1,938 research outputs found
A MODEL FOR EVALUATING ONLINE GAME PLAYERS: A STUDY OF ENJOYMENT, INTERACTION, FLOW EXPERIENCE, AND MOTIVATION TOWARDS ATTITUDE AND INTENTION BEHAVIOR IN CHINA
The purpose of this research is to find out the factors that affect online players. This study's variables are human-Game Interaction, utilitarian motivation, hedonic motivation, flow experience, perceived enjoyment, attitude, and intention. The researchers observed these variables and put forward four hypotheses to determine the influencing factors. The researchers used China's "League of Legends" as the research model. 300 respondents select this data through a questionnaire survey on two large-scale communication platforms in China. The first platform is the official forum of "League of Legends" in China, and the second platform is the most used game social software "QQ" in China. ". The researchers used convenience sampling and judgmental sampling to investigate. All data were analyzed using statistical software, and linear regression and multiple linear regression were used to find the most significant factors affecting players’ attitudes and intentions. Use descriptive statistics to provide average and demographic percentages.
Besides, the researchers use inferential statistics to test the effects of variables. The results show that human-game interaction has a significant positive correlation with utilitarian motivation and hedonic motivation. Utilitarian motivation, hedonic motivation, flow experience, and perceived enjoyment have a positive impact on the player’s attitude. However, flow experience, perceived enjoyment, and attitude have no influence on the intentions of online player
Analysis of Digital Legal Acceptance based on the Technology Acceptance Model 3 (TAM3)
This study aims to analyze the acceptance of the PeduliLindungi application from a public perspective using the Technology Acceptance Model (TAM) concept. The government requires the PeduliLindung application to track community activities through the Decree of the Minister of Communication and Informatics No. 171 of 2020. The Indonesian government hopes that this application records the mobility of infected patients and becomes a solution to reduce the transmission of COVID-19. However, PeduliLindungi is a new application that developed after the pandemic. Thus, the user acceptance of this app is questionable. This is a survey analysis from 102 respondents using Structural Equation Model-PLS. The results found that perceived usefulness, system failure, and social influences affect the user intent of the PeduliLindungi app while perceived ease of use is not. This app was applicable to record individual movement as virus prevention in the future. This is a contribution to theory and practice in economics and business. In theory, this research provides a new and more comprehensive view of fundamental human behaviour idea. In practice, this research is able to measure the effectiveness of government regulations in responding to an unexpected global crisisKeywords: Behavioral Intention, Technology Acceptance Model, PeduliLindungi Ap
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Responsive Open Learning Environments at the Open University
Personal Learning Environments (PLEs) offer new opportunities for supporting personalized and self regulated learning both in formal and in informal education. The Open University in the UK is an early adopter of PLEs through a number of different initiatives, one of which is the European project ROLE (Responsive Open Learning Environments). This paper presents some of the lessons learned and best practices from the introduction of ROLE technologies within an informal learning test-bed at the Open University
Cloud services within a ROLE-enabled Personal Learning Environment
The ROLE project (Responsive Open Learning Environments) is focused on the next generation of Personal Learning Environments (PLE). In this paper, we first describe the engineering process used to create either a new widget bundle, a group of applications or service widgets. The widgets integrated in a ROLE PLE consist of two cloud-based services, a social networking and a mind-mapping tool, where learners can perform and collaborate on learning activities. We also modified other widgets to create a complete learning experience. The whole platform is running on a cloudcomputing infrastructure and one of the services is using a cloud-based database. Additionally, we describe the initial experiences from using this cloud education environment in Galileo University, Guatemala, in a web-based course with students from three different Latin-American countries. We measured emotional aspects, motivation, usability and attitudes towards the environment. The results demonstrated the readiness of cloud-based education solutions, and how ROLE can bring together such an environment from a PLE perspective
Upgrading LMSs: Understanding Faculty Perceptions and Use for Improved Implementation
Adventist schools are in a constantly changing academic environment and are under consistent pressure to implement the latest technologies, such as Learning Management Systems (LMSs). This research study seeks to provide a better understanding of faculty perceptions of their LMS. We explore factors leading to successful faculty use of LMSs
E-Learning and gender
This study is to examine gender differences and the adoption of technology in
tertial education students. We have used TAM model to measure the acceptance and use of elearning of the respondents. ANOVA and Partial Least Squares (PLS) was used, specifically, the PLS multi-group analysis, to compare differences between groups. In summary, results show that students’ behavior of acceptance of e-learning technology do not manifest
statistically significant differences between women and men
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A framework for the adoption and diffusion of Personal Learning Environments in commercial organisations: an exploratory study in the learning and development sector in the UK
This study presents an exploratory approach to identify the main factors of Personal Learning Environment (PLE) adoption and diffusion within commercial organisations. Utilising an inductive investigative approach via the use of Grounded Theory methodology, relevant adoption factors were identified and their resulting influence during various stages of the innovation diffusion process were proposed. Data was collected using semi-structured interviews followed by systematic analysis using a three-staged coding process. The results revealed 10 factors affecting the adoption of PLEs influencing the innovation diffusion process at various stages. Informed by the Technology Acceptance Model and Innovation Diffusion Theory, the proposed model could have important implications for key decision makers within commercial organisations, while adopting, rejecting and assimilating new technological innovations (e.g. PLE) for learning delivery
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
Is it all about trust? Elderly people’s propensity to digital technology in healthcare: a case study from Italy
Digital technologies for healthcare have found great development and diffusion in the
pandemic period, especially as a solution to reach patients with chronic conditions,
mostly elderly and residing in remote areas. However, in order to be effective, trust in
these technologies is a central component of the interaction. Using data from a survey on
the propensity to use digital technologies of elderly people residing in remote areas in
four regions of Italy, the present study tests through of latent class model for polytomous
outcome what is the probability that they trust health technology tools. The results show
that the majority of the sample has trust in digital technologies, even if they do not use
them directly. The factors influencing these probabilities turn out to be age and education
level. This evidence may be considered useful in forming new digital health policies,
especially in view of the factors that influence distrust of digital tools in healthcare
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