80,613 research outputs found

    The influence of technology, environment and user acceptance on the effectiveness of information system project selection using SEM

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    The selection of the present information system project is difficult because of the many factors that influence it. Information system project should pay attention to the user acceptance, technology and the environment in terms of their influence on the information system project selection.The purpose of this paper is to determine how much influence user acceptance, technology and the environment have on the information system project selection.This research uses data obtained from several ministries and analyzed using SEM (Structural Equation Models).The results found that the technology and the environment affects user acceptance. Moreover, technology and environment affect the effectiveness of the information systems project selection through the mediating effect of user acceptance. User acceptance, tested by the incorporation of usefulness and ease of use, the results are more modest and in line with previous theories. Furthermore, the external environment highly impacts the information system project selection

    Digital or Diligent? Web 2.0's challenge to formal schooling

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    This paper explores the tensions that arise for young people as both 'digital kids' and 'diligent students'. It does so by drawing on a study conducted in an elite private school, where the tensions between 'going digital' and 'being diligent' are exacerbated by the high value the school places on academic achievement, and on learning through digital innovation. At the school under study, high levels of intellectual and technological resourcing bring with them an equally high level of expectation to excel in traditional academic tasks and high-stakes assessment. The students, under constant pressure to perform well in standardised tests, need to make decisions about the extent to which they take up school-sanctioned digitally enhanced learning opportunities that do not explicitly address academic performance. The paper examines this conundrum by investigating student preparedness to engage with a new learning innovation – a student-led media centre – in the context of the traditional pedagogical culture that is relatively untouched by such digital innovation. The paper presents an analysis of findings from a survey of 481 students in the school. The survey results were subjected to quantitative regression tree modelling to flesh out how different student learning dispositions, social and technological factors influence the extent to which students engage with a specific digital learning opportunity in the form of the Web 2.0 Student Media Centre (SMC) designed to engage the senior school community in flexible digital-networked learning. What emerges from the study is that peer support, perceived ease of use and usefulness, learning goals and cognitive playfulness are significant predictors of the choices that students make to negotiate the fundamental tensions of being digital and/or diligent. In scrutinising the tensions around a digital or a diligent student identity in this way, the paper contributes new empirical evidence to understanding the problematic relationship between student-led learning using new digital media tools and formal schooling

    Web Acceptance and Usage Model: A Comparison between Goal-directed and Experiential Web Users

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    In this paper we analyse the Web acceptance and usage between goal-directed users and experiential users, incorporating intrinsic motives to improve the particular and explanatory TAM value –traditionally related to extrinsic motives-. A field study was conducted to validate measures used to operationalize model variables and to test the hypothesised network of relationships. The data analysis method used was Partial Least Squares (PLS).The empirical results provided strong support for the hypotheses, highlighting the roles of flow, ease of use and usefulness in determining the actual use of the Web among experiential and goal-directed users. In contrast with previous research that suggests that flow would be more likely to occur during experiential activities than goal-directed activities, we found clear evidence of flow for goal-directed activities. In particular the study findings indicate that flow might play a powerfulrole in determining the attitude towards usage,intention to useand, in turn,actual Web use among experiential and goal-directed users

    What Drives Volunteers to Accept a Digital Platform That Supports NGO Projects?

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    Technology has become the driving force for both economic and social change. However, the recruitment of volunteers into the projects of non-profit-making organizations (NGO) does not usually make much use of information and communication technology (ICT). Organizations in this sector should incorporate and use digital platforms in order to attract the most well-prepared and motivated young volunteers. The main aim of this paper is to use an extended Technology Acceptance Model (TAM) to analyze the acceptance of a technological platform that provides a point of contact for non-profit-making organizations and potential volunteers. The TAM is used to find the impact that this new recruitment tool for volunteers can have on an ever-evolving industry. The TAM has been extended with the image and reputation and visual identity variables in order to measure the influence of these non-profit-making organizations on the establishment and implementation of a social network recruitment platform. The data analyzed are from a sample of potential volunteers from non-profit-making organizations in Spain. A structural equation approach using partial least squares was used to evaluate the acceptance model. The results provide an important contribution to the literature about communication in digital environments by non-profit-making organizations as well as strategies to improve their digital reputation

    Reasons for failure of web-based application IT projects – An Empirical Study in Malaysia

