorable
online learning application, both as the conversation and video conference media.
1.1 Previous Studies
Numerous studies have attempted to explain the use of Discord as a learning me-
dium. For instance, Wulanjani [22] explored its use and stated that the Discord
application makes classroom learners more active, interactive, and motivated. There-
fore, Wulanjani stated that Discord has the ability to change from a conventional-
monotonous listening class to a virtually attractive class. However, the findings were
obtained from the results of interviews with some class members, without mapping the
acceptance of all students as an alternative learning media.
Meanwhile, Cacho [23] analyzed the potential use of Discord to improve student
communication, engagement, and performance by measuring their response as an op-
tional component to the class. Cacho found that 80.9% of the students believed that
their grades improved due to the use of the application. In this study, a total of 23 ques-
tions were asked, and among the responses, 98.5% of all the students stated that they
enjoyed Discord and would be pleased to see it implemented in future classes. The
research conducted by Cacho is similar to this study, which focuses on students' per-
spectives on usage only, while the ease of access and comparisons with other similar
applications have not been fully discussed.
Jiang et al. [24] observed the moderation challenges in voice-based online commu-
nities on Discord. In this research, Jiang used moderate practices in the context of real-
time, voice-based communication with 25 in-depth interviews. Based on the observa-
tion, it was found that the affordances of voice-based online communities changed the
process of moderating content and interactions. For instance, it provides new ways to
break rules that moderators of text-based communities find unfamiliar, such as disrup-
tive noise and voice raiding. However, acquiring evidence of rule-breaking behaviors
was difficult due to the ephemerality of real-time voice. Meanwhile, moderators have
developed new strategies, which are limited and often based on hearsay and first im-
pressions, leading to problems ranging from unsuccessful moderation to false accusa-
tions. This study does not discuss the perspective or acceptance of participants towards
the use of the application, therefore, it needs to be explored more deeply.
Lacher & Biehl [25] researched the use of Discord to moderate students' collabora-
tion and teamwork. Based on their experience, this application can be used to facilitate
group work and monitor or track their activity. Furthermore, it can also be used by
instructors to moderate group interactions and also send messages to students. Instruc-
tors tend to create Discord servers, which act as virtual classrooms and activate group
chat rooms which are used to determine the strategies used by students to perform tasks
and their level of participation. The first objective of the Discord implementation pro-
ject is to introduce a user-friendly tool that instructors can use to moderate group inter-
actions and observe students' participation. The second objective is to maximize the
ability to access programmed group communication of students to determine the effec-
tiveness of their performance. However, studies have not been conducted to observe
the use of Discord from the user experience, perception, and acceptance point of view.
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Kruglyk et al. [26] showed the features of using Discord to create a quality remote
communication environment during emergency learning. Kruglyk et al. stated that
modern distance learning systems are not well developed for use in emergencies. There-
fore, to solve this problem, a comparative analysis of distance communication tools
regarding features and capabilities regarding the introduction of remote learning com-
munication servers was conducted. This analysis determined Discord as a platform for
communication environment during distance learning during the global pandemic.
However, they failed to discuss students’ perceptions or acceptance towards the use of
the application.
1.2 Technology Acceptance Model (TAM)
Perception plays a significant role in students' successful learning abilities. There-
fore, this study investigates students' perceptions of using the Discord application as an
alternative learning medium during the Covid-19 pandemic. It measures students' per-
ception of the product using the technology acceptance model (TAM).
According to [27], TAM is the main model used to explain the strategies utilized by
students in adopting and using technology [27]. This TAM was developed based on the
Theory of Reasoned Action (TRA) proposed by Fishbein and Ajzen [28]. It explains
the user's perceived usefulness (PU) and perceived ease of use (PEOU) as factors that
influence their decisions to adopt and use new technology. Usability is defined as the
extent to which users believe that certain technology aid to improve their performance.
