20 research outputs found

    Gamifying the First Programming Class: Outcomes and Antecedents of Continued Engagement Intention

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    Gamification is applying games in non-game contexts. This study uses card game plays to gamify assessment activity in the first programming class. An experimental study with one-group and post-test are conducted to test the perceived usefulness of the gamifying evaluation method and verify the proposed research model, based on Expectation Confirmation Theory; IT Continuance Model. Students perceive the usefulness of gamifying take-home exams in terms of increasing understanding, problem solving, creativity, and confidence more than the traditional ones. This study provides empirical supports for the relationship between performance and satisfaction and the influence of satisfaction on continued engagement intention of the game plays in classroom settings. The results could be applied to relax students’ anxiety in the programming course\u27s testing

    Gratifications and Credibility Judgment of Online Information for Task Completion – A Comparison of Students and Workers

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    This study aims to examine the impact of U&G determinants on intention to search online information and to investigate the effect of the intention to intention to evaluate quality of information and its corresponding behaviour between two user groups: students and workers who use the Internet information to complete their tasks. Structural equation modeling is utilized to assess the research model. Findings reveal U&G factors that are important to full-time students and full-time employees. The results also show the differences between the two groups in terms of the effect of a U&G factor and intention to search on its tentative dependent factor. The comparison between students and employees, the exploration of nascent dimensions of U&G theory, and the focus of the task-fulfillment purpose provide insights to educators, managers, and policy makers on how to enhance the credibility of information used in school or office works

    The Use of Gamification in an Introductory MIS Course: the Views of Game Participants and Game Conductors

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    Gamification gives opportunities for instructors and majors to attract more students. However, there are limited studies and understanding about gamification in education and its suitable implementation. So, this work guide a simple process to implement gamification in classroom environments and evaluate the results of implementation using self-reported from students who are assigned to be game conductors and game participants. The results from an experimental study show the increase of students’ perceived usefulness (understanding, problem solving skills, creativity, and topic interests) and their engagement intention (game engagement intention, class attendance intention, and class participation intention) after conducting or joining in-class games. Guidance to easily implement gameful experiences for students could be applied from an example in this study

    Understanding Why Youths Love Facebook: Integrating Maslow’s Hierarchy Of Needs And Uses And Gratifications

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    Facebook is a popular social networks system that has a large amount of users from all around the world, especially from Europe, Asia, North America, and South America. Most users are in the adolescent age. However, Facebook has both pros and cons for users, particularly for youths. To increase or to decrease the usage of Facebook, understanding reasons behind why youths love Facebook is necessary. Thus, this paper proposes a qualitative study to search for needs driving Facebook uses of youths, conforming generally accepted psychological theories: Maslow\u27s hierarchy of needs and U&G

    Experiential Learning through Role-Playing in the Digital Technology for Business Course

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    The purpose of this paper is to investigate the use of role-playing in an introductory course. A study of how new pedagogical approaches affect students’ learning is crucial due to the change of learning environments, the more disengaged students, and enrollment declines. A survey of 103 undergraduate students from two classes of the Digital Technology for Business course, who joined the role-playing activities in 2018 and 2019, were collected. The role-playing activities were conducted six rounds for each class, yielding 458 records for data analysis. Results from the nonparametric test equivalent to the dependent t-test indicate that experiential learning through role-playing activities improves students’ perceived usefulness (understanding, problem-solving skills, creativity, and topic interests) and their engagement intention (role-playing engagement intention, class attendance intention, and class participation intention) in all aspects. The content analysis of the open-ended question also reveals key comments from students in terms of the received emotions/ feelings, benefits for audiences, general expectations, and expectations about role-playing. Lecturers could apply role-playing to enhance their classrooms and engage more students. The role-playing activities are fewer applied to technology-related courses. This work shows the effectiveness of role-playing and offers the guideline to implement role-playing in courses

    Youth\u27s Intention To Pirate Digital Products: Antecedents And Consequences

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    Objective of this work is to explore the antecedents and consequences of the digital piracy, adapting the theory of reasoned action. This paper focuses on Thai youths’ piracy behavior since Thailand has a high piracy rate and young consumers are the main piracy group. Qualitative approach with survey questionnaires is applied. Two hundred and twenty three samples are collected. Findings reveal that three important factors to the intention to download or buy illegitimate products are subjective norms, attitudes towards digital piracy, and perceived moral obligation. High perceived moral obligation also lower the subjective norms and attitudes towards the digital piracy. The general intention to commit digital piracy has significant influence on downloading or buying software, movies, and music. Female youths have less intention to pirate than male youths. Implications for copyrighted owners, parents, and teachers are discussed