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    Setiap tahun, organisasi rugi berjuta-juta ringgit kerana aplikasi berasaskan sesawang teknologi maklumat projek gagal. Every year, organizations lose millions of dollars due to failure of web-based application information technology (IT) projects

    Reasons for failure of web-based application IT projects – An Empirical Study in Malaysia

    Get PDF
    Setiap tahun, organisasi rugi berjuta-juta ringgit kerana aplikasi berasaskan sesawang teknologi maklumat projek gagal. Every year, organizations lose millions of dollars due to failure of web-based application information technology (IT) projects

    A Framework proposal for monitoring and evaluating training in ERP implementation project

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    During the last years some researchers have studied the topic of critical success factors in ERP implementations, out of which 'training' is cited as one of the most ones. Up to this moment, there is not enough research on the management and operationalization of critical success factors within ERP implementation projects.Postprint (published version

    Technology-Enhanced Teaching: A Technology Acceptance Model to Study Teachers’ Intentions to Use Digital Games in the Classroom

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    This research to practice paper uses a Technology Acceptance Model (TAM) to explore the factors that affect teachers’ intentions to use digital educational games in the classroom. Research shows that using computers and other digital technologies like digital games is one way to influence young people’s career aspirations and improve their digital literacy. This is particularly important as the world of work is changing and emerging jobs becoming more intensive in their use of digital technologies. In the developing world and in particular Nigeria, there have been calls to improve the digital literacy skills of young people to help them make informed career choices, and fully participate effectively and equally in the digital world. However, many of the computing and digital technology education initiatives have not produced the positive results intended. The lack of awareness, readiness and buy-in of the relevant stakeholders are some of the factors that has been identified as a barrier here. For example, for computing and digital technology-based projects in schools, the success largely depends on the support and attitude of teachers. As one of the major stakeholders in the classroom, teachers need to be consulted in decisions that affect the way they deliver their lessons; especially when novel ideas and approaches that challenge tradition are introduced. It is therefore important to consider their acceptance or otherwise of digital games in the classroom. A Technology Acceptance Model (TAM) was modified to include constructs previously identified by teachers that potentially influence their intention to use digital games in the classroom. The extended TAM was developed into a questionnaire and tested with 220 teachers in Nigeria. Analyses of the results show that syllabus connectedness, perceived usefulness and self-efficacy are significant predictors of the intention of teachers to adoptdigital game-based learning in the classroom. Furthermore, the teachers' demographics including experience of teaching, age and gender all mediated the intention of the teachers to use digital game-based learning. The results and findings present recommendations for school leaders and developers of digital educational games. The practical insights from this are also important here and helpful for guiding the deployment of such games particularly in areas where such technological interventions have not been used before

    Why continue sharing: determinants of behavior in collaborative economy services

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    La economía colaborativa está revolucionando la forma en que los consumidores utilizan los bienes y servicios. En nuestro estudio modificamos y ampliamos el modelo de confirmación de expectativas para determinar los factores motivacionales que impulsan la satisfacción y la intención de continuar usando los servicios de viajes colaborativos. Más importante aún, agregamos el valor social como un factor adicional. En este estudio fueron encuestados usuarios españoles experimentados de BlaBlaCar. La calidad del servicio, la utilidad percibida, la confianza y el valor social son determinantes de la satisfacción de los usuarios experimentados y, a través de ella, de la intención de continuar usando; mientras que no es el caso para el impacto ambiental ni para los beneficios económicos. Además, la confianza afecta directamente a la intención de continuar. Estos resultados tienen implicaciones gerenciales relevantes, mostrando que los usuarios de algunos servicios colaborativos están motivados por otros factores además de los económicos.The sharing economy is revolutionizing the way consumers use goods and services. In our study we modify and extend the expectation confirmation model to determine the motivational factors which drive the satisfaction and continue intention to use ridesharing services. Most importantly, we add social value as an additional factor to those previously studied in the literature. We apply our model in a survey among experienced Spanish users of BlaBlaCar. Service quality, perceived usefulness, trust and social value are determinants of satisfaction of experienced users and through it, of intention to continuance; while it is the case neither for environmental impact nor for economic benefits. Additionally, trust affects directly continuance. These results have relevant managerial implications, showing that users of some sharing services are motivated by other factors than purely economic
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