TAM has been used extensively in examining how students adopt learning technol-
ogy in the classroom based on its usefulness and ease of use [29]. Students would gen-
erally feel the need to use a particular learning technology, assuming it is easy to use
[30][31]. Some studies have shown a positive relationship between perceived benefits
and intentions to be used to adopt learning technology in the classroom. For example,
Larmuseau et al. [32] found that students' perceptions of teaching quality significantly
positively affected their acceptance rates. In addition, their perceptions have a positive
effect on the quality and not the quantity of usage. Meanwhile, students' acceptance of
the online learning environment has no impact on usage. Another study conducted by
Chung and Ackerman [33] in explaining students' reactions to Moodle classroom man-
agement software stated that they positively perceive it due to its positive benefits in
their educational progress. In this study, communication was tagged as the usability
factor needed by students. Moreover, Al-Maroof et al. [34] stated that perceived ease
of use and perceived usefulness essentially affect the utilize learning technology. Fur-
thermore, perceived of usefulness is fundamentally affected by the perceived of ease of
use and user experience.
The various studies conducted by previous scholars noted that students' acceptance
of Discord as an alternative online learning media within the Technology Acceptance
Model (TAM) framework has never been closely studied. Therefore, this topic still
needs adequate attention to be elaborated. The research on the use of instructional me-
dia applications should not be limited to the learning process alone. Therefore, it needs
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Paper—Students’ Acceptance of Discord as an Alternative Online Learning Media
to include discussions regarding user's acceptance with a proportional increase in stu-
dents learning process in terms of the proper transfer of knowledge for the learning
objectives to be achieved.
This study aims to identify students’ acceptance towards the use of the Discord ap-
plication as an alternative learning medium during the Covid-19 pandemic within the
framework of the Technology Acceptance Model (TAM). Furthermore, it examines
abstract students' acceptance into a scientific data set that can be measured, calculated,
and evaluated. After determining the significant size of the acceptance of students on
the use of the Discord application, this research aims to also reveal the impact of this
acceptance on teaching and learning activities in the future.
2 Methods
2.1 Participants
The main participants involved in this research are students of the Arabic Literature
Department, Faculty of Letters, State University of Malang. However, students' re-
sponses from outside the university were also used, but they were not quite significant.
Nevertheless, their responses were counted because this study focuses on the partici-
pant's responses and acceptance towards the use of Discord for their learning activities.
Meanwhile, the variation regarding university origin, gender, and age tend to be ig-
nored.
2.2 Instruments
Data were obtained using a questionnaire presented in Google Form and shared
through social media and some students WhatsApp groups. The questionnaire is made
simple to prevent the participants from spending a lot of time answering questions. This
questionnaire consists of two parts, namely 1) the initial questions regarding partici-
pants' experiences in using the Discord application (P1-P3), and 2) the students’ expe-
rience and acceptance questions regarding the use of this application for their learning
activities (P4-P12). The participants were asked to answer the questions based on their
experiences regarding the use of this application, especially during the pandemic. All
question items and answer choices are shown in Table 1 as follows.
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Table 1. The questions or statements regarding participant experience and acceptance
Questions
Answers
Initial Questions
[P1] Before conducting online lectures due to the Covid-19 pandemic, have
you ever used the Discord application before?
Yes, I have, No, I never have.
[P2] If yes, what did you use the application for?
*Choose an answer that highly represents your habits in using this applica-
tion
Team-Speak/Gaming, Discus-
sion Group, Learning, Chat-
ting, Others (if any)
[P3] If you have not used it before, how was your initial experience using
the Discord app?
*Choose an answer that highly represents your experience
Fun, Excited, Boring,
Weird/Confused, Compli-
cated/Difficult, Others (if any)
Experience and Acceptance
[P4] From the design or user interface, the Discord application is quite at-
tractive
Strongly agree (5), Agree (4),
Neutral (3), Disagree (2),
Strongly Disagree (1)
[P5] The features presented in this application, such as voice channels,
video conferences, text messages, and share screens, are relatively com-
plete.
[P6] I had no real difficulties installing the Discord on my smartphone or
laptop, and in utilizing the web version
[P7] I had no difficulty using this application, even though this is my first
time using it as a learning media.
[P8] Using the Discord for learning is a fun experience
[P9] Using the Discord application for online-synchronous learning ena-
bles users to save more on Internet quota usage compared to Zoom or
Google Meet.
[P10] With a fast and stable Internet connection, using Discord with
online-synchronous learning is more fun than using Zoom or Google
Meet.
[P11] In general, the Discord application can be used as a good alternative
learning media.
[P12] If next semester's lecture is still being implemented in online mode,
would you agree on using the Discord application as an alternative learn-
ing media?
