1,051,424 research outputs found
Analisis Technology Acceptance Model (TAM) terhadap Penerapan E-Commerce di UKM Kota Jayapura
Pemanfaatan sistem informasi menjadi suatu keharusan yang tidak dapat dihindari oleh setiap Perusahaan yang ingin menempatkan dirinya pada posisi paling depan dalam suatu industri. Kemampuan sistem informasi memegang peranan yang sangat penting yang kini mengarah ke transaksi belanja online mendorong sejumlah kalangan untuk mengembangkan suatu produk yang mampu menjembatani transaksi tersebut, contohnya suatu sistem transaksi online yang biasa disebut dengan E-commerce. Model yang dapat digunakan untuk menggukur penerimaan teknologi adalah Model Penerimaan Teknologi (TAM). Penelitian ini bertujuan untuk mengukur pengaruh persepsi kegunaan, persepsi kemudahan penggunaan dan niat untuk menggunakan terhadap penerapan e-commerce di UKM Kota Jayapura.Penelitian ini menggunakan pendekatan kuantitatif. Jenis penelitiain ini merupakan penelitian deskriptif. Penelitian ini menggunakan skala likert. Pengumpulan data dilakukan dengan metode penyebaran kuesioner. Teknik pengambilan sampel dalam penelitian ini menggunakan teknik probability sampling. Metode analisis data analisis regresi linier be.rganda.Hasil penelitian ini adalah untuk membantu manajer dalam menilai keberhasilan penerimaan teknologi baru dalam UKM dan untuk mengetahui pengaruh kegunaan (usefulness), kemudahan pengguna (ease of use), niat untuk menggunakan (behavioral intention to use) serta realisasi penggunaan (actual system USAge) dalam model TAM terhadap penerimaan komputer mikro (e-commerce) di UKM Kota Jayapura
Testing of Technology Acceptance Model on E-learning Based Edmodo Framework: a Perspective of Students Perception
E-learning is the application of Information and Multimedia Technology in the field of Education which is currently the main trend in the learning process in the classroom. E-learning is currently designed by integrating the learning process using features in social media so as to facilitate the interaction of teachers and students that are expected to improve the efficiency and effectiveness of classroom learning. However, in practice there are still few teachers, educators and students who can apply e-learning well, because they think that the application of e-learning is difficult to implement in classroom learning. Edmodo is one of the most used e-learning framework because of its ease in its application. This study aims to measure the level of student acceptance of the application of edmodo-based e-learning by using the Technology Acceptance Model (TAM). The method used uses the survey method for 160 upper secondary students. Data analysis was performed using Structural Equation Modeling (SEM) with the help of AMOS 24 software. The results showed that the application of Edmodo-based e-learning had a positive and significant effect on students' motivation and learning outcomes in the classroom
The Technology Acceptance Model of Online Game in Indonesian Adolescents
Online games have become a mainstream source of entertainment in the world, including Indonesia. The present study uses an adaptation of the Technology Acceptance Model (TAM) to help us understand how online game is accepted in Indonesia. The participants were school students (N = 1 498) from Year 7 to Year 12 recruited from several schools in Surabaya, East Java, Indonesia. A modified version of the original measures of the TAM was used to assess perceived ease of use and usefulness of online game. Confirmatory factor analysis was used to investigate the construct validity of each measure and path analysis with structural equation modeling was used to test the hypotheses. The results confirmed the relevance of previous established constructs, perceived ease of use, perceived usefulness, and intention in an online game setting in Indonesia, as well as the hypothesized relationships among these constructs according to TAM. Furthermore, the good model fit suggests that TAM is a valid and relevant research model to understand online game USAge among Indonesian school students. Although further studies are necessary, the results support the notion that online games in the setting of Indonesian school students is just like any other technology in adult and business settings
BIM: a technology acceptance model in Peru
The purpose of this paper is to empirically study factors that facilitate the adoption of building information modelling (BIM) among practitioners using the unified theory of technology acceptance model (TAM). The factors identified in the TAM were examined using a quantitative approach. The empirical investigation has been conducted using a survey questionnaire. The data set has been obtained from 73 architects and engineers in Peru. Results show that Perceived Usefulness (PU) is the most important determinant of Behavioural Intention (BI), while Perceived Ease of Use (PEOU) is found to have no significant effect on BI. The findings provide an excellent backdrop in the development of policy and a roadmap for BIM implementation in Peru. The original contribution and value of the paper is the use of TAM to provide empirical evidence on factors that facilitate BIM adoption in Peru
Towards the integration of culture into the Unified Theory of Acceptance and Use of Technology
Educational technology is increasingly used in multicultural contexts and across national cultures. Educational technology users with different national and professional backgrounds may, however, exhibit different attitudes towards technology. Previous research provides isolated evidence of the relationship between learning technology acceptance and culture, and so an overall picture is missing. Therefore, this study attempts to integrate culture (sensu Hofstede, 2001) into an established technology acceptance model (ie. the Unified Theory of Acceptance and Use of Technology, UTAUT, Venkatesh, Morris, Davis & Davis, 2003). Examining a large sample (N = 2866) of learning technology users from Germany and Romania by means of questionnaire survey, we investigate the differences in culture and technology acceptance between sample subgroups. The collected data reveal the presence of cultural differences both between countries and between professions. In line with previous research, these differences are associated with dissimilar acceptance profiles, ie. different values of acceptance variables and of path coefficients between them. Based on the findings, this study makes headway in cross-cultural research by proposing an extended model of UTAUT – one which integrates three of Hofstede’s culture dimensions. As a practical implication, national and professional culture may shape computer-based learning environments
Technology Acceptance Model (TAM) of Statistical Package for the Social Sciences (SPSS) Applications
Department of Management, Faculty of Economics, University of Bangka Belitung has been using SPSS application in the implementation of teaching management subjects, to improve productivity of lecturers work by automating work in the form of SPSS applications. SPSS application aims to provide convenience and acceleration in the process of completion research. This study aims to find out how the user\u27s perception of usefulness and ease of use of SPSS applications. Respondents in this study amounted to 100 students majoring in management. Method of collecting data using electronic questionnaire (google form), measuring tool with 5-point Likert scale, in the validity and reliability test as well analyzed using descriptive analysis by finding the mean value of each item statement. The research model uses Technology Acceptance Model (TAM) with two the main constants are perceived usefulness and perceived ease of use. The results of the discussion show the user perception of the benefits of SPSS application on average overall get the value of Mean with a score of 4.08 and the ease of use SPSS application on average the overall value of Mean score 4.10, so it can be concluded that the respondents get good benefits in using SPSS applications.Cite this articl
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