1,139 research outputs found

    Determining University Students’ Motivations for Using Computer- Mediated Communication Technologies

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    Motivated by the increasing popularity of computer-mediated communication (CMC) technologies in university students learning, this study will explore students’ motivations for using CMC technologies in their learning. By employing uses and gratifications (U&G) perspective, this paper aims to identify dimensions of motivation in students’ CMC technology use. It also proposes that students’ technology self-efficacy and communication apprehension influence their motivations for using technologies. A three-stage research design procedure is proposed. Finally, the paper concludes with a discussion of the implications for both IS researchers and higher education

    Employees\u27 Intention to Continue Using Organizational Microblogs: A Uses & Gratification Perspective

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    There is a growing stream of research into organizational microblogging in recent years. Whilst the extant literature has mainly focused on technology-related factors to examine initial microblogging use, few studies have investigated user needs and gratifications and even less on the post initial adoption stage. Hence, the purpose of this research is to explore the factors that affect employees\u27 intention to continue using organizational microblogs, specifically Yammer, by employing the uses and gratifications model. The results of the survey of 111 participants using PLS-SEM methodology suggest that cognitive gratification, affective gratification, personal integrative gratification, social integrative gratification and entertainment gratification positively affect employees\u27 intention to continue using organizational microblogs. This research therefore extends our understanding of what drives employees to continue using organizational microblogs and offers suggestions for designers/managers of organizational microblogs, especially with various ways to increase employees\u27 ongoing use of their organizations\u27 microblogging platform

    Exploring Website Evaluation Criteria using the Repertory Grid Technique: A Web Designers’ Perspective

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    This study aims to investigate web designers’ perceptions of an “effective” website. Twenty web designers were interviewed using Kelly’s Repertory Grid Technique in order to elicit factors that they consider important when designing or developing B2C websites. Using grounded theory approach, these elicited data were then classified into 14 meta-categories. The intensive nature of the interviews eventually gave rise to a comprehensive framework that broadens the base of existing web evaluation literature. This framework is based on an adapted Technology Acceptance Model with the 4 dimensions of Perceived Ease of Use, Perceived Usefulness, Perceived Playfulness and Attractiveness

    Understanding passive knowledge sharing within an online business community from the perspectives of Expectancy Theory & Social Capital Theory

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    With the growth of information and communication technology (ICT), more organizations are focusing on the development of online business communities (OBC) to help facilitate better knowledge sharing (KS) activities. Since today’s business environment is dynamic, having up-to-date and ongoing knowledge is an advantage for organizations to be competitive. Ironically, having employees to share their knowledge virtually is one of the biggest challenges faced in OBC. Low level of contributions is caused by withholding of efforts (social loafing - SL) by the employees. SL is known for its negative impacts on group performance. Unfortunately this effect is under-researched in knowledge management (KM) literature and have largely been ignored by IS researchers. Therefore this study will try to examine what are the factors that contributed to SL from Expectancy and Social Capital theoretical lenses. This study will also proposed a new construct call ‘Passive Knowledge Sharing’ to help give better understand of SL effects on KS activities

    USER-GENERATED CONTENT AND CONSUMER EMPOWERMENT IN THE TRAVEL INDUSTRY: A USES & GRATIFICATIONS AND DUAL-PROCESS CONCEPTUALIZATION

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    User-Generated Content (UGC) on the World Wide Web has empowered travellers, enabling them to exchange opinions or experiences with others, and consequently, influencing their travel decisions. Travellers are able to make comments in a large variety of forms such as photos, videos, podcasts, ratings, reviews, articles and blogs. When people use the Internet to obtain travel information, they do research about the trip on the Internet, read and generate content and reviews, and interact with other travellers in social networks. This is empowering tourists by giving them the opportunity to receive and pass on recommendations of their travel experiences. Despite the importance of UGC in the travel industry, our understanding of how UGC empowers online consumer remains limited. By employing the Uses & Gratifications and Dual-Process Theories, we propose that Consumer Empowerment in the context of UGC can be formed through Content Empowerment, Social Empowerment and Process Empowerment

    IT Governance in Collaborative Networks: A Socio-Technical Perspective

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    Research on IT governance has tended to focus on the issue within a single organizational environment. Our understanding of IT governance in an inter-organizational context remains limited. In addition, few have taken a socio-technical perspective. The aim of the study is therefore to empirically explore the impacts of socio-technical factors on the effectiveness of IT governance for a collaborative network by examining three IT governance elements: structure, process and relational mechanism. This paper reports on the findings of the pilot phase of the broader study.The findings indicate that more effective collaborative IT governance is associated with an active involvement of a governing body; a co-ordinated communication process; and the presence of relational culture and attitudinal commitment. Theoretical and managerial implications of the study are discussed. Available at: https://aisel.aisnet.org/pajais/vol4/iss2/3

    Motivations for Using CMC and Non-CMC Media in Learning Contexts: A Uses and Gratifications Approach

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    As the use of computer-mediated communication (CMC) by students in the university learning contexts increases, there is a need to better understand students’ motivations for using CMC and non-CMC media in their learning. By employing the uses and gratifications (U&G) perspective, this paper identified 7 motivation dimensions including information seeking, convenience, connectivity, problem solving, content management, social presence, and social context cues. Furthermore, this study found that overall CMC media were not functional alternatives to non- CMC media. However, this study revealed some specific similarities and differences between CMC and non-CMC media in terms of each specific motivation dimension. Finally, the paper concluded with a discussion of the implications for both IS researchers, higher education and organizations

    A User-Centred Framework for Website Evaluation

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    The growth of the Internet has encouraged the creation of visually rich and perceptual interfaces on personal computers and mobile devices. Organisations develop websites for various purposes, and over time, the features and functions of websites have evolved significantly. Since website quality affects organisational performance, it is important to be able to assess the efficacy of websites. However, there are two key issues with the literature on website evaluation: a) a focus on specific aspects of website performance, not their overall impact, and b) limited attention on their ability to meet the broader needs of users, beyond usability and functionality, such as their social and emotional concerns. This paper uses design science to develop a theoretically-grounded evaluation framework for this purpose. Drawing on Shneiderman (1998) and Brown (1999), the framework proposes that website evaluation should triangulate information from two sources (users and experts) and using different methods (task analysis with users, in-depth interview with users and expert reviews). The framework is applied in a website development project, and the results are discussed
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