2.3 Analysis
In the data analysis process, the authors did not strictly enforce statistical measures
by mapping the variation of responses from participants in very detailed illustrations.
This is because this is qualitative research that tries to describe and explain students
perception and acceptance of Discord as an alternative online learning media during the
pandemic. Furthermore, the Likert scale of 1-5 points representing strongly disagrees
(1) to strongly agree (5) is relied upon to determine the participant's acceptance towards
this application for online learning purposes. The acceptance score ranges from 9-45
points, therefore an increase in the score obtained indicates a rise in the level of agree-
ment. With this scale, participants were asked to complete the questionnaire by indicat-
ing their level of agreement with a series of questions [35][36][37]. Furthermore,
Cronbach’s alpha was also employed to measure the reliability of this questionnaire
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Paper—Students’ Acceptance of Discord as an Alternative Online Learning Media
[38][39][40][41]. This coefficient was used to calculate the questionnaire (P4-P12) ac-
ceptance and ability to reach a good reliability rate of 0.883 [40].
The ground theory was also used in the analysis stage to explain and propose a new
concept related to the gamification of the Discord. It was also used to determine the
ability to use this application as an alternative learning media based on students' ac-
ceptance in the technology acceptance model (TAM) framework. This approach is a
type of social research methodology that emphasizes on the process of generating
knowledge and constructing theoretical claims in an inductive or generative way. It
starts by collecting data, then elaborating and generating them to compose a research
inquiry [42][43][44]. This methodology underlines the use of inductive reasoning,
which involves generalizations based on observed behavior in a specific case. There-
fore, by identifying students' acceptance regarding the usefulness and the ease-of-use
offered by Discord as well as by exploring its gamification process, this application is
expected to assist the learning activity as a good and reliable online l media. The stu-
dents' acceptance of technology in learning activities is directly proposed in accordance
with the results of their educational success.
3 Findings
A total of 44 students participated in filling out the questionnaire used to carry out
this research. This amount is relatively small in terms of quantity. However, this re-
search focuses on qualitative data, therefore the quality collected is irrelevant. The par-
ticipants consisted of 42 students from the Arabic Literature Department at Universitas
Negeri Malang, and 1 each from the Architects Department at LIKMI School of Busi-
ness and IT, and the Indonesian Language Education Department at Budi Luhur Uni-
versity. The dominance of participants from Universitas Negeri Malang is because the
authors are from the same institution.
The variation of the participants is not sufficiently distributed, therefore, it was not
considered in the findings and analysis process. This is because it does not represent
the respective groups of variables. The most considered findings in this research are
related to students' experiences and acceptance regarding the use of the Discord appli-
cation as an alternative online learning media, especially during the pandemic.
Based on the answers towards P1 regarding the use of the Discord application before
the implementation of the online learning policy, it was found that 26 participants
(59.09%) had never used this application. In contrast, the remaining 18 (40.91%) have
initially used it for various activities. This response illustrated that most students are
not familiar with the Discord application, especially those that have never played any
games from online platforms such as Valve, Steam, Riot, etc. According to participants’
answers towards P2, Discord is commonly used for team-speak when playing online
games (44.44%), while the rest is for attending lectures (38.89%) and discussion groups
(16.67%). The summary chart of these findings is shown in Figure. 1 and 2.
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Paper—Students’ Acceptance of Discord as an Alternative Online Learning Media
Fig. 1. Percentage of students using the Discord before online learning policy during the
Covid-19 pandemic.
Fig. 2. Discord usage activities (before the Covid-19 pandemic)
The P3 question was used to determine the initial experience of participants using
Discord for the first time. Approximately 57.69% (15) of the participants stated that
they felt strange, complicated, and confused when using the application for the first
time. This is because the interface is quite complicated for beginners and unfamiliar to
students that have never interacted with other users in online games. In addition, these
students are more comfortable using other applications that are relatively familiar for
synchronous online interaction, such as Zoom, Google Meet, WhatsApp, etc. Con-
versely, 9 participants (34.62%) stated that using Discord was an interesting and enjoy-
able experience. Meanwhile, the remaining 2 (7.69%) stated that it was not a special
experience for them rather, it was indifferent with other applications. Even for the first
time, those interested in using this application are students with high curiosity and are
eager to learn something new. The summary of these findings is shown in Figure 3.
