11,515 research outputs found
Differences in intention to use educational RSS feeds between Lebanese and British students: A multi‑group analysis based on the technology acceptance model
Really Simple Syndication (RSS) offers a means for university students to receive timely updates from virtual learning environments. However, despite its utility, only 21% of home students surveyed at a university in Lebanon claim to have ever used the technology. To investigate whether national culture could be an influence on intention to use RSS, the survey was extended to British students in the UK. Using the Technology Adoption Model (TAM) as a research framework, 437 students responded to a questionnaire containing four constructs: behavioral intention to use; attitude towards benefit; perceived usefulness; and perceived ease of use. Principle components analysis and structural equation modelling were used to explore the psychometric qualities and utility of TAM in both contexts. The results show that adoption was significantly higher, but also modest, in the British context at 36%. Configural and metric invariance were fully supported, while scalar and factorial invariance were partially supported. Further analysis shows significant differences between perceived usefulness and perceived ease of use across the two contexts studied. Therefore, it is recommended that faculty demonstrate to students how educational RSS feeds can be used effectively to increase awareness and emphasize usefulness in both contexts
A Theory of User Acceptance of IS Project Management Methodologies: Understanding the Influence of Psychological Determinism and Experience
Despite the overwhelming advantages of using an IS project management methodology, organisations are rarely able to motivate their staff to use them: Consequently, this lack of methodology usage by individuals fails to deliver the expected advantages of better quality, control, less time and effort. We analyse the determinants of an individual‘s intention to use IS project management methodology in order to enable organisations to engineer those that meet the needs of actual users and are really used by them. Results from an exploratory field study conducted in a service organisation, are used to construct a conceptual model. Based upon this research model, we posit that: a) value of a methodology, b) workgroup influence, c) self-beliefs, d) organisational characteristics, and e) previous habits influence intention to use a methodology. Additionally, we find that the strength of these relationships depends upon the needs of an individual and the degree of prior experience they have in using similar methodology
The role of motivation in regulating the extent to which data visualisation literacy influences business intelligence and analytics use in organisations
Dissertation (MCom (Informatics))--University of Pretoria 2022.The ability to read and interpret visualised data is a critical skill to have in this information age where business intelligence and analytics (BI&A) systems are increasingly used to support decision-making. Data visualisation literacy is seen as the foundation of analytics. Moreover, there is great hype about data-driven analytical culture and data democratisation, where users are encouraged to have wide access to data and fully use BI&A to reap the benefits. Motivation is a stimulant to the richer use of any information system (IS), yet literature provides a limited understanding of the evaluation of data visualisation literacy and the effect of motivation in the BI&A context. Thus, this study aims to explain the role of motivation in regulating the extent to which data visualisation literacy influences BI&A’s exploitative and explorative use in organisations. Data visualisation literacy is measured using six data visualisations that focus on the five cognitive basic intelligent analytical tasks that assess the user's ability to read and interpret visualised data. Two types of motivations are assessed using perceived enjoyment as an intrinsic motivator and perceived usefulness as an extrinsic motivator. The model is tested using quantitative data collected from 111 users, applying Structural Equation Modelling (SEM). The results indicate that intrinsic motivation exerts a positive effect on BI&A exploitative and explorative use while extrinsic motivation has a positive effect on BI&A exploitative use but weakens innovation with a negative effect on explorative use. The results further show an indirect relationship between data visualisation literacy with BI&A use through motivation. In addition, exploitation leads to creativity with exploitation positively being associated with exploration.InformaticsMCom (Informatics)Unrestricte
Solving the mystery of mobile learning adoption in higher education
The rapid expansion in users of mobile devices, particularly among university students, makes mobile learning (m-learning) the modern style of learning for the new millennium. Thus, it is important to identify and explore the factors that may influence students' intention to use m-learning. In Jordan, research on mobile learning adoption is still very narrow. For the purpose of this study, we propose a framework that is based on the unified theory of acceptance and use of technology (UTAUT) model, to explore the potential factors that may impact students' intention to acceptance and use of m-learning in developing countries such as Jordan. The proposed framework is empirically tested using a total of 444 paper-based questionnaires, collected from students at four Jordanian universities. The results reveal that effort expectancy, performance expectancy, trust expectancy, self-management of learning, system functionality and social influence are significant determinants of m-learning adoption, and explain 64.8% of the variance in the students' intentions to adopt m-learning. Gender and uncertainty avoidance are found to have moderating effects on some of the relationships of the research model. These findings offer multiple useful implications for m-learning adoption, in terms of both research and practice
An empirical analysis of the determinants of mobile instant messaging appropriation in university learning
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
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An evaluation of open source software adoption by UK SMEs in the IT industry
