Technology Acceptance Model Visualized for Codingame Study
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Visual Representation of Technology Acceptance Model for Codingame Study

Prompt

Illustrate a visual representation of the Technology Acceptance Model (TAM) as applied to Codingame. Towards the left side, depict two rectangular boxes representing independent variables - 'Perceived Usefulness' and 'Perceived Ease of Use'. Toward the right of these, create a third rectangle for 'Intention to Use Codingame', with arrows (H1 and H2) linking the independent variables to it. Incorporate a fourth rectangle for the moderating variable 'Individual Differences' affecting H1 and H2 relationships, represented by dashed lines. Below the 'Intention' box, include rectangles for dependent variables 'Student Engagement' and 'Learning Outcomes', linked with arrows (H5 and H6) to the 'Intention' box. Add a fifth rectangle, 'Teacher Encouragement' as a moderating factor, influencing H5 and H6 dynamics, shown by dashed lines. Lastly, introduce a sixth rectangle towards the left, 'Gamified Courses (using Codingame)', linked with arrows (H3 and H4) to the dependent variables. Ensure all boxes and arrows are clearly labeled with the corresponding variable names and hypothesis numbers.

Original Prompt: Draw two rectangular boxes towards the left side of the canvas, representing the independent variables "Perceived Usefulness" and "Perceived Ease of Use" from the Technology Acceptance Model (TAM). Draw a third rectangular box to the right of the two independent variable boxes, representing the variable "Intention to Use Codingame." Draw an arrow from the "Perceived Usefulness" box towards the "Intention to Use Codingame" box (H1). Draw another arrow from the "Perceived Ease of Use" box towards the "Intention to Use Codingame" box (H2). Introduce a fourth rectangular box representing the moderating variable "Individual Differences" (e.g., prior programming experience, gender, personality traits). Draw dashed lines from the "Individual Differences" box to the arrows representing H1 and H2. These dashed lines indicate that the relationships between perceived usefulness/ease of use and intention to use are moderated by individual differences (H7). Draw two more rectangular boxes below the "Intention to Use Codingame" box, representing the dependent variables "Student Engagement" and "Learning Outcomes." Draw an arrow from the "Intention to Use Codingame" box to the "Student Engagement" box (H5). Draw another arrow from the "Intention to Use Codingame" box to the "Learning Outcomes" box (H6). Introduce a fifth rectangular box representing the moderating variable "Teacher Encouragement." Draw dashed lines from the "Teacher Encouragement" box to the arrows representing H5 and H6. These dashed lines indicate that the relationships between intention to use and student engagement, as well as intention to use and learning outcomes, are moderated by teacher encouragement techniques (H8). Draw a sixth rectangular box towards the left side of the canvas, representing the independent variable "Gamified Courses (using Codingame)." Draw an arrow from the "Gamified Courses (using Codingame)" box to the "Student Engagement" box (H3). Draw another arrow from the "Gamified Courses (using Codingame)" box to the "Learning Outcomes" box (H4). Label all the boxes and arrows clearly with the corresponding variable names and hypothesis numbers.
Model: Imagen 4
Created on 3/30/2024 Report
Updated on 8/9/2025
License: Free to use with a backlink to Easy-Peasy.AI

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