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Paper—Students’ Acceptance of Discord as an Alternative Online Learning Media
Fig. 3. Participant’s initial experiences in using Discord
The Technology Acceptance Model (TAM) framework introduced by Davis [27]
was used to determine studentsacceptance regarding the Discord application. How-
ever, not all variables determined in this model were used to carry out this research.
Moreover, there are some necessary simplifications. Therefore, the questions arranged
in the questionnaire are not too incriminating. The variables represented in the P4-P12
questions are sufficient to explore students' acceptance of this application. Furthermore,
students’ impressions of the Discord application within the TAM framework are di-
vided into two perceptions, namely (2) the perceived usefulness (PU) and (2) the per-
ceived ease-of-use (PEOU). PU-related questions were expressed in P5, P9, P11, and
P12, while in PEOU were in P4, P6, P7, P8, and P10, as shown in Figure 4.
Fig. 4. Participants agree (and strongly agree) responses to P4-P12 questions
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Table 2. Explanation of figure 4:
[P4]
The user interface is attractive (PEOU)
[P5]
The features presented are complete and capable of supporting learning activities (PU)
[P6]
Have no trouble when installing the application on the device or opening it in the Web
version (PEOU)
[P7]
Have no difficulty using the application on the device or opening it in the Web version de-
spite being a first-timer (PEOU)
[P8]
It was a new and exciting experience (PEOU)
[P9]
Save more on internet quota usage compared to other video conferencing applications (PU)
[P10]
Learning becomes more interesting and fun (PEOU)
[P11]
One of the good online learning media alternatives (PU)
[P12]
Willing to use Discord in the next semester (PU)
Students’ acceptance towards the use of this application as an alternative online
learning media is measured with a Likert scale of 1-5 (strongly disagree to strongly
agree). This analysis is based on their responses to P4-P12 on the distributed question-
naire. The result shows that the average point obtained from each participant's response
towards the P4-P12 question is 34.86, ranging from 18-44 (SD=5.56) with a maximum
gain to 45 points. Supposing it is converted to the percentage, the result becomes 34.86
/ 45 * 100 = 77.47%, indicating a good level of their agreement towards P4-P12 ques-
tions. Furthermore, when specified from the percentage of agree and strongly agree
responses to the P4-P12, participants' average response was 73.98%, with the lowest
and highest percentages of 54.5% (P10) and 84.1% (P8). A detailed explanation of each
response to the P4-P12 is shared in the discussion section.
4 Discussion
4.1 Students’ Experience in Using Discord
Based on the answers obtained towards the P1, most of the participants have never
used Discord. Some have heard of this application without using it, as opposed to oth-
ers. Therefore, Discord does not appear to be a familiar communication application for
most students that compare it with WhatsApp, Line, Telegram, Zoom, Google Meet,
etc. This is quite reasonable because it was originally developed for online gaming pur-
poses, especially for the team-speak [16][17][45]. The students that have never played
online games from well-known platforms like Valve, Steam, or Riot, have no idea on
the use of the Discord application. However, not all players use it because some online
games have in-game voice chats.
Therefore, it is not surprising that most of the participants that have used this appli-
cation before the pandemic used it for the team-speak when playing online games.
Meanwhile, the rest of them used it for online learning and group discussion, based on
their response to the P2. This is easy to conclude because the Discord application is
identical to the online gaming environment [49][50], therefore anyone that uses it is
inseparable from gaming activities.
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Furthermore, those that used the Discord application for the first time were further
asked to describe their initial experiences through the P3. As presented in the findings,
the result showed that 15 of the 26 participants felt strange, complicated, and confused
during their first trial. This is understandable because it has a different user interface
compared to other applications. The user interface is quite complicated for beginners,
and it seems unfamiliar to students that have never interacted with others in online
games. In addition, they are more comfortable using other applications such as Zoom,
Google Meet, or WhatsApp for their synchronous online learning [10][11]. In addition,
there are several features in this Discord application not found in other online commu-
nication platforms. Examples are 'Text Channel' and 'Voice Channel', which functions
as text group and voice communication, respectively [46][51][52]. In summary, Dis-
cord is a combined function of chat applications such as WhatsApp as communication
between group members and Google Meet or Zoom as a virtual discussion platform
used to share screens.
