Differences in Sports Learning by Digital Literacy Level Among Generation Z: An Application of the Unified Theory of Acceptance and Use of Technology (UTAUT) and Media Richness Theory (MRT)
Abstract
1. Introduction
2. Theoretical Background
2.1. Digital Literacy in Sports Education
2.2. Unified Theory of Acceptance and Use of Technology (UTAUT)
2.3. Media Richness Theory (MRT)
3. Research Hypothesis
3.1. Differences in UTAUT According to Digital Literacy Levels in Sports Learning
3.2. Differences in MRT According to Digital Literacy Levels in Sports Learning
4. Materials and Methods
4.1. Study Design
4.2. Participants
4.3. Data Collection Tools
4.4. Data Analysis
5. Results
5.1. Participants’ Basic Characteristics
5.2. Scale Validity and Reliability
5.3. Multivariate Analysis of Variance (MANOVA)
6. Discussion
6.1. Theoretical Implications
6.2. Practical Implications
7. Conclusions
8. Limitations and Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| AI | Artificial Intelligence |
| AR | Augmented Reality |
| AVE | Average Variance Extracted |
| CFA | Confirmatory Factor Analysis |
| CFI | Comparative Fit Index |
| CR | construct reliability |
| EE | effort expectancy |
| FB | feedback |
| FC | facilitating conditions |
| ICT | information and communication technology |
| IFI | Incremental Fit Index |
| IRB | Institutional Review Board |
| MANOVA | Multivariate Analysis of Variance |
| MC | multiple channels |
| MRT | Media Richness Theory |
| NIA | National Information Society Agency |
| OECD | Organization for Economic Co-operation and Development |
| PE | performance expectancy |
| PS | personalness |
| RMSEA | Root Mean Square Error of Approximation |
| SI | social influence |
| SRMR | Standardized Root Mean Square Residual |
| TAM | Technology Acceptance Model |
| TLI | Tucker–Lewis Index |
| UTAUT | Unified Theory of Acceptance and Use of Technology |
| VR | Virtual Reality |
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| Group 1 | Group 2 | Group 3 | ||
|---|---|---|---|---|
| Digital Literacy Level | Low | Medium | High | |
| Gender | Male | 49 (56.3%) | 49 (61.3%) | 48 (68.6%) |
| Female | 38 (43.7%) | 31 (38.7%) | 22 (31.4%) | |
| Education | High school graduation | 10 (11.5%) | 2 (2.5%) | 5 (7.1%) |
| Enrollment and graduation from a 2-year college | 8 (9.2%) | - | 2 (2.9%) | |
| University enrollment and graduation | 55 (63.2%) | 62 (77.5%) | 39 (55.7%) | |
| Graduate school enrollment and graduation | 14 (16.1%) | 16 (20.0%) | 24 (34.3%) | |
| Participatory Sports | Martial Arts Sports | 25 (28.8%) | 22 (27.5%) | 25 (35.7%) |
| Fitness | 15 (17.2%) | 24 (30.0%) | 14 (20.0%) | |
| Yoga & Pilates | 10 (11.5%) | 5 (6.3%) | 4 (5.7%) | |
| Golf | 5 (5.7%) | 4 (5.0%) | 8 (11.4%) | |
| Swimming | 2 (2.3%) | - | 1 (1.4%) | |
| Ball sports | 14 (16.1%) | 14 (17.5%) | 7 (10.0%) | |
| Racket sports | 9 (10.3%) | 4 (5.0%) | 4 (5.7%) | |
| Running | 5 (5.7%) | 4 (5.0%) | 4 (5.7%) | |
| Extreme Sports | 2 (2.4%) | 3 (3.8%) | 3 (4.4%) | |
| Primary sports learning media used | YouTube | 68 (78.3%) | 56 (70.0%) | 36 (51.4%) |
| SNS | 17 (19.5%) | 22 (27.5%) | 26 (37.1%) | |
| Online lecture platform | 1 (1.1%) | - | 6 (8.6%) | |
| Mobile app | 1 (1.1%) | 2 (2.5%) | 2 (2.9%) | |
| Main purpose of learning media | Physical fitness improvement | 9 (10.3%) | 5 (6.2%) | 5 (7.1%) |
| Sports Skill Acquisition | 31 (35.7%) | 36 (45.0%) | 34 (48.6%) | |
| Hobbies and Leisure | 29 (33.4%) | 21 (26.3%) | 16 (22.9%) | |
| Lose weight | 17 (19.5%) | 12 (15.0%) | 11 (15.7%) | |
| Certification study | 1 (1.1%) | 6 (7.5%) | 4 (5.7%) | |
| Average time spent on sports learning | Less than 30 min | 41 (47.1%) | 36 (45.0%) | 14 (20.0%) |
| 30 min to 1 h | 34 (39.1%) | 36 (45.0%) | 37 (52.9%) | |
| 1 to 2 h | 8 (9.2%) | 8 (10.0%) | 10 (14.3%) | |
| over 2 h | 4 (4.6%) | - | 9 (12.8%) | |
| Total | 87 (100%) | 80 (100%) | 70 (100%) | |
