11 research outputs found

    INNOVATIVE SOFTWARE USE AFTER MANDATORY ADOPTION

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    A Model Of Information Technology Impacts: An Invariance Analysis By Executive Position

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    The invariance, by executive position in the organization, of an information technology impacts model is examined.  The theoretical model links computer training, end-user previous computer experience, information (provided by the system) quality, ease of system use, customer knowledge in the firm’s industry, and the tasks performed using the system to individual and firm performance impacts through system use and satisfaction.  The empirical examination uses data from a national mail survey.  The respondents are business executives at four different organizational levels (i.e., owners, senior executives, marketing executives, and middle/operational executives).  The quantitative technique used is invariance analysis based on structural equation modeling.  The results indicate that the interrelationships among the theoretical constructs in the model are generally invariant across these different organizational positions.  The one difference identified is the path from information quality to system use.  Examining each executive group individually shows that this path is significant for marketing executives, but no other executive group.  Thus, the identified difference appears to be produced by the importance of information quality on marketing executives’ use of computer systems.  Managerial implications, conclusions, and suggestions for future research are discussed based upon these results

    Impacting Factors of Postgraduates’ Behavioral Intention and Satisfaction in Using Online Learning in Chengdu University

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    Purpose: The study aims to investigate impacting factors of behavioral intention and satisfaction of postgraduate students in using online learning based on Technology Acceptance Model (TAM), the Unified Theory of Acceptance and Use of Technology (UTAUT), and the Information Systems Success (ISS). Research design, data and methodology: A quantitative method was applied to distribute questionnaire to 500 students of Chengdu University of China. Judgmental sampling, stratified random sampling, and convenience sampling were used as sampling techniques. Prior to data collection, item objective congruence (IOC) and Cronbach’s Alpha reliability test were used to validate the data. For the data analysis, confirmatory factor analysis (CFA) and structural equation model (SEM) were employed to measure factor loading, reliability, validity and goodness of fit indices. Results: Behavioral Intention had the strongest significant effect on satisfaction, followed by social Influence, perceived ease of use, effort expectancy, perceived usefulness on behavioral intention. Additionally, perceived ease of use significantly affected on perceived usefulness. In opposite, the relationship between self-efficacy and behavioral intention was not supported. Conclusions: Academic researchers and school leaders would adapt the important factors impacting behavioral intention and satisfaction in the selection of online learning system to meet student’s needs and their learning objectives

    IS Strategic Decision-Making: A Garbage Can View

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    The Effects Of Four Different Strategies Of Information Presentation I

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    The purpose of this study was to investigate whether learners\u27 computer self-efficacy and prior computer knowledge influence their performance and satisfaction when presented with various instructional strategies of information presentation in computer-based software training. Seventy-eight undergraduate students were randomly assigned into four groups (a) deductive-inquisitory, which present general information first and then require learner to generates examples, (b) deductive-expository, which present general information first then present examples, (c) inductive-inquisitory, which present examples first and then require learners to discover relationship, (d) inductive-expository, which present examples first then present general information. The instructional materials were computer-based Netscape Composer 7.1 tutorials. For the comparison of inductive-inquisitory and inductive-expository groups, results indicated that learners with higher computer self-efficacy not only performed better but also were more satisfied towards inductive-inquisitory strategy for information presentation. Learners with low computer self-efficacy benefited more from the inductive-expository approach of information presentation. Furthermore, for the comparison of deductive-expository and inductive-expository groups, learners with high computer self-efficacy performed better in deductive-expository strategy, while learners with low computer self-efficacy benefited more in inductive-expository strategy. Some of the research recommendations for further research included using a larger sample size for the generality of the finding, measuring how different instructional strategies influence the learners\u27 long term memory, and exploring other possible moderating factors and other strategies for information presentation that has positive impact on learners\u27 performance in and satisfaction towards computer based software training

    Níveis de utilização dos sistemas de informação de base tecnológica : a gamification como estratégia de melhoria

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    exploração de tecnologias de informação e de comunicação têm sido alvo de grande prosperidade e desenvolvimento. Apesar disso, as pessoas enquanto utilizadores de tecnologia, seja num âmbito corporativo ou num âmbito pessoal e social, utilizam estes recursos nem sempre de forma aprofundada e sistémica, inviabilizando tirar completo partido dos recursos disponíveis. Com o objetivo de criar uma experiência de trabalho positiva e, sobretudo, de exploração completa e adequada dos meios ao dispor, que sirva os interesses da gestão no plano do controlo e da tomada de decisão, obriga os gestores a iniciativas de motivação inovadoras. Uma dessas iniciativas consiste na gamification, isto é, a utilização de elementos de jogo em contextos exógenos. Esta técnica tem sido adotada nos últimos anos, por várias organizações, nos mais variados campos, de maneira a desenvolver o envolvimento dos utilizadores em determinado ambiente. O trabalho apresentado, de carácter exploratório, apresenta um processo sistemático de análise documental e de text mining a 68 documentos científicos relacionados com a gamification. Esta abordagem permite identificar o potencial da utilização de elementos de jogo, com o propósito de melhorar a experiência dos funcionários em contexto laboral. Em adição, foi desenhado um instrumento que visa compreender a perceção que os colaboradores da CH Business Consulting têm sobre as suas experiências nas aplicações corporativas.The exploration of information and communication technologies has been subjected to prosperous development. However, people - as users both in corporative, personal and social environments - do not always employ technology in a meaningful and systemic fashion, rendering available resources inefficacious. With the main purpose of creating a positive workplace experience, and above all on that is focused on complete and adequate exploration of available means, that serves interests both in planning and management, as well as decision making, managers are pressed to find innovative motivation initiatives. Such initiative is gamification, i.e. utilizing game elements in exogenous contexts. This technique has been adopted over the last decade by various organizations within a multitude of interest fields as a way of developing user engagement in a determined environment. The presented work - within an exploratory scope - presents a systematic process for documental analysis and text mining of a total of 68 scientific documents related to gamification. This approach allows one to identify the potential of using game elements to improve staff experience in a workplace context. Additionally, an instrument to evaluate CH Business Consulting's collaborators' perception of their experiences in corporative applications was designed

    Factors Influencing the Adoption of New Information Technology in College and University Foodservices

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    The purpose of this study was to identify determinants for the adoption of new information technology (IT) applications in the context of college and university foodservices. A total of 207 voting delegates of the National Association of College and University Food Services (NACUFS) participated in this study. The approach to empirically test the relationships in the research model and the hypotheses was a self-administered cross-sectional survey methodology. The questionnaire was developed through literature review, focus group findings, and from questionnaires utilized in similar studies. With respect to the factors affecting the adoption behavior, the study examined a series of relationships that previously had either been posited with little proof or had created ambiguity in response to the foodservice professionals' actual needs and perceptions. Importance-Performance Analysis (IPA), factor analysis with VARIMAX rotation, multiple regression analysis, and one-way analysis of variance (ANOVA) were used to test research hypotheses. Findings and Conclusions: This study investigated the technology adoption behavior related to individual perceptions and organizational environments. First, this study identified a demonstrated relatively considerable gap between the perceived importance and satisfaction level of selected information technology applications. In particular, this study showed that individual perceptions of technology, technology motivations, and technology inhibitors played a significant role in forming the college and university foodservice administrators' behavioral intentions to adopt new information technologies. The results of a series of one-way ANOVA indicated that there were significant differences in the technology dimensions among foodservice administrators with different demographic profiles and technology characteristics.School of Hotel and Restaurant Administratio
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