4.2 Student’s acceptance of the discord as a learning media
Perceived of Usefulness (PU). The students’ acceptance regarding the usefulness
of the Discord as an alternative online learning media, is measured through their re-
sponses towards the P5, P9, P11, and P12 questions. Their responses were calculated,
interpreted, and compared with the facts related to the context of the use of Discord to
support learning activities.
The students’ agreed responses regarding the P5 reached 81.8%, thereby indicating
a good perception of the usefulness of this application because it has features capable
of supporting their learning objectives [25][48][50]. The main features of this applica-
tion capable of assisting online learning activity are the Voice and Text Channels. In-
structors are able to join and control discussions on chat groups through the creation of
one or more specific topics in the Text Channel [25]. This function is similar to the
breakout room feature provided by Zoom. However, the Text Channels on Discord are
accessible to students without being activated by a host or instructor. Meanwhile, stu-
dents are able to communicate verbally through the Voice Channel and by using the
built-in microphone available on the device or by an external one. This feature is not
only limited to voice chat rather it can also be used for video calls and share screens
which are the common features in video conference applications. Therefore, comparing
this illustration with students’ responses regarding the P5 showed that they agree with
using this application to support their learning activities.
In addition, based on students’ responses concerning the P9, Discord is more effi-
cient in consuming internet quota than other video conferencing applications such as
Zoom and Google Meet. Sharma [51] and Cardos [52] stated that Discord had estab-
lished itself as a well-developed, known and respected application for years, whereas
Zoom is laggy and unpleasant. According to them, it is better than zoom in every way
and has many more features, such as servers and text chats with better organization.
However, the thrift of this internet quota is because most users rarely turn on their cam-
era because this application is intended for voice chat activity when discussing game-
play strategies. As previously stated in the introduction, one of the biggest problems
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experienced by students in online learning during this Covid-19 pandemic is the large
use of Internet quota. Therefore, the tendency of Discord users to maximize the text
and voice chat on this application has an impact on saving Internet quota usage, thereby
making it very useful in saving their monthly expenses.
Based on the students' responses to P5 and P9, Discord is a nice alternative to online
learning media. This statement was also confirmed with the P11 responses by 75% of
the students regarding the feasibility of this application. This feasibility lies in the com-
pleteness of features and efficiency in the use of Internet quotas. These positive affir-
mations led them to agree that Discord needs to be applied as a learning medium in the
next semester. This explication is supported by the evidence of their agreed response to
the P12, which reached 63.7%. It was an insignificant gain, which sufficiently reflected
the perception of the majority.
Perceived of Ease of Use (PEOU). The acceptance of participants towards the ease
of use of the Discord as an alternative online learning medium is measured through
students’ responses to the P4, P6, P7, P8, and P10 questions. The average percentage
that agreed to these questions is 72.27%. This shows that they have a good perception
of this application's easiness, attractiveness, and simplicity as an alternative online
learning media. Furthermore, based on the response towards the P3 regarding students'
initial experience in using the application, the majority still feel strange and confused
at the beginning. This is shown in their responses to the questions on ease of access and
use.
Based on their response to the P4, 72% of the participants gave positive affirmation
that Discord has an attractive user interface. It displays all the features needed to man-
age various servers and the types of communication desired by the users, either through
text or voice channels, which makes it interesting and exciting to use [48][49]. Indeed,
some novice users feel quite confused and difficult because it has an unfamiliar inter-
face like other common video conference applications [11][12]. However, they get used
to using it and feel attracted to their new experience with the time.
One of the attributes that act as a center of attraction is the application's ability to
combine features commonly used for communication purposes in learning activities
such as group chats and video conferencing. Many instructors use multiple applications,
which seems to make communication between them and students overlap. These fea-
tures have been incorporated into an application, thereby making it easy to share infor-
mation and hold virtual classes either with voice or video.
Based on the participants' responses towards the P6 and P7 questions regarding the
ease of installation and use, 79.5% and 75% agreed that installing and using this appli-
cation was quite easy. This application is simple to be accessed because it can be opened
on almost all platforms or operating systems such as Windows, Linux, Android, ma-
cOS, IOS, and a web browser without having to install it on a specific device
[17][18][23][45][49]. This ease of installation and use made the students feel comfort-
able installing this application on their gadgets and using it for learning activities.
