• Title/Summary/Keyword: Post acceptance model

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The Effects of Coding Education Using the Unplugged Robot Education System on the Perceived Useful and Easy

  • Song, JeongBeom
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.8
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    • pp.121-128
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    • 2015
  • This study aimed to investigate the effects of an unplugged robot education system capable of computerless coding education. Specifically, this study compared this education system with PicoCricket, an educational robot that can also be used with elementary students in lower grades, using assessment tools on perceived usefulness and ease. Using random sampling and randomized assignment for more objective validation, 30 participants were assigned to the unplugged robot education system group (experimental group) and 30 participants were assigned to the PicoCricket group (control group), for a total of 60 study participants. The research procedure included verification of the equivalence of the two groups by conducting a pretest after a 2-hour basic training session on algorithms and programming. The experimental and control groups learned the same content using different educational tools in accordance with software training guidelines for a total of 12 hours. Then, the difference in perceived usefulness and ease between the two groups was examined using a post-treatment test. The study results showed that scores on both dependent variables, perceived usefulness and perceived ease, were significantly higher in the experimental group than the control group. Moreover, scores on all sub-variables of the dependent variables were significantly higher in the experimental group than the control group. These results suggest that learners using the unplugged robot education system found it more useful and easier to use than learners using the existing educational robot, PicoCricket. This study's findings are significant, as according to the technology acceptance model, the perceived usefulness and ease of an educational tool are important variables that determine the acceptance of the tool (i.e., persistence of learning).

A Study of Factors Affecting on the Intention for Continuous Uses of ERP System (ERP 시스템 사용자의 지속사용의도에 미치는 요인)

  • Lee, Seong-Hyo;Kim, Kyung-Ihl;Park, Ji-Young
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.21-27
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    • 2019
  • The ERP System is used as a useful tool for corporate management. The ERP system needs to be researched for continued use, taking into account the mandatory acceptance environment. This study was validated through AMOS 18 by setting up a model that adds variables in the mandatory acceptance environment based on prior studies on factors affecting the intended use of ERP system. Analysis shows that the intended use of ERP system users is significantly influenced by user satisfaction and objective usefulness, and that user satisfaction and objective usefulness are significantly affected by the quality of service quality of service. This study suggests that it is important to make users to feel the usefulness and satisfaction of the system through user's prior knowledge and participation. It also says that there is a need to maintain service quality.

Information Technology Knowledge Management taxonomy to enhance government electronic services in existence of COVID 19 outbreak

  • Badawood, Ashraf;AlBadri, Hamad
    • International Journal of Computer Science & Network Security
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    • v.21 no.8
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    • pp.353-359
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    • 2021
  • Information technology and the need for timely and effective communication during the Covid-19 have made most governments adopt technological approaches to provide their services. E-government services have been adopted by most governments especially in developed countries to quickly and effectively share information. This study discusses the reasons why governments in the Gulf region should develop a new model for information technology knowledge management practices. To achieve this, the author identified possible benefits of adopting information technology knowledge management practices and why most governments in the Gulf find it hard to adopt them. Knowledge management allows for learning, transfer as well as sharing of information between government organizations and citizens and with the development of technology, the effectiveness of electronic services can easily be achieved. Also, effective adoption of information technology can improve knowledge management with the help of techniques that enhance capture, storage, retrieval as well as sharing of information. The author used systematic literature review to select 28 journals and articles published post 2019. IEEE, Google Scholar and Science Direct were used to select potential studies from which 722 journals and articles were selected. Through screening and eligibility assessment, 21 articles were retained while the back and forward search had 7 more articles which were also included in the study. Using information gathered from these articles and journals a new conceptual model was developed to help improve information technology knowledge management for governments in the Gulf region to effectively deliver e-services during Covid-19. This model was developed based on the process of KM, Theory of Planned Behavior and Unified Theory of Acceptance and Use of Technology. Based on the developed model. From UTAUT model, performance expectancy, effort expectancy as well as social influence had a great impact.