| Factors | Items | β | S.E. | t | CR | AVE | ω | α | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Digital literacy | I can analyze sports learning data using media or apps. | 0.878 | - | - | 0.889 | 0.666 | 0.933 | 0.933 | |||
| I can effectively deliver sports-related information through digital platforms. | 0.869 | 0.053 | 18.558 | ||||||||
| I am well aware of the importance of the process of analyzing and processing the information necessary for sports learning. | 0.884 | 0.051 | 19.179 | ||||||||
| I understand the importance of information delivery and exchange in the sports learning process. | 0.895 | 0.051 | 19.073 | ||||||||
| Performance expectancy | I believe that learning sports through media helps improve my athletic skills. | 0.885 | - | - | 0.908 | 0.712 | 0.941 | 0.940 | |||
| Using media allows you to learn sports skills more quickly. | 0.878 | 0.053 | 19.452 | ||||||||
| Learning sports through media enhances my learning efficiency and performance. | 0.912 | 0.046 | 21.170 | ||||||||
| Learning sports through media enhances my athletic abilities and increases my potential for achievement. | 0.903 | 0.049 | 20.732 | ||||||||
| Effort expectancy | The process of learning sports through media is clear and easy to understand. | 0.842 | - | - | 0.895 | 0.680 | 0.926 | 0.924 | |||
| I can easily learn sports training methods using media. | 0.923 | 0.056 | 18.953 | ||||||||
| Sports learning through media is generally easy to use. | 0.862 | 0.058 | 16.888 | ||||||||
| Learning sports through media is not difficult for me. | 0.855 | 0.065 | 16.652 | ||||||||
| Social influence | People who influence me think I should learn sports by utilizing media. | 0.848 | - | - | 0.890 | 0.670 | 0.945 | 0.944 | |||
| The people who matter to me view learning sports through media positively. | 0.916 | 0.052 | 19.408 | ||||||||
| Those with higher skill levels than me recommend learning sports through media. | 0.913 | 0.056 | 19.259 | ||||||||
| People around me generally support learning sports through media. | 0.927 | 0.052 | 19.851 | ||||||||
| Facilitating conditions | I have the resources needed to study online sports lectures. | 0.893 | - | - | 0.868 | 0.623 | 0.941 | 0.941 | |||
| I possess the knowledge required to study online sports lectures. | 0.945 | 0.044 | 23.640 | ||||||||
| The online sports lecture platform I use cannot be replaced by any other platform. | 0.883 | 0.049 | 20.138 | ||||||||
| If you encounter problems while learning online sports lectures, there is someone (or a group) who can help you. | 0.854 | 0.051 | 18.708 | ||||||||
| Multiple channels | I can exchange information with instructors or others through sports media. | 0.840 | - | - | 0.861 | 0.607 | 0.921 | 0.920 | |||
| I can understand the other person’s intentions through sports videos or coaching audio by analyzing their voice tone or intonation. | 0.879 | 0.061 | 17.162 | ||||||||
| I can discuss physical movements (e.g., demonstration videos, posture expressions) through sports media. | 0.860 | 0.061 | 16.566 | ||||||||
| I can discern the intentions of others through nonverbal expressions such as facial expressions and gestures in sports media. | 0.871 | 0.066 | 16.900 | ||||||||
| Immediacy of feedback | I can immediately see the reactions of others (coaches and teammates) while learning sports online. | 0.941 | - | - | 0.916 | 0.732 | 0.963 | 0.962 | |||
| When I use sports media, my reactions are transmitted to the other person in real time. | 0.921 | 0.036 | 26.758 | ||||||||
| I can quickly grasp my opponent’s opinions or feedback during sports training. | 0.933 | 0.033 | 28.145 | ||||||||
| I can provide immediate feedback on sports instructors’ opinions in the media. | 0.925 | 0.036 | 27.261 | ||||||||
| Personalness | When I use sports learning media, I can feel the presence of coaches or teammates. | 0.908 | - | - | 0.914 | 0.725 | 0.965 | 0.965 | |||