Furthermore, students’ positive perception of the ease and simplicity of installing
and utilizing this application indicates that Discord is reasonable and highly recom-
mended as a nice alternative online learning media. This is also supported by positive
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Paper—Students’ Acceptance of Discord as an Alternative Online Learning Media
affirmations obtained from students' responses to P8 (84.1%) and P10 (54.5%), which
are related to enjoyable experiences and make learning activities more enjoyable.
Students that have used Discord in their online gaming activities are likely not to
have difficulty in using this application as an alternative communication medium in
learning activities. They tend to feel happy because the relaxed atmosphere while play-
ing games or chatting with their friends is carried away in their learning activities. How-
ever, some of them also don't agree because they are dedicated to the use of this appli-
cation for playing games only. A significant number also use avatars as a representation
of their user profile.
5 Conclusion
In conclusion, this study has shown that Discord, which was originally intended for
gaming purposes, was accepted by students as an alternative learning media during the
pandemic, even though their acceptance rate is not greatly high. Therefore, it is con-
cluded that Discord is an interesting alternative that is easy and simple to use and does
not require a large Internet quota, because it does not require the use of conventional
video conferencing applications, such as Zoom or Google Meet.
However, an in-depth analysis showed that students' rejection of using the applica-
tion depends on external factors. These include the availability of the Internet connec-
tion, supported devices, and their motivation to learn during the pandemic [53][54][55].
Many instructors are still using multiple applications, which leads to an overlap in com-
munication between them and students. However, Discord combine features commonly
used for communication purposes in learning activities such as group chats and video
conferencing into one application. Meanwhile, there are several limitations associated
with distributing the questionnaire to the participants, both in terms of university origin,
gender, age, etc. Notwithstanding these limitations, the study suggests that considering
this variable may lead to new findings that are more specific and accurate. In addition,
the questionnaire prepared was still very simple and deemed insufficient to represent
all aspects of the Technology Acceptance Model framework.
6 Acknowledgment
The authors are grateful to the Department of Arabic Literature, Faculty of Letters,
State University of Malang, for their financial assistance in the publication of this arti-
cle.
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8 Authors
Muhammad Lukman Arifianto is a lecturer in Arabic Department, Faculty of Let-
ters, Universitas Negeri Malang, Indonesia. His main research interest is grammar and
linguistics; both theoretical and applied. Since becoming a lecturer, he is also interested
in researching about teaching and learning.
Iqbal Fathi Izzudin is a student in Arabic Department, Faculty of Letters, Univer-
sitas Negeri Malang, Indonesia. His main research interest is in the history of Arabic
and Arabic linguistics. He can be contacted via Email: iqfadin11@gmail.com.
Article submitted 2021-03-26. Resubmitted 2021-08-09. Final acceptance 2021-08-09. Final version pub-
lished as submitted by the authors.
iJET Vol. 16, No. 20, 2021
195
... ;Ardiyansah, Batubara, & Auliya, 2021;Arifianto & Izzudin, 2021;Ayob et al. 2022;Delfianza et al. 2023;Handri et al. 2023;Jannah & Hentasmaka, 2021;Mirnawati et al. 2022;Mashud et al. 2021;Odinokaya et al. 2021;Ramadhan & Albaekani, 2021;Sartika et al. 2022;Setyanto et al. 2023;Tuti et al. 2023;Wahyuningsih & Baidi, 2021;Zannah et al. 2022). Besides, the interview was the method that was used mainly by the researchers in selected research(Ananda et al., 2023;Ardiyansah et al., 2021;Arifianto & Izzudin, 2021; Beruin, 2022;Delfianza et al., 2023;Handri et al., 2023;Jannah & Hentasmaka, 2021;Joyce et al. 2022;Ramadhan & Albaekani, 2021;Sartika et al., 2022;Setyanto et al., 2023;Tuti et al., 2023;Wahyuningsih & Baidi, 2021;Zannah et al., 2022). ...