Research on Consistent Use Intention of Home-training Program on Personal Media Service YouTube Based on Post-Adoption Model (후기수용모델을 적용한 1인 미디어 유튜브 홈 트레이닝의 지속의도 연구)

  • Oh, Jung-Heui;Oh, Jai-Woo;Cho, Kwang-Min
    • Journal of the Korea Convergence Society
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    • v.10 no.2
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    • pp.183-193
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    • 2019
  • This study empirically analyzed the factors affecting satisfaction and consistent use of 'home training' on personal media service YouTube based on Post-Acceptable Model. To this purpose, data were collected from adult men and women with personal media service using experience. As for data analysis, frequency analysis, correlation analysis, confirmatory factor analysis, reliability analysis and path analysis were performed by using SPSS 21.0 and AMOS 21.0. The results of the study were as followed. First, using motivation of YouTube home training had a positive effect on usefulness. Second, health literacy had a positive effect on usefulness. Third, it was found that the expectation confirmation of the home training on personal media service positively influenced usefulness. Forth, expectation confirmation of the home training on personal media service had a positive effect on satisfaction. Fifth, usefulness had a positive effect on satisfaction. Sixth, usefulness had no significant effect on consistent use intention. Seventh, satisfaction had a positive effect on consistent use intention. Behavioral analysis with collective demographic factors and diverse analysis considering the differentiation of the personal media service are suggested for further research.

What happens after IT adoption?: Role of habits, confirmation, and computer self-efficacy formed by the experiences of use (정보기술 수용 후 주관적 지각 형성: 사용 경험에서 형성된 습관, 기대일치, 자기효능감의 역할)

  • Kim, Yong-Young;Oh, Sang-Jo;Ahn, Joong-Ho;Jahng, Jung-Joo
    • Asia pacific journal of information systems
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    • v.18 no.1
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    • pp.25-51
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    • 2008
  • Researchers have been continuously interested in the adoption of information technology (IT) since it is of great importance to the information systems success and it is also an important stage to the success. Adoption alone, however, does not ensure information systems success because it does not necessarily lead to achieving organizational or individual objectives. When an organization or an individual decide to adopt certain information technologies, they have objectives to accomplish by using those technologies. Adoption itself is not the ultimate goal. The period after adoption is when users continue to use IT and intended objectives can be accomplished. Therefore, continued IT use in the post-adoption period accounts more for the accomplishment of the objectives and thus information systems success. Previous studies also suggest that continued IT use in the post-adoption period is one of the important factors to improve long-term productivity. Despite the importance there are few empirical studies focusing on the user behavior of continued IT use in the post-adoption period. User behavior in the post-adoption period is different from that in the pre-adoption period. According to the technology acceptance model, which explains well about the IT adoption, users decide to adopt IT assessing the usefulness and the ease of use. After adoption, users are exposed to new experiences and they shape new beliefs different from the thoughts they had before. Users come to make decisions based on their experiences of IT use whether they will continue to use it or not. Most theories about the user behaviors in the pre-adoption period are limited in describing them after adoption since they do not consider user's experiences of using the adopted IT and the beliefs formed by those experiences. Therefore, in this study, we explore user's experiences and beliefs in the post-adoption period and examine how they affect user's intention to continue to use IT. Through deep literature reviews on the construction of subjective beliefs by experiences, we draw three meaningful constructs which theoretically have great impacts on the continued use of IT: perceived habit, confirmation, and computer self-efficacy. Then, we examine the role of the subjective beliefs on the cognitive/affective attitudes and intention to continue to use that IT. We set up a research model and conducted survey research. Since IT use implies interactions among a user, IT, and a task, we carefully selected the sample of users using same/similar IT to perform same/similar tasks, to exclude unwanted influences of other factors than subjective beliefs on the IT use. We also considered that the sample of users were able to make decisions to continue to use IT volitionally or at least quasi-volitionally. For each construct, we used measurement items recognized for reliability and widely used in the previous research. We slightly modified some items proper to the research context and a pilot test was carried out for forty users of a portal service in a university. We performed a full-scale survey after verifying the reliability of the measurement. The results show that the intention to continue to use IT is strongly influenced by cognitive/affective attitudes, perceived habits, and computer self-efficacy. Confirmation affects the intention to continue indirectly through cognitive/affective attitudes. All the constructs representing the subjective beliefs built by the experiences of IT use have direct and/or indirect impacts on the intention of users. The results also show that the attitudes in the post-adoption period are formed, at least partly, by the experiences of IT use and newly shaped beliefs after adoption. The findings suggest that subjective beliefs built by the experiences have deep impacts on the continued use. The results of the study signify that while experiencing IT in the post-adoption period users form new beliefs, attitudes, and intentions which may be different from those of the pre-adoption period. The results of this study partly demonstrate that the beliefs shaped by the behaviors, those are the experiences of IT use, influence users' attitudes and intention. The results also suggest that behaviors (experiences) also change attitudes while attitudes shape behaviors. If we combine the findings of this study with the results of the previous research on IT adoption, we can propose a cycle of IT adoption and use where behavior shapes attitude, the attitude forms new behavior, and that behavior shapes new attitude. Different from the previous research, the study focused on the user experience after IT adoption and empirically demonstrated the strong influence of the subjective beliefs formed in the post-adoption period on the continued use. This partly confirms the differences between attitudes in the pre-adoption and in the post-adoption period. Users continuously change their attitudes and intentions while experiencing (using) IT. Therefore, to make users adopt IT and to make them use IT after adoption is a different problem. To encourage users to use IT after adoption, experiential variables such as perceived habit, confirmation, and computer self-efficacy should be managed properly.

