15 research outputs found

    A review of the Information System Models for Technology Acceptance

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    Published Conference ProceedingsThe words “acceptance” and “behaviour” have been used interchangeably. The acceptance of any form of technology is determined by the behaviour of the individual towards that technology. Extensive research has been carried out on factors that influence human behaviour. This includes research in mathematics, philosophy, anthropology, information systems theories and many more. In the field of Information Technology and Information systems, there are models that have been developed in an attempt to try and understand technology acceptance. The aim of this paper is to review 6 unique Information Systems models of acceptance (Diffusion of Innovations, Theory of Reasoned Action, Theory of Planned Behaviour, Technology Acceptance Model, Task Technology fit and Unified Theory of Acceptance and use of Technology). The paper defines each of the models, providing past applications and recommending future applications within the context of a university of technology. The aim of this review is to help create awareness among fellow academics about the various acceptance models and their possible usage

    Are All Fits Created Equal? A Nonlinear Perspective on Task-Technology Fit

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    This study offers a new perspective on the task-technology fit (TTF) paradigm. In contrast to prior research, we conceptualize and empirically validate TTF based on nonlinear and atomistic approaches. More specifically, we investigate how the quantitative fit between individual employees\u27 need for a number of technological functions in a range of applications (e.g., communication, documentation, and administrative applications) and the supply of such resources affects perceived IS use and task performance. Furthermore, we contrast the various types of fit based on their location on the equilibrium points, and examine how different degrees of fit affect perceived IS use and task performance. A three-dimensional model is used to enhance our understanding of the dynamic and complex nature of the effects of TTF on performance. Our key findings suggest that TTF achievement brings IS use and IT-enabled task performance to their optimum levels. In addition, TTF at the high end of the equilibrium point is superior to that of the low end for the purposes of performance. Based on these results and the refined conceptual and methodological framework used, we identify and discuss the implications of our findings for management of IT-related resources

    Are All Fits Created Equal? A Nonlinear Perspective on Task-Technology Fit

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    UNDERSTANDING THE EFFECTS OF CONSUMERS’ VALUETECHNOLOGY FIT ON A MOBILE SHOPPING WEBSITE:THE CASE OF RAKUTEN ICHIBA

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    Mobile shopping is very popular nowadays. Many mobile shopping websites were founded in recent years, such as Yahoo! and Rakuten Ichiba. Most previous articles focused on theory of planned behavior, trust, flow, perceived usefulness, consumer usability preference, consumer shopping experience and decision-making, integrating technology acceptance model and perceived value. There are few studies to discuss benefits of matching discounts/bargains with a mobile shopping website, as well as how much affective reaction and flow affect continuance intention of using a mobile shopping website. The aim of this study investigates the factors (value-technology fit, affective reaction, flow) influencing continuance intention of the mobile shopping website, and mediation effects of affective reaction and flow. The results of this study show that users’ value-technology fit significantly affects their affective reaction, flow, and continuance intention to use the mobile shopping website. Affective reaction and flow significantly affect users’ continuance intention to use the mobile shopping website. Moreover, affective reaction and flow partially mediate relationship between value-technology fit and users’ continuance intention to use the mobile shopping website, Rakuten Ichiba. The research findings have suggestions for the mobile shopping managers and future research studies

    Min Metall Explor

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    Proximity detection systems (PDSs) for mobile machines have the potential to decrease injuries and fatalities. Early adopters of the technology have identified some challenges, which present an opportunity to explore and improve the integration of mobile PDSs in underground coal mines. The current research study applied the task-technology fit framework to investigate the | between mobile PDS technology and mining relative to health and safety, from the perspective of leaders at two coal mines. Quantitative results from the study show that mine leaders evaluated mobile PDS favorably for training and ease of use, system feedback, user authorization and experience, and less favorably for safety, compatibility, task completion, and reliability. Qualitative results reveal specific task, mine, and system characteristics that may have influenced leaders' evaluations. The study includes considerations and suggestions for safe technology integration.CC999999/ImCDC/Intramural CDC HHSUnited States/2021-09-21T00:00:00Z34553127PMC84551401036

    An empirical analysis of the determinants of mobile instant messaging appropriation in university learning

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    Published ArticleResearch on technology adoption often profiles device usability (such as perceived usefulness) and user dispositions (such as perceived ease of use) as the prime determinants of effective technology adoption. Since any process of technology adoption cannot be conceived out of its situated contexts, this paper argues that any pre-occupation with technology acceptance from the perspective of device usability and user dispositions potentially negates enabling contexts that make successful adoption a reality. Contributing to contemporary debates on technology adoption, this study presents flexible mobile learning contexts comprising cost (device cost and communication cost), device capabilities (portability, collaborative capabilities), and learner traits (learner control) as antecedents that enable the sustainable uptake of emerging technologies. To explore the acceptance and capacity of mobile instant messaging systems to improve student performance, the study draws on these antecedents, develops a factor model and empirically tests it on tertiary students at a South African University of Technology. The study involved 223 national diploma and bachelor’s degree students and employed partial least squares for statistical analysis. Overall, the proposed model displayed a good fit with the data and rendered satisfactory explanatory power for students’ acceptance of mobile learning. Findings suggest that device portability, communication cost, collaborative capabilities of device and learner control are the main drivers of flexible learning in mobile environments. Flexible learning context facilitated by learner control was found to have a positive influence on attitude towards mobile learning and exhibited the highest path coefficient of the overall model. The study implication is that educators need to create varied learning opportunities that leverage learner control of learning in mobile learning systems to enhance flexible mobile learning. The study also confirmed the statistical significance of the original Technology Acceptance Model constructs