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.This study evaluates the adoption of Open Source Software (OSS) by IT Small to Medium-sized Enterprises (SMEs) in the UK. The growing popularity and acceptance of OSS continues to draw much attention in research and practice. However, researchers and IT practitioners within the UK SME sector still face challenges in understanding the issues that influence the acceptance, adoption, and diffusion of OSS. While previous research studies have focused mainly on the software development model and the unique characteristics of OSS, the area of OSS adoption by UK SMEs has largely been ignored. Furthermore, there is a lack of widely-acceptable theories that explain the adoption of OSS, implying that there is limited understanding of OSS adoption by UK SMEs. This gap in research has led this thesis to evaluate existing adoption theories and then apply the 'Decomposed Theory of Planned Behaviour' to model the adoption of OSS by SMEs. Based on the emerged conceptual model, an innovative and structured qualitative research design that uses a case study strategy was developed to evaluate the adoption of OSS across 10 UK SMEs in the IT industry. The analysis of the standardised data from the case study interviews led to the definition of the 16 factors of an emergent theory of OSS adoption by IT SMEs. The analysis of that empirical model has led to important conclusions including the following five issues, summarily. (1) The participant IT SMEs were drawn to different benefits, and experienced different challenges, in using OSS, suggesting that there is subjectivity and complexity in the factors influencing OSS adoption. (2) As in most Information and Communication Technology (ICT) adoption, ITcapability was identified to be essential for successful adoption of OSS, and therefore, it presents potential for important cooperative and collaborative support with OSS communities. (3) The emergent theory from this research study provide researchers and practitioners with variables for surveying critical-success-factors and a reference model for understanding the adoption of OSS. (4) The emergent theory and other general findings from this study are likely to have relevance in other areas of Information Systems research and practice, owing to the factors and theoretical framework that are common to OSS and general ICT acceptance, adoption, and diffusion. (5) This study appears to be the first that has focused on developing a widely-acceptable theory of OSS adoption by IT SMEs in the UK, suggesting that this innovative research study is a novel contribution that has important implications for theory and practice in OSS and general ICT acceptance, adoption, and diffusion
Understanding hotel visitors’ motives to use hotel gamified applications
While hospitality has been one of the industries that have been keen to adopt and use various technologies, the proliferation of gamification application is still to materialise. It is therefore very interesting to investigate the potential benefits of gamified applications in the area of the hospitality industry by identifying the motives of individuals’ when they use a hotel-gamified application. Hospitality industry is becoming more and more competitive and surviving and marketing a destination has become a challenge, so in order to gain a competitive advantage, the use of modern technology is crucial for many destination-marketing organizations. Gamification can be applied in technology-mediated and non-technology-mediated contexts. Within technology-mediated contexts, gamification is more applicable due to the favourable environment that such context offers. Recent evolutions indicate that mobile devices are becoming travel buddies and their use is profoundly influencing the different phases of a travellers’ journey. Hence, it could be assumed, that a mobile hotel gamified application is now easier than ever to develop and succeed. Since fun has become the requirement to ensure continuous demands for many products or services, companies and organizations feel the need to involve fun in their offerings to secure continuity in consumption and use. Therefore, this study aims to understand the meaning of fun for individuals when they will use a hotel-gamified application, using visual material so the interviewees would have an idea of how a hotel-gamified application would look if it was in existence today based on the current definitions of gamification
An empirical analysis of the determinants of mobile instant messaging appropriation in university learning
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
Exploring the attitudes and behaviour of generation Z students towards branded mobile applications.
Master of Commerce. University of KwaZulu-Natal, Pietermaritzburg, 2017.With the increasing mobile activity of the Generation Z market (those born after
1994) in South Africa, marketers’ interest in this social group is rising. This research
attempts to uncover the relatively unknown attitudes and behaviour of the youth
market in South Africa around branded mobile applications. The research problem
focuses on the academic literature gap of the latest group of consumers: Generation Z.
Previous studies on mobile marketing have focused on Generation X and Generation
Y. Furthermore, only quantitative studies have been performed on the youth market
and mobile applications in South Africa. This study is based on the theoretical
framework of the Unified Theory of Acceptance and Use of Technology Model 2.
The study employed a qualitative framework with focus groups as the data collection
method. The focus groups were stratified on gender and the participants ranged from
18-21 years old. The study was conducted at a private tertiary institution in Durban,
South Africa. The findings indicate that the participants had both positive and
negative attitudes towards branded mobile applications, however there were more
positive than negative attitudes. In terms of behaviour, on average, participants had
between 7-10 apps on their phone but only used 4-6 apps every day. The findings
revealed the most popular branded mobile application as Whatsapp. Furthermore,
social influences, facilitating conditions, performance expectancy, effort expectancy,
hedonic motivation, price value and habit are all influencers of branded mobile
application behaviour. The results identify age, gender and experience as moderating
factors related to the attitudes and behaviour of Generation Z students with mobile
apps. As a recommendation, the issue of privacy and its effect on mobile app adoption
is a factor to be researched in the future for academics. The research also provides
recommendations for marketers and app developers such as incorporating permission
marketing into mobile applications
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