8 research outputs found

    An interventional informatics approach to development and evaluation of population-based health and web technologies

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    Field of study: Informatics.Dr. Suzanne A. Boren, Dissertation Supervisor.Includes vita."December 2017."Interventional informatics is the use of health information technology (HIT) that drives evidence-based and evidence-generating practices to inform an improved health delivery system. Current HIT lacks movement towards data-driven infrastructures designed to promote information gathering, sharing, and new knowledge discovery in several areas. This thesis undertakes three specific areas where gaps exist. First, in undertaking quality improvement initiatives aligned with fidelity to program models, a web-based practice exchange was designed, built, tested and launched. Second, a systematic review of eHealth technology instruments for outcomes and evaluation components geared towards patient outcomes was conducted, uncovering gaps in the availability of psychometrically sound measures to evaluate eHealth technologies. Third, a study was conducted to establish a baseline of satisfaction and usability among medical care providers with the current advance care planning process (ACP) and documentation within the electronic medical record (EMR). This study discovered barriers to use of the EMR to retrieve ACP documents and prioritization areas for improvements to begin.Includes bibliographical references (pages 155-170)

    Determinants of Users Intention to Adopt Mobile Fitness Applications: an Extended Technology Acceptance Model Approach

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    The present research was motivated by the recognition that the use of mobile fitness applications (MFA) is increasingly popular among sports and exercise participants in recent years. Using an extended Technology Acceptance Model (TAM) perspective, this study explored potential predictors of behavioral intention toward MFAs such as perceived ease of use, perceived usefulness, personalization, personal innovativeness in information technology (PIIT), perceived enjoyment, mobile application self-efficacy, involvement in sports and exercise participation, and social influences (interpersonal and external influences). A theoretical model was developed and tested against the empirical data collected from 385 collegiate students enrolled in physical activity classes at a large university in the United States. The result of descriptive statistics indicated that the samples are active sports and exercise participants with their weekly exercise and sports participation of 5.41 hours. A measurement model and structural equation model were tested using AMOS 22.0 and confirmed eight out of eleven hypothesized relationships. In particular, personalization and PIIT were found to have significant effects on perceived usefulness and perceived ease of use, which in turn, affected behavioral intention toward using MFAs. Interpersonal influence and involvement in sports and exercise participation were also found to have significant effects on intention whereas no significant effects of mobile application self-efficacy, perceived enjoyment, and external influence were observed. The analyses demonstrated that perceived usefulness was the most powerful determinants of behavioral intention followed by interpersonal influence in terms of the path coefficient values. The construct of PIIT and personalization accounted for 43.4% variances in perceived ease of use and 48.9% variances in perceived usefulness variance. All the constructs within the structural model except external influence, perceived enjoyment, and mobile application self-efficacy, collectively explained the 75.1 % variances in intention to use MFAs, suggesting that the examined model has a strong explanatory power regarding MFA users decision making process.\u2

    Mobile Computing Device Adoption In Organizations: An Information-Processing Based View

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    Mobile computing devices have gained popularity in organizations. Various companies, government agencies, and academic institutions have seen a dramatic increase in employees\u27 adoption of personal mobile devices. Current research has not provided clear explanations about the motivations behind employees\u27 mobile device adoption behavior and the factors affecting these behaviors. This paper proposes using a new perspective, an information-processing based view, to better understand this new trend. The newly developed measurement instrument, named as Information-Processing Support Index (IPSI), captures an employee\u27s perceptions about the capabilities of mobile devices to support his/her work-related information-processing needs. An exploratory model using IPSI and other constructs to explain an employee\u27s mobile computing device adoption intention is also explored. Overall, the IPSI instrument demonstrated acceptable levels of reliability, convergent validity, and discriminant validity. Based on empirical data collected from faculty and staff members in one large public university in China, after controlling for commethod variance, this study found some support for four of five hypotheses, linking IPSI to an employee\u27s mobile-computing-device-adoption intentions

    Developing and Validating an Instrument for Measuring Mobile Computing Self-Efficacy

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    [[abstract]]隨著行動計算科技的發展,傳統「電腦自我效能」與「網際網路自我效能」的衡量模式已不能適用於行動計算與商務的環境,因為這些衡量模式主要著眼於桌上型電腦或連線的網際網路環境。因此,本研究將以過去資訊科技自我效能的相關文獻為基礎,發展並驗證一個多構面的「行動計算自我效能」衡量模式。本計畫書將說明研究進行的程序,包括「行動計算自我效能的概念性定義」、「衡量問項產生程序」、「資料蒐集程序」以及「衡量模式之驗證程序」。本研究將以二個大樣本資料分析為基儊,嚴謹地檢驗衡量模式的因素結構、信度、內容效度、效標關聯效度、收歛效度、區別效度、以及理論效度。接著,本文將討論本研究結果的潛在理論與實務意涵。本研究所發展的行動計算自我效能衡量模式將有助於後續研究人員在行動計算與商務環境中進一步發展與測試相關理論,並有助於組織瞭解個人的行動計算自我效能水準,並進一步促進行動商務系統的採用與推廣

    Developing and Validating an Instrument for Measuring Mobile Computing Self-Efficacy

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    [[abstract]]IT-related self-efficacy has been found to have a critical influence on system use. However, traditional measures of computer self-efficacy and Internet-related self-efficacy are perceived to be inapplicable in the context of mobile computing and commerce because they are targeted primarily at either desktop computer or wire-based technology contexts. Based on previous research, this study develops and validates a multidimensional instrument for measuring mobile computing self-efficacy (MCSE). This empirically validated instrument will be useful to researchers in developing and testing the theories of mobile user behavior, and to practitioners in assessing the mobile computing self-efficacy of users and promoting the use of mobile commerce systems

    “PARTICIPANT PERCEPTIONS OF LEARNING TO PLAY GUITAR IN A MOBILE DEVICE BASED LEARNING ENVIRONMENT (MDBLE): A CASE STUDY OF GITSHED.COM”

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    Ph.D. Thesis. University of Hawaiʻi at Mānoa 2018

    A Collective Case Study of Mobile E-Book Learning Experiences

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    This research was designed to explore the learning experiences of state college students using mobile e-book readers. The purpose of the study was to build a rich description of how students used electronic textbooks delivered on mobile computing devices for college-level, introductory sociology courses. This research employed a multiple case study design that thoroughly investigated and documented student experiences with this instructional technology. The bounding frame was comprised of the literature on mobile technology, mobile learning theories, and e-books. Situated within the mobile learning framework was a theoretical lens of learning theories commonly found in the literature on mobile learning (constructivism, social cognitive theory, self-efficacy theory, expectancy x value theory, self-determination theory, and situated cognition). This lens was used to provide insight into the student’s learning experiences. This study was comprised of data from a variety of sources that were chosen for their ability to produce insight into the learning experiences of mobile e-book students taking introduction to sociology courses at a Southeastern public state college. The data analysis was comprised of three levels of increasing stages of granular examination. These included level one: descriptive summaries of student cases, level two: student and instructor interview data and excerpts from audio recording transcriptions organized by topical categories, and level three: cross-case synthesis relating to the theoretical framework and research questions. Students were found to be competent with the e-books, confident, metacognitive, and desirous of more social learning opportunities within their e-books. By addressing the primary research question and the subquestions, six major conclusions were reached. These were: (a) students expressed competence in their use of the mobile e-books, (b) students expressed feelings of high self-efficacy when using the mobile e-books, (c) students overall valued the use of the e-book for their learning, (d) students were individualized and metacognitive in their learning with the mobile e-books, (e) students enhanced their learning socially and within situated learning opportunities, and (f) the students and the instructor had divergent views on the value and utility of social, interactive textbooks. Increasing understanding of the use of electronic and mobile instructional technologies such as e-books may better assist educational leaders with preparing students for today’s global knowledge economy. Based on the conclusions of this study, recommendations for future research and educational leadership were addressed

    Evaluating multiple factors that can be used as skill predictors in software proficiency

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    In this ubiquitous computing society, most students are required to be proficient in computer skills to compete in today’s global job market. These computer skills usually include skills in business productivity applications. Assessing those skills is normally accomplished by hands-on skills exams, which can become onerous and costly. This study explored whether a combination of a computer self-efficacy (CSE) survey, cognitive questions, and skill-based questions could indeed be a valid alternative to a hands-on skills exam. The findings of this study indicate some types of questions may be better predictors of performance on the hands-on skills exam, and some combinations of survey items and questions may be viable alternatives to hands-on skills exams. As a result of this research, schools and companies could adapt these indirect and direct assessments to their situation to perform their own study or assess the skills of their students/employees
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