... ;Ardiyansah, Batubara, & Auliya, 2021;Arifianto & Izzudin, 2021;Ayob et al. 2022;Delfianza et al. 2023;Handri et al. 2023;Jannah & Hentasmaka, 2021;Mirnawati et al. 2022;Mashud et al. 2021;Odinokaya et al. 2021;Ramadhan & Albaekani, 2021;Sartika et al. 2022;Setyanto et al. 2023;Tuti et al. 2023;Wahyuningsih & Baidi, 2021;Zannah et al. 2022). Besides, the interview was the method that was used mainly by the researchers in selected research(Ananda et al., 2023;Ardiyansah et al., 2021;Arifianto & Izzudin, 2021; Beruin, 2022;Delfianza et al., 2023;Handri et al., 2023;Jannah & Hentasmaka, 2021;Joyce et al. 2022;Ramadhan & Albaekani, 2021;Sartika et al., 2022;Setyanto et al., 2023;Tuti et al., 2023;Wahyuningsih & Baidi, 2021;Zannah et al., 2022). While the ...
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Digital technologies have transformed music consumption, production, and learning in many musical cultures, making way for highly individualised and global engagement with music and music learning outside the formal classroom context. While technology provides anyone with the technical tools to make music, it does not necessarily provide musical skills and knowledges. Access to digital tools within and outside of the classroom necessitates a reconsideration of the relationship between the role of the classroom music teacher, the application of technology, and existing approaches to pedagogical design. This grounded theory study explored the experiences of students and teachers using digital tools, through observations, interviews, and focus groups with participants in two secondary school communities in Sydney, with three differing degrees of formality: teacher-led, student-centred, and completely independent. Two key factors impacting learning and creation were observed; pedagogical design, and students’ assemblages (after Deleuze, 1995). Overall, inclusion of these tools and musics resulted in increased engagement and motivation by most students across all contexts. Greater engagement and deeper, enactive learning occurred in contexts informed by authentic learning practices compared to explicit teaching. Authentic learning environments were characterised by self- guided experimentation, relevant (and at times student-selected) musical material, real- world music goals, the role of the teacher as more experienced learner, opportunities for social learning, and music theory being situated as parenthetical. In these contexts, students created and learned about music through experimentation, tinkering, active listening (e.g. using reference tracks), and solitary and peripheral learning, mirroring real-world practices. In addition to informing musical decisions, students’ musical assemblages, their musical and cultural knowledges gained through experiences in various musical genres, and the classed relationship of these genres to the formal music classroom, impacted students’ identity, values, and motivation. Additionally, various factors affected teachers’ experiences and abilities incorporating these tools and musics, including external curriculum and pedagogical pressures, pedagogical beliefs, and self-efficacy with technology, composing, and contemporary musical styles.
... Provide tailored learning materials and methods according to the students' vocal levels and needs so that students can learn in a relaxed and pleasant atmosphere and better master the knowledge. At the same time, teachers should constantly develop new learning resources, use artificial-intelligence technology to analyze students' learning data, recommend the learning resources that are most suitable for them, develop a scientific and reasonable teaching plan, and ensure the systematic and complete nature of the teaching content (Arifianto & Izzudin, 2021). (3) Adopt diversified teaching means. ...
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Nowadays, it has been clearly approved during the COVID-19 pandemic that the effort engaged by most educational institutions (EI) over the world was necessary to ensure the pedagogical continuity during the school closures so that they allow them to fulfil their role. In this chapter, we will describe how EI have switched in a record time from traditional teaching using textbooks and face-to-face learning to a one-way teaching in most cases based on the online screen. We will discuss the situation of distance learning and how stakeholders have been prepared to face this pandemic. We will also highlight some challenges of the digital transformation of education during the last decade. An overview of the situation of the disruptive school will be presented focusing on the main impacts on our society. Then a brief description of the requirements to remote education that faced the crisis period will be presented and adopted solutions will be discussed knowing that most of them were based on the use of online screen solutions. Finally, lessons learnt from the COVID-19 pandemic help all stakeholders to start thinking and designing the future of education.
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Due to COVID-19, higher education institutions transitioned to online learning. This study explored college students’ perceptions of their adoption, use, and acceptance of emergency online learning. The factors analyzed were attitude, affect, and motivation; perceived behavioral control (ease of use of technology, self-efficacy, and accessibility), and cognitive engagement. Quantitative and qualitative data were collected from 270 students. The findings present how motivation, self-efficacy, and use of technology play a significant role in the cognitive engagement and academic performance of students. Also, participants preferred face-to-face learning. This study presents suggestions on how to improve the acceptance of emergency online learning.
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