44,376 research outputs found

    Analisis Technology Acceptance Model (TAM) terhadap Tingkat Penerimaan E-learning pada Kalangan Mahasiswa (Studi Empiris pada Universitas Internasional Batam dan UPBJJ-UT Batam)

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    ICT adoption and diffusion studied in detail lately by researchers in the information systems area. It studied at two levels: the first is at the organizational level and the other is at the individual level. If the unit analysis is an individual, the emphasis is on the acceptance of technology (Dasgupta, Granger & Mcgarry, 2002).TAM is an intention-based model developed specifically for explaining and/or predicting user acceptance of computer technology (Hu, et.al., 1999). Technology acceptance defined as “an individual's psychological state with regard to his or her voluntary or intended use of a particular technology” (Masrom, 2007). Therefore, in this study TAM is used to study the acceptance of the e-learning technology.The research presented here motivated and guided by two main questions. First, do students (learners or users) would like to accept e-learning or vice versa? Second, what are the factors that significant in explaining the USAge towards e-learning?, that is, do the attitudinal beliefs such as perceived ease of use and perceived usefulness has relationship towards the e-learning adoption? In other words, this study examined TAM and the external factors in an academic setting, testing the factors affecting students' acceptance of e-learning technology

    Anlisis Technology Acceptance Model Pada Industri Perbankan

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    The first aim of this study was to determine the influence perception of the perceived benefits (PU) and perceived ease of use (PEU) of the attitude (ATU) in receiving information technology (ATI). This research is an explanatory research. Respondents are bank employees as much as 118 peoples. To test the effect of each variable used structural equation modeling analysis techniques (SEM). The results showed a variable perception ease of use (PEU) positive and significant impact on the attitude of using IT (ATU). Variable perception perceived benefits (PU) is positive but not significant effect on attitudes using IT (ATU). Variable perception easy to use (PEU) positive and significant impact on the perceived benefits perception variables (PU). Variable attitude of using IT (ATU) positive and significant impact on the acceptance of IT (ATI). There are research findings that do not support the results of previous studies, namely, perception perceived benefits (PU) but not significant positive effect on the attitude of using IT (ATU). This shows the attitude of the management agreed that the use of information technology is an important banking and its presence is felt very beneficial to the organization and operational staff, but not the key element in determining the attitude to use IT. The management should be able to realize the quality of skilled workers and professional service. The banking industry can standardize that can be used as a reference for the development of IT. IT use also should be able to grow the level of trust and a culture conducive to the customer as a party that directly or indirectly affect the use of IT

    Pengaruh Technology Acceptance Model Terhadap Pengambilan Keputusan Pembelian Pada Online Shop Grifabell

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    These days, technology are growing very fast, The use of technology has been widelyused in various sector. For example, in the fashion sector, also using technology asa medium to promote and to market the product. And with the increasing numberof Internet users, are expected to influence people's behavior to make a purchasefrom conventional purchases to e-commerce.To realize a transaction or customerparticipation, it takes trust of each customer. In this study, the population is fromthe respondents who have ever made a purchase of shoes from Grifabell throughsocial media instagram. Data collection techniques used is through a survey using aquestionnaire, and questionnaires collected from a sample of 120 respondents whichhas been distributed through an Google Drive's online questionnaire to Grifabell'scustomers throughout Indonesia. Before the data were analyzed, the authors testedthe validity and reliability of 30 samples using SPSS software.The research method used is multiple regression analysis and simple regression, Ftest, T test and determination coefficient. From these results, it can be concludedthat the indicators of variable technology acceptance model: the perceived qualityof e-shopping and attitude have a positive effect on the variable of trust, andthe indicators from confidence's variables is experience, the quality of work, andintelligence which have a positive effect on the purchase decision variables

    Aplikasi Technology Acceptance Model (TAM) terhadap Niat Menggunakan Personal Computer (PC) Tablet

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    This study aimed to determine the effect of perceived usefulness, perceived ease of use, perceived benefits, and perceived costs simultaneously and partially on the intention to use and to know the variables that have a dominant influence. The samples used were 140 respondents to the purposive sampling technique. Multiple linear regression analysis is used as a data analysis technique. The results showed that perceived usefulness, perceived ease of use, perceived benefits and perceived costs simultaneously significant effect on intention to use the PC Tablet. In partial, perceived usefulness, perceived ease of use, and perceived benefits of a positive and significant effect while the perceived costs of a negative and significant effect on the intention to use the PC Tablet. The results shown indicate that the perceived benefits is variable dominant influence

    Testing of Technology Acceptance Model on E-learning Based Edmodo Framework: a Perspective of Students Perception

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    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

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    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

    Technology Acceptance Model (TAM) of Statistical Package for the Social Sciences (SPSS) Applications

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    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

    BIM: a technology acceptance model in Peru

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    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

    Aplikasi Technology Acceptance Model (Tam) pada Komputerisasi Kegiatan Pertanahan

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    : Application of Technology Acceptance Model (TAM) On Computerized Land Activities. The purpose of this study was to examine and analyze the effect of the Technology Acceptance Model (TAM) on computerized land activities. A survey methodology used to collect data of 100 employees. The results indicated that (1) Computer self-efficacy affected the perceived ease of use and usefulness of the technology, (2) the perceived ease of use technology affected of perceived usefulness and attitude towards using technology, (3) the perceived usefulness affected attitude towards using technology, and (4) the attitude to use technology affected intention to use technology
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