77,778 research outputs found

    e-Consumer Behaviour

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    Purpose – The primary purpose of this article is to bring together apparently disparate and yet interconnected strands of research and present an integrated model of e-consumer behaviour. It has a secondary objective of stimulating more research in areas identified as still being underexplored. Design/methodology/approach – The paper is discursive, based on analysis and synthesis of econsumer literature. Findings – Despite a broad spectrum of disciplines that investigate e-consumer behaviour and despite this special issue in the area of marketing, there are still areas open for research into econsumer behaviour in marketing, for example the role of image, trust and e-interactivity. The paper develops a model to explain e-consumer behaviour. Research limitations/implications – As a conceptual paper, this study is limited to literature and prior empirical research. It offers the benefit of new research directions for e-retailers in understanding and satisfying e-consumers. The paper provides researchers with a proposed integrated model of e-consumer behaviour. Originality/value – The value of the paper lies in linking a significant body of literature within a unifying theoretical framework and the identification of under-researched areas of e-consumer behaviour in a marketing context

    Educational Uses of Augmented Reality (AR): Experiences in Educational Science

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    Augmented Reality (AR) is an emerging technology that is gaining greater influence on teaching every day. AR, together with mobile technology, is defined as one of the most efficient pairs for supporting significant and ubiquitous learning. Purpose of the study: the Instructional Material Motivational Survey (IMMS), by Keller, was used to determine the degree of motivation possessed by the Pedagogy students on the utilization of the notes enriched with AR in the classroom, available for their didactic use through mobile devices. Methods: through an app designed for the courses Education Technology (ET) and Information and Communication Technologies (ICT) Applied to Education, the motivation gained when participating in this experience, and how it influences the improvement of academic performance, was evaluated. Results and conclusions: the most notable main result was finding a strong relationship between the motivation of the students when using the enriched notes and the increase of performance in the academic subject where it was used. Likewise, it was proved that the use of Augmented Reality benefited the learning process itself

    Analysing the Role of Interactivity in User Experience

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    An experimental investigation into the role of interaction in user experience (UX) with a controlled manipulation of interactivity features (e.g. avatars, interactive video) in a university information website is reported. The more interactive version had better affect and hedonic ratings, even though its perceived usability was worse. Analysis of qualitative data showed users were attracted to the interactive features, although they complained about poor usability. The results of the experiments are discussed to consider the role of interactivity in user experience and the differences between users’ quantitative judgements of UX and their comments on interactive features which reveal different perspectives

    Adoption of augmented reality technology by university students

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    In recent times, Augmented Reality has gained more relevance in the field of education. This relevance has been enhanced due to its ease of use, as well as the availability of the technical devices for the students. The present study was conducted with students enrolled in the Pedagogy Degree in the Faculty of Education at the University of Seville. The objective was to understand the degree of technological acceptance of students during their interaction with the AR objects produced, the performance achieved by the students, and if their gender affected their acquisition of knowledge. For this, three data collection instruments were utilized: a multiple choice test for the analysis of the student's performance after the interaction, the Technology Acceptance Model (TAM) diagnostic instrument, created by Davis (1989), and an “ad hoc” instrument created so that the students could evaluate the class notes enriched with the AR objects created. The study has allowed us to broaden the scientific knowledge of the TAM by Davis, to understand that AR objects can be utilized in university teaching, and to know that the student's gender does not influence learning.Ministry of Economy and Competitiveness of Spain EDU-5746-

    Design Fiction Diegetic Prototyping: A Research Framework for Visualizing Service Innovations

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose: This paper presents a design fiction diegetic prototyping methodology and research framework for investigating service innovations that reflect future uses of new and emerging technologies. Design/methodology/approach: Drawing on speculative fiction, we propose a methodology that positions service innovations within a six-stage research development framework. We begin by reviewing and critiquing designerly approaches that have traditionally been associated with service innovations and futures literature. In presenting our framework, we provide an example of its application to the Internet of Things (IoT), illustrating the central tenets proposed and key issues identified. Findings: The research framework advances a methodology for visualizing future experiential service innovations, considering how realism may be integrated into a designerly approach. Research limitations/implications: Design fiction diegetic prototyping enables researchers to express a range of ‘what if’ or ‘what can it be’ research questions within service innovation contexts. However, the process encompasses degrees of subjectivity and relies on knowledge, judgment and projection. Practical implications: The paper presents an approach to devising future service scenarios incorporating new and emergent technologies in service contexts. The proposed framework may be used as part of a range of research designs, including qualitative, quantitative and mixed method investigations. Originality: Operationalizing an approach that generates and visualizes service futures from an experiential perspective contributes to the advancement of techniques that enables the exploration of new possibilities for service innovation research

    Longitudinal investigation of medical student perceptions of a video-based guided study resource used to facilitate an eight week module in medicine

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    We use an action research approach to evaluate three successive cohorts of medical student perceptions of using a multi-faceted video-based guided study resource which provides academic (skills-based), social (motivation-based) and professional (clinical-based) interventions aimed at facilitating and enriching learning across an eight week module in the second year of the MBChB medical degree. Our findings show that whilst students value these video resources both as a revision tool and an aid to learning during the semester, they have specific critiques about several areas which would improve the project. We interpret our data to evidence a tangible beneficial argument for the use video-based learning objects to support student learning that is reliably reaffirmed by our longitudinal data

    Attitudinal and behavioural determinants influencing decision makers when adopting integration technologies in local government

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    Over the last few years, the advent of innovative or revolutionary integration technologies has influenced pivotal decisions within top management to strategically transform Local Government Authorities (LGAs). These technologies may represent a huge cost for adopting LGAs, but may also offer the chance to achieve competitive advantage through superior service delivery. With the emergence of electronic Government (e- Government), LGAs are turning to integration technologies to fully automate and e-enable their business processes and integrate their IT infrastructures. While prior research on the adoption of integration technologies in the private and public domain has considered several determinants (e.g. benefits, barriers, costs), little attention has been given to investigate the attitudinal and behavioural determinants influencing top management’s decision making process for the adoption of integration technologies in LGAs. Notwithstanding, the implications of this research have yet to be assessed, leaving scope for timeliness and novel research. Therefore, it is of high importance to investigate this area within LGAs and contribute to the area of strategic decision making by examining attitudinal and behavioural determinants of top management in relation to integration technologies adoption

    Law Learning in Action: An Action Learning Project to Evaluate Processes and Outcomes of using Law E-learning Objects in Social Work Education

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    This document reports on a research project funded by the Social Care Institute for Excellence to evaluate the processes and outcomes (for social work students and educators) of using a suite of e-learning objects within law teaching on social work degree programmes. The e-learning objects in question were published by SCIE in 2007, and those involved in their development were keen to explore how they were being used, and what their impact might be. The research, which started in 2008 and reached completion in 2010, has tracked a group of educators in 6 universities as they have engaged in a process of collaborative capacity building, through participation in a learning set designed to support their own engagement with e-learning and to develop skills in evaluating their outcomes for students. A full list of the SCIE law e-learning objects and their associated learning outcomes is given at Appendix 1
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