    Employees' emotional reactions to digitally enabled work events

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    Digital technologies are a ubiquitous presence in our lives. Employees can experience a constant bombardment of digital messages, leading to challenges such as work overload, feelings of uncertainty, invasion, and burnout. Employees and organisational leaders are faced with multiple decisions everyday in technology-pervasive environments. Even in the early 1980's it was recognised that decision-making environments, and the technology within these environments, were having a large impact on decisions and how they are made. This paper presents a scoping review exploring current research on emotional reactions of employees to digitally enabled work events. Utilising Affective Events Theory as a lens, we uncover specific factors such as Emotional Dissonance, Support & Connectedness, Task-Technology Fit, Outcome Beliefs, Personality-Technology Fit, Motivators, and Work Environment Changes. These all play an important part in shaping emotional reactions of employees using digital technologies. The effectiveness of digital technology usage both affects, and is affected by, employees' emotions

    Antecedents to the effectiveness of game-based learning environments for the Net generation: A game task fit and flow perspective

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    Purpose: There is a general consensus that games are effective as learning tools. There is however, a lack of knowledge regarding what makes games effective as a learning tool. The purpose of this study is therefore to answer the question: what are the antecedents of an effective game-based learning environment for the Net generation? The Net generation comprises individuals who prefer to learn using games as a tool. Aim: The aim of this dissertation is to develop a conceptual framework that reflects the antecedents of an effective game-based learning environment for the Net generation. The conceptual framework combines the IS Success Model, and the Task-Technology Fit and Flow theory. Method: The study used a quantitative method. Data was collected using an online instrument. The study used 125 participants from mainly the United Kingdom, United States and South Africa. The model was validated using confirmatory factor analysis and tested using multiple regression analysis. Key Findings: The identified antecedents of effectiveness are Game-Task Fit and Flow, where Flow consists of Clear Goals, Feedback and Concentration. Additionally, the Use factor in the model is replaced by Perceived Usefulness. The Conceptual Framework can be used as an evaluation tool for effective game-based learning environments for the Net generation

    An Examination of Fit and the Use of Mobile Devices for Performing Tasks

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    This research seeks to better understand an individual’s use of mobile devices and the matching fit between type of mobile device and activity. As mobile devices swiftly progress and alter individuals’ ways of interacting with technology, a more comprehensive understanding of how tasks are impacted may help ensure appropriate device selection. The ability for more targeted device selection may increase use and help mobile device users and designers avoid the pitfalls of pre-existing, traditional technology. Building on identified antecedents of success from the DeLone & McLean Information Systems Success Model and focusing on the measurement of hedonic and utilitarian tasks and Goodhue & Thompson’s Task-Technology Fit Model, the study was applied against four defined categories of mobile devices. The primary study used a survey to test a research model which examines task-technology fit in the context of mobile devices. A secondary feasibility study employed neurophysiological tools with a focused experiment to explore the impact of the technology and the nature of the task on fit. At present, this is one of the first studies that attempts to manipulate both task and technology in a study of fit yielding results for practitioner and researcher alike. Specifically, researchers will gain additional insight into users’ engagement with smartphones, tablets and mini-tablets for hedonic and utilitarian tasks. For practitioners, this study hopes to inform them of the types of tasks users are performing regularly and types of devices are being used. This work may assist in forming future device technical designs and specifications

    Developing an integrated model for mobile learning usability evaluation : case of eBooks

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    Thesis (Master’s in Information Technology) -- Central University of Technology, Free State, 2018Mobile computing, as prognosticated in the ubiquitous computing vision, is increasingly becoming a predominant aspect of contemporary computing in organisations and society. The penetration of mobile phones in sub-Sahara Africa has occurred with amazing rapidity: for many young people, they now represent a very significant element of their daily lives. Africa has a booming global cell phone penetration, at 67.5%, the fastest growing mobile market in the world. Adoption of these emerging technologies for socio-economic development may contribute to the betterment of people’s lives. Mobile learning has the potential to transform higher education through the adoption of mobile devices which support ubiquitous learning. The purpose of this current study is to develop an Integrated Framework Model (IFM) for mobile learning usability (MLU) evaluation of e-books through the integration of the Technology Acceptance Model and Task Technology Fit theory. The Technology Acceptance Model is widely used in studies relating to technology acceptance. The Task-Technology Fit theory has been used in Information Systems together with usability as a measure of performance. Two additional constructs, namely, Social Influence and Perceived Enjoyment were adopted from the Unified Theory of Acceptance and Use of Technology model and from Motivational Models. Integrating the Technology Acceptance Model and Task-Technology Fit theory provides a model that includes the individual characteristics (Technology Acceptance Model) and the technology and task characteristics (Task Technology Fit). A quantitative research design was primarily employed. A pilot study was administered as a guide for the main study questionnaire. The questionnaire was based on the constructs in the IFM. The pilot study consisted of participants registered for a module, called Computer Security, at the Central University of Technology. The main study participants were students registered for Oracle and CCNA short courses. The results of the study reveal that individual characteristics, task characteristics and technology characteristics positively influence the usability of e-books in higher education. Usability positively influences adoption, which in turn influences performance among students in higher education
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