首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到10条相似文献,搜索用时 218 毫秒
1.
Ya-Ching Lee   《Computers & Education》2008,50(4):1423-1438
This study examines perceptions of adequate resources that can facilitate or inhibit students’ adoption of an online learning system, through an extension of the technology acceptance model (TAM) to include the perspectives of intra- and extra-organizational resources. The novel contribution of this study is the inclusion of internal and external-organizational factors in the aspect of perceived resources. The results of the study confirm the original TAM findings that perceived usefulness and perceived ease of use are positively associated with behavioral intention. In addition, the results also partially support that perceived resources have impacts on online learning adoption: Perceived ease of use, internal computing support, internal computing training, and external computing support have positive effects on perceived usefulness. Furthermore, internal computing support, internal computing training, external computing support, external computing training, and external equipment accessibility have positive effects on perceived ease of use. Recommendations for promoting adoption of the online learning system are subsequently discussed, along with suggestions for improving overall system design.  相似文献   

2.
In the last few decades, the implementation of information technology has given rise to several organizational training needs that have to be satisfied, in order to empower organizational IT performance. The users of new technologies have to be trained quickly and efficiently, and since they are usually distributed to different remote locations, web-based training is the preferred, and sometimes the only, process for employee training. This study deals with the prognosis of employees’ intention to use a web-based training process, by extending the technology acceptance model using some other related factors, such as learning goal orientation, management support, enjoyment, self-efficacy and computer anxiety. Two hundred and eighty seven employees participated in this study to test the validity of the research model. The findings of the structural equation modeling indicate that enjoyment, perceived usefulness and perceived ease of use directly affect employees’ intention to use web-based training, while learning goal orientation has the strongest indirect impact on employees’ intention. Finally, three new causal relations are proposed for further research.  相似文献   

3.
Previous studies have pointed out that computer games could improve students’ motivation to learn, but these studies have mostly targeted teachers or students in elementary and secondary education and are without user adoption models. Because business and management institutions in higher education have been increasingly using educational simulation games in recent years, factors influencing the continuing use of business simulation games by higher-education students are worth probing into. This research adopted the technology acceptance model, expectation confirmation theory, and agency theory as its theoretical base. Moreover, learning motivation and classroom climate from the perspective of learning, as well as perceived attractiveness and perceived playfulness from the perspective of playfulness and attractiveness were also added to the final research model. A total of 185 valid student respondents in Taiwan’s higher education who have used business simulation games in their classes participated in the survey. The results show that perceived playfulness and learning performance positively influence students’ satisfaction, which further influence the intention to use computer simulation games. Furthermore, perceived ease of use and perceived attraction play a critical role in determining perceived playfulness. Perceived ease of use was also positively influenced by perceived attraction. The research results on the students’ perspective provide a strong support for the teachers to adopt or continue using computer simulation games in classrooms. However, the agency theory failed to be sustained as a useful tool in motivating students’ learning activities, which is worthy of further research.  相似文献   

4.
Mobile financial services (MFS) have become a critical issue in the financial sectors. An expanding application of mobile commerce, MFS play an important role in managing customer relationships. Thus, we proposed a model that incorporates three external variables—perceived enjoyment, perceived mobility, and personal habit—into the technology acceptance model (TAM) to assess the antecedents that influence continued usage intention in MFS. In addition, we examined the moderating effect of gender on customer relationships. Structural equation modeling was used, and 368 MFS users were investigated. The findings revealed that perceived mobility, personal habit, perceived usefulness, and perceived ease of use are the major antecedents that influence continued usage intention in MFS. However, perceived enjoyment is not significantly associated with intention. Moreover, gender moderates the relationships between the variables in the proposed model. Perceived mobility affecting usage intention will be stronger for men than for women, whereas personal habit affecting usage intention will be stronger for women than for men.  相似文献   

5.
This study examines the influence of two interface styles (menu- and command-based) on the perceived ease of use, perceived usefulness, and behavioral intention of the user to use the system. We have treated the system interface style as an external factor in the technology acceptance model (TAM) to examine its direct and indirect effects on behavioral intention to accept and use a system. The results showed that the interface style had direct effects on perceived ease of use and perceived usefulness which, in turn, demonstrated significant effects on behavioral intention to use the system. Further, the results showed that perceptions of the menu-based interface were more favorable than perceptions of the command-based interface. These results provide several theoretical and practical implications for designing an effective system.  相似文献   