    GREEN ICTS? AWARENESS AND ADOPTION: A CASE STUDY OF UNIVERSITY FRESHMEN IN THAILAND

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    Green\u27 is the word that both individuals and groups in the world focus. Green ICTs is also now stated to be one of strategic technologies because of their benefits in terms of decreasing expenses, creating good corporate image, and mitigating climate change from greenhouse gas emissions. However, the acceptance and use of green ICTs are still not prevalent, especially in the developing countries where poverty and growth problems have to be remedied first. Cooperation among all countries is important to perfectly solve the problems. Young generations in particular are important forces to cope these problems. Therefore, by using the case of university freshmen in Thailand, the study\u27s objectives are to investigate the awareness and the acceptance of children on green ICTs, to explore the knowledge that they have regarding to the green ICTs, and, to search causes of green ICTs? acceptance or rejection. The results from the study are expected to support building the green ICTs usage in youths

    Website Quality of Listed Companies: A Comparison between SMES and Large Firms

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    Websites are the main information source for investors, so the quality of companies’ websites are vital. This study explores the website quality of listed companies in Thailand and draws a comparison between SMEs’ and large firms’ website quality. In total, concrete and overall objective measures of 271 listed companies (136 large firms from the SET market and 135 SMEs from the MAI market) are collected using a website evaluation tool called SEOptimer. Non-parametric statistics are employed for data analysis due to non-normality. Findings reveal the room for improving the website quality for both SMEs and large companies in each industry. SMEs significantly have lower website quality in terms of SEO, performance, social, security, and overall compared to large enterprises. This study presents the research opportunities to explore listed companies in other countries using other tools in the future and guides SMEs and large companies in Thailand to effectively improve their website quality from the reliable measures and practical suggestions

    Factors influencing intention to purchase through VR platforms

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    With technological advancement, Virtual Reality (VR) significantly impacts various industrial sectors, including education, medicine, gaming, and tourism. In particular, the idea of VR has been extensively applied in e-commerce to create realistic online shopping experiences. The purpose of this study is to investigate factors influencing purchase intention through VR platforms by applying the concept of the IS success model and flow theory. The data were collected from 300 respondents with experience in online shopping via e-commerce websites. Confirmatory factor analysis and structural equation modeling were used to test the proposed research model. Results indicate that factors influencing purchase intention through virtual reality platforms are attitude, satisfaction, concentration, information quality, service quality, system quality, enjoyment, and time distortion. The findings could guide entrepreneurs and platform developers to develop a virtual reality platform suitable for ecommerce to enhance the consumer experience

    Online Learning vs. Offline Learning in an MIS Course: Learning Outcomes, Readiness, and Suggestions for the Post-COVID-19 World

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    This study aims to compare learning outcomes and technology readiness in online versus offline learning and to find suggestions from the viewpoint of learners. Besides, this study also compares differences in students’ perceptions among learning styles. The associations between several factors such as experience and gender, and learning preferences are also explored. A questionnaire was developed to gather data from students who enrolled in an MIS course during the middle of the COVID-19 pandemic. Around half of the students were assigned to study the topic ‘using MS Excel basics’ in offline sessions, whereas the rest were assigned to learn through recorded videos online. Responses from 44 students, together with their comments and suggestions, were used for data analysis. This study found that both online and offline delivery methods can improve students’ cognitive processes according to the Revised Bloom’s Taxonomy and their topic interest significantly. On-campus classes could significantly enhance students’ class attendance intention, but online classes could not. The cognitive process of RBT in terms of evaluating MS Excel content and class attendance intention of online students were significantly lower than offline students. Students also felt that place, equipment, and software on-campus were more ready than online environments. This work provides guidelines for both lecturers and universities in choosing teaching methods for using basic tools after the COVID-19 situation pass, selecting proper course types, designing course activities, and providing sufficient supports for better online learning outcomes. Research gaps suggested by past studies are filled up in this study
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