| I feel that sports learning media promotes social interaction and engagement. | 0.941 | 0.040 | 25.549 | ||||||||
| I find sports learning media to be human and warm. | 0.946 | 0.040 | 25.937 | ||||||||
| I feel a personal connection or sense of belonging through sports learning media. | 0.945 | 0.040 | 25.861 | ||||||||
| Model fit | χ2 | df | p | NFI | IFI | TLI | CFI | SRMR | RMSEA | ||
| 779.013 | 436 | 0.000 | 0.914 | 0.960 | 0.954 | 0.960 | 0.037 | 0.058 | |||
| Classification | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|
| Digital literacy | 0.816 | |||||||
| Performance expectancy | 0.688 ** | 0.844 | ||||||
| Effort expectancy | 0.651 ** | 0.750 ** | 0.824 | |||||
| Social influence | 0.560 ** | 0.594 ** | 0.603 ** | 0.819 | ||||
| Facilitating conditions | 0.538 ** | 0.491 ** | 0.501 ** | 0.606 ** | 0.789 | |||
| Multiple channels | 0.617 ** | 0.582 ** | 0.580 ** | 0.616 ** | 0.556 ** | 0.779 | ||
| Immediacy of feedback | 0.500 ** | 0.370 ** | 0.470 ** | 0.418 ** | 0.493 ** | 0.616 ** | 0.856 | |
| Personalness | 0.536 ** | 0.400 ** | 0.472 ** | 0.549 ** | 0.437 ** | 0.554 ** | 0.667 ** | 0.852 |
| Mean | 4.76 | 5.31 | 5.17 | 4.82 | 4.69 | 4.86 | 4.56 | 4.58 |
| Standard Deviation | 1.20 | 1.17 | 1.10 | 1.35 | 1.43 | 1.24 | 1.46 | 1.54 |
| Skewness | −0.805 | −0.715 | −0.429 | −0.218 | −0.313 | −0.618 | −0.416 | −0.308 |
| Kurtosis | −0.145 | 0.067 | −0.173 | −0.537 | −0.428 | −0.132 | −0.749 | −0.492 |
| Variables | Sub-Factors | df | F | p | ηp2 |
|---|---|---|---|---|---|
| UTAUT | Performance expectancy | 2 | 64.150 | <0.001 | 0.354 |
| Effort expectancy | 2 | 60.529 | <0.001 | 0.341 | |
| Social influence | 2 | 47.229 | <0.001 | 0.288 | |
| Facilitating conditions | 2 | 42.412 | <0.001 | 0.266 | |
| MRT | Multiple channels | 2 | 55.647 | <0.001 | 0.322 |
| Immediacy of feedback | 2 | 40.364 | <0.001 | 0.257 | |
| Personalness | 2 | 49.685 | <0.001 | 0.298 |
| a | b | c | d | e | f | g | |
|---|---|---|---|---|---|---|---|
| G1 | 4.48 | 4.41 | 4.10 | 3.89 | 4.00 | 3.64 | 3.61 |
| G2 | 5.46 | 5.29 | 4.68 | 4.65 | 5.07 | 4.84 | 4.66 |
| G3 | 6.18 | 5.97 | 5.57 | 5.71 | 5.69 | 5.39 | 5.69 |
| a | b | c | d | e | f | g | ||
|---|---|---|---|---|---|---|---|---|
| G1 | G2 | <0.001 *** | <0.001 *** | 0.005 ** | <0.001 *** | <0.001 *** | <0.001 *** | <0.001 *** |
| G3 | <0.001 *** | <0.001 *** | <0.001 *** | <0.001 *** | <0.001 *** | <0.001 *** | <0.001 *** | |
| G2 | G3 | <0.001 *** | <0.001 *** | <0.001 *** | <0.001 *** | 0.001 ** | 0.031 * | <0.001 *** |
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Jeong, K.-H.; Choi, C.; Mun, H. Differences in Sports Learning by Digital Literacy Level Among Generation Z: An Application of the Unified Theory of Acceptance and Use of Technology (UTAUT) and Media Richness Theory (MRT). Behav. Sci. 2026, 16, 343. https://doi.org/10.3390/bs16030343
Jeong K-H, Choi C, Mun H. Differences in Sports Learning by Digital Literacy Level Among Generation Z: An Application of the Unified Theory of Acceptance and Use of Technology (UTAUT) and Media Richness Theory (MRT). Behavioral Sciences. 2026; 16(3):343. https://doi.org/10.3390/bs16030343
Chicago/Turabian StyleJeong, Kwon-Hyuk, Chulhwan Choi, and Heesu Mun. 2026. "Differences in Sports Learning by Digital Literacy Level Among Generation Z: An Application of the Unified Theory of Acceptance and Use of Technology (UTAUT) and Media Richness Theory (MRT)" Behavioral Sciences 16, no. 3: 343. https://doi.org/10.3390/bs16030343
APA StyleJeong, K.-H., Choi, C., & Mun, H. (2026). Differences in Sports Learning by Digital Literacy Level Among Generation Z: An Application of the Unified Theory of Acceptance and Use of Technology (UTAUT) and Media Richness Theory (MRT). Behavioral Sciences, 16(3), 343. https://doi.org/10.3390/bs16030343