6.
This study seeks to validate a comprehensive model of consumer acceptance in the context of mobile payment. It uses the unified theory of acceptance and use of technology (UTAUT) model with constructs of security, trust, social influence, and self-efficacy. Structural equation modeling is used to construct a predictive model of attitudes toward the mobile wallet. Individuals’ responses to questions about attitude and intention to adopt/use a mobile wallet were collected and analyzed with various factors modified from UTAUT. While the model confirms the classical role of technology acceptance factors (i.e., perceived usefulness and ease of use are key antecedents to users’ attitude), the results also show that users’ attitudes and intentions are influenced by perceived security and trust. In the extended model, the moderating effects of demographics on the relations among the variables were found to be significant. The proposed model brings together extant research on mobile payment and provides an important cluster of antecedents to eventual technology acceptance via constructs of behavioral intention to use and actual system usage.  相似文献   

7.
This paper reported the results of a survey study and provided evidences of empirically testing a model that integrates both technology acceptance model (TAM) and task-technology fit (TTF) model in understanding the determinants of users’ intention to use wireless technology in organizations. Questionnaires were distributed to organizations that bring mobile commerce into practice through the wireless handheld devices. The results indicated that both technology acceptance model and task-technology fit model are robust models by themselves. First, both perceived usefulness and ease of use significantly influence users’ behavior intention to utilize wireless technology. Perceived ease of use has significant effect on perceived usefulness. Second, characteristics of technology and task significantly predict the fit between these two constructs. Significant effect of characteristics of technology on perceived ease of use and usefulness were observed. Finally, significant relationships between TAM and TTF model were also observed. Task-technology fit is a significant direct predictor of technology adoption intention. Overall, users’ intention to adopt wireless technology in organizations was determined directly by fit between characteristics of task and technology as well as users’ perceived ease of use and usefulness.  相似文献   

8.
In the past, the conventional concentration of Internet banking (IB) research has been on technology development, but this is now shifting to user-focused research. It has been suggested that potential users of IB services in Malaysia may not adopt the system even if they are available, due to their perceptions of this application and their level of confidence in using it to solve their banking needs. This study therefore employs the extended technology acceptance model as the theoretical framework for assessing the influences of perceived usefulness, perceived ease of use, perceived reliability, and computer self-efficacy on IB adoption in Malaysia. This study scrutinizes the moderation effect of computer self-efficacy on perceptions–intention relationships. Based on data from a sample of 133 Internet-using bank customers collected through a field survey, it was found that perceived usefulness and perceived ease of use were strong determinants of behavioral intention to adopt IB, while perceived reliability has no direct relationship with intention. Computer self-efficacy significantly moderates the relationship of perceived usefulness and perceived ease of use with intention.  相似文献   

9.
One of the most significant changes in the field of education in this information age is the paradigm shift from teacher-centered to learner-centered education. Along with this paradigm shift, understanding of students’ e-learning adoption behavior among various countries is urgently needed. South Korea’s dense student population and high educational standards made investment in e-learning very cost-effective. However, despite the fact that South Korea is one of the fastest growing countries in e-learning, not much of the research results have been known to the globalized world. By investigating critical factors on e-learning adoption in South Korea, our study attempts to fill a gap in the individual country-level e-learning research.Based on the extensive literature review on flow theory, service quality, and the Technology Acceptance Model, our study proposes a research model which consists of four independent variables (instructor characteristics, teaching materials, design of learning contents, and playfulness), two belief variables (perceived usefulness and perceived ease of use), and one dependent variable (intention to use e-learning). Results of regression analyses are presented. Managerial implications of the findings and future research directions are also discussed.  相似文献   

10.
Unlike traditional technologies, the use of mobile technology is exposed to shifting use contexts. Use context has frequently been described as an important factor influencing the adoption of mobile innovations. However, empirical evidence about the impact of use context is limited. This paper investigated the effect of use context on the formation of users’ perceptions of mobile hedonic services by using mobile gaming as an example. Through the employment of structural equation modelling technology, an adoption model of mobile gaming is proposed and assessed based on results from 267 questionnaires. The results show that use context is the strongest predictor of mobile game adoption. It directly or indirectly affects all different perceptions of mobile gaming in significant ways, including perceived ease of use, perceived usefulness, perceived enjoyment, cognitive concentration, attitude and behavioral intention. Additionally, perceived usefulness, perceived enjoyment and cognitive concentration all have a positive influence on the attitudinal variables of mobile game acceptance. We concluded that the formation of people’s perceptions about mobile gaming is conditional and based on the special consideration of certain use contexts. Both theoretical and practical implications are discussed.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号