Impacts of Perceived Security and Knowledge on Continuous Intention to Use Mobile Fintech Payment Services: An Empirical Study in Vietnam

  • NGUYEN, Dat Dinh;NGUYEN, Thanh Duc;NGUYEN, Trung Duc;NGUYEN, Ha Viet
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.8
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    • pp.287-296
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    • 2021
  • Stepping into the technological boom time, Vietnam has integrated into the trends of using Fintech applications as a new means of payment. This article evaluates the relationship between perceived security (including service security and platform security), knowledge, confirmation, perceived usefulness, satisfaction, attitude and lastly enterprise's images regarding the service and continuous intention to use Fintech services. The survey results of 352 Vietnamese customers using Fintech services, reliability test and extended post-acceptance model (EPAM) which is based on PAM and ECT models. From the survey, we further found out that perceived security (BSS) has no direct impact on continued intention to use, while perceived security (BSS) has positive impact on confirmation (CON), similarly, perceived usefulness (PU) and user's satisfaction (SES). Knowledge of the Mobile Fintech payment service (KNOW) has a positive impact on perceived security (BSS). Confirmation (CON) has a positive influence on perceived usefulness but in the meanwhile it has created a negative impact on user's satisfaction (SES). From the survey it can also tell that user's attitude (ATT) and enterprise image (IMG) both have a positive impact on continual intention to use Fintech services. From the research results, we also propose some recommendation to enhance the continual intention to use Fintech services in Vietnam.

Analysis of Elementary and Middle School Students' Perceptions of Virtual Reality Interaction Tool (가상현실에서 상호작용 도구에 대한 초·중학생의 인식 분석)

  • Shim, Jaekwoun
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.15-24
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    • 2019
  • Tools and methods for interacting with the virtual environment are essential in order for a student to perform the virtual reality education contents. However, since the developed controller has generally been constructed for adults, it is necessary to study interaction tools considering the purpose of education and the level of students. Therefore, this study analyzed elementary and middle school students' perceptions of HMD and interactive tools, which are currