16,524 research outputs found

    What is usability in the context of the digital library and how can it be measured?

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    This paper reviews how usability has been defined in the context of the digital library, what methods have been applied and their applicability, and proposes an evaluation model and a suite of instruments for evaluating usability for academic digital libraries. The model examines effectiveness, efficiency, satisfaction, and learnability. It is found that there exists an interlocking relationship among effectiveness, efficiency, and satisfaction. It also examines how learnability interacts with these three attributes

    The Impact Of Technology Trust On The Acceptance Of Mobile Banking Technology Within Nigeria

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    With advancement in the use of information technology seen as a key factor in economic development, developed countries are increasingly reviewing traditional systems, in various sectors such as education, health, transport and finance, and identifying how they may be improved or replaced with automated systems. In this study, the authors examine the role of technology trust in the acceptance of mobile banking in Nigeria as the country attempts to transition into a cashless economy. For Nigeria, like many other countries, its economic growth is linked, at least in part, to its improvement in information technology infrastructure, as well as establishing secure, convenient and reliable payments systems. Utilising the Technology Acceptance Model, this study investigates causal relationships between technology trust and other factors influencing user’s intention to adopt technology; focusing on the impact of seven factors contributing to technology trust. Data from 1725 respondents was analysed using confirmatory factor analysis and the results showed that confidentiality, integrity, authentication, access control, best business practices and non-repudiation significantly influenced technology trust. Technology trust showed a direct significant influence on perceived ease of use and usefulness, a direct influence on intention to use as well as an indirect influence on intention to use through its impact on perceived usefulness and perceived ease of use. Furthermore, perceived ease of use and perceived usefulness showed significant influence on consumer’s intention to adopt the technology. With mobile banking being a key driver of Nigeria’s cashless economy goals, this study provides quantitative knowledge regarding technology trust and adoption behaviour in Nigeria as well as significant insight on areas where policy makers and mobile banking vendors can focus strategies engineered to improve trust in mobile banking and increase user adoption of their technology

    Online consultation on experts’ views on digital competence

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    The objective of this investigation was to provide another perspective on what it means to be digitally competent today, in addition to reviews of literature and current frameworks for the development of digital competence, 5 all of which constitute part of the wider IPTS Digital Competence Project (DIGCOMP). Some common ground exists at a general level in defining digital competence in terms of knowledge, skills, and attitudes, which may be hierarchically organised. However, this does not provide the clarity needed by teachers, employers, citizens – all those who are responsible for digital competence development, be it their own or other people’s ‐ to make informed decisions. Further work is needed to create a common language that helps to enhance understanding across the worlds of research, education, training, and work. This will make it easier for citizens and employers to see what digital competence entails and how it is relevant to their jobs and more generally, their lives

    Tech students’ perceptions of social media’s usefulness during PBL group work

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    Digital Game-Based Approach to Math Learning for Students

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    Mathematics is an important subject that is pervasive across many disciplines. It is also a subject that has proven to be challenging to both teach and learn. Students face many challenges with learning math such as a lack of motivation and anxiety. To address these challenges, game-based learning has become a popular approach to stimulate students and create a more positive classroom environment. It can serve as an alternative or supplement to traditional teaching and can better engage students while developing a positive attitude toward learning. The use of games in a classroom can create a more exciting and engaging environment, while still reinforcing learning concepts. This paper explores the development of three math games to supplement classroom learning and analyses the game mechanics and designs implemented in each game

    Using Hypermedia to Educate Preservice Teachers About Gender-Equity Issues in Elementary School Classrooms

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    This study highlights what preservice teachers learned from interacting with a HyperStudio stack about gender-equity issues. Teachers gained background information from the stack and then used this knowledge to resolve inequities presented in various interactive scenarios. Qualitative and quantitative evidence shows how interaction with this stack positively affected preservice teachers’ interests in, attitudes about, and awareness and knowledge of genderequity issues. By confronting gender issues in a hypermedia environment that details inequities in classroom interaction patterns, language, role models, gender expectations, and curriculum, preservice teachers will be better prepared to face these issues in their elementary school classrooms
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