158 research outputs found

    Same Same But Different? A Two-Foci Perspective on Trust in Information Systems

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    Trust is one of the most important factors driving the adoption and use of information systems. The goal of this paper is to provide a first evaluation of a conceptual piece claiming a) that users distinguish between their trust in an IS and the provider of this IS and b) that both kinds of trust are important for the success sustainable success of IS providers. To evaluate the claims, a research model is developed and evaluated using data of 234 students during the introduction of a new IS at an European university. The results provide support for both claims, since the correlation between the two trust constructs is low, and the nomological networks differ. Regarding the importance of both constructs, trust in the IS is found to have an important impact of the use of the IS, whereas trust in the provider is a major driver of the users’ loyalty

    Behavior Change Techniques in Digital Interventions for Health Behavior Change: A Taxonomy of Popular Mobile Applications

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    Health behavior change interventions can support individuals in establishing habits beneficial to their health. Hence, they can help to prevent diseases and reduce mortality caused by unhealthy behaviors. The delivery of such interventions through mobile phones is promising. We developed a taxonomy of popular mobile applications for health behavior change, identifying the intervention’s aim and applied behavior change techniques. We classified 63 popular mobile applications according to our taxonomy. Thereby identifying the most prevalent behavior change techniques and combinations of the application’s aim and applied behavior change techniques. This result can be used to inform the design of future applications

    THEORY-DRIVEN DESIGN OF A MOBILE-LEARNING APPLICATION TO SUPPORT DIFFERENT INTERACTION TYPES IN LARGE-SCALE LECTURES

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    Universities face increasing numbers of students leading to increasingly large lectures, and decreasing interaction and collaboration, which are important factors for learning success and satisfaction. The use of IT can help overcoming this challenge by increasing the interaction in large-scale lectures without massively increasing the workload of lecturers. In this research-in-progress paper, we present the design and pre-test of a mobile-learning application aiming to increase the interaction in large-scale lectures and the learning success of learners. For designing our application, we follow a design science research approach. We rely on insights from interaction theory as well as requirements gathered from lecturers and students in a focus group workshop. A pre-test of our application showed high valus for Perceived Usefulness, User Satisfaction, and Perceived Presentation Quality for the overall application and moreover high valus for Performance Expectancy and Intention to Use of all but one functions. The results show that the application is ready for being used in large-scale lectures. As a next step, the application will be used in one of our large-scale lectures aiming to evaluate whether using our application has a positive impact on interaction, satisfaction and learning success

    Insights into Using IT-Based Peer Feedback to Practice the Students Providing Feedback Skill

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    The skills students need nowadays have changed over the last decades. The required skills are shifting more and more towards higher order thinking skills, such as critical thinking, collaboration and communication. One of the main ways of practicing these skills is through formative feedback, which consists of self-assessment and peer-assessment in our setting. However, today’s lecturers are facing the challenge that the number of students per lecture is continuously increasing, while the available budget is stagnating. Hence, large scale lectures often lack feedback, caused by the scarcity of resources. To overcome this issue, we propose a teaching-learning scenario using IT to provide formative feedback at scale. In this paper, we are focusing on the students’ providing-feedback skill, which is important for collaborative tasks. In our experiment with around 101 master students, we were able to show that the students’ ability to provide feedback significantly improved by participating in IT-based peer feedback iterations

    Towards Design Excellence for Context-Aware Services - The Case of Mobile Navigation Apps

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    To satisfy service customers and create unique value in a digitized world, companies must strive for exceeding customers’ expectations of e-service experience by establishing high e-service quality. However, an increasing amount of e-services is performed by context-aware mobile technology, which is able to sense and react to changes in the user’s environment. Although these context-aware services are able to address our personal needs and already determine our everyday live, knowledge on how to develop such services is sparse. In our study, we qualitatively compare three mobile navigation apps based on their user reviews in order to elicit first requirements and design approaches for e-service quality oriented design. Results show that well known e-service quality models are not fully applicable to the case of mobile navigation services

    Towards Empowering Educators to Create their own Smart Personal Assistants

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    Despite a growing body of research about the design and use of Smart Personal Assistants such as Amazon’s Alexa or Google’s Assistant, little is known about their ability to help educators offering individual support in large-scale learning environments. Smart Personal Assistant ecosystems empower educators to develop their own agents without deep technological knowledge. The objective of this paper is to design and validate a method that helps educators to create Smart Personal Assistants as learning tutors. Using a design science research approach, we first gather requirements from students and educators as well as from information systems and education theory. Next, we create an alpha version of our method and evaluate it with a focus group before we instantiate our artifact in an everyday learning environment. The findings indicate that our method is able to empower educators to design Smart Personal Assistants that significantly improve students’ learning success

    HOW TO GAMIFY INFORMATION SYSTEMS - ADAPTING GAMIFICATION TO INDIVIDUAL PREFERENCES

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    Gamification refers to the use of game elements in a non-entertainment-based context, and is a well-known approach to motivate users of information systems. Despite the positive effects of games in dai-ly life, more gamification projects fail. A possible explanation for this observation is that game ele-ments are often designed without considering the needs of different groups of users. Consequently, we aim to develop a gamification approach that allows us to adapt the gamification elements to the indi-vidual motivation structures of information system users. To achieve our goal, we rely on self-determination theory to design different specifications of game elements. We exemplarily developed four different specifications for each of the nine gamification elements we found in the literature. We are currently in the process of conducting a discrete choice experiment allowing us to match the moti-vation structures of system users and their preferences regarding the specifications of game elements. Based on our results, we expect to better understand how gamification can motivate users to use sys-tems more regularly. In a subsequent step, we plan to rely on our results to design different gamifica-tion configurations for an information system, allowing us to adapt the gamification elements to indi-vidual preferences of the users

    Unleashing the Potential of Argument Mining for IS Research: A Systematic Review and Research Agenda

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    Argument mining (AM) represents the unique use of natural language processing (NLP) techniques to extract arguments from unstructured data automatically. Despite expanding on commonly used NLP techniques, such as sentiment analysis, AM has hardly been applied in information systems (IS) research yet. Consequentially, knowledge about the potentials for the usage of AM on IS use cases appears to be still limited. First, we introduce AM and its current usage in fields beyond IS. To address this research gap, we conducted a systematic literature review on IS literature to identify IS use cases that can potentially be extended with AM. We develop eleven text-based IS research topics that provide structure and context to the use cases and their AM potentials. Finally, we formulate a novel research agenda to guide both researchers and practitioners to design, compare and evaluate the use of AM for text-based applications and research streams in IS

    Designing an Adaptive Empathy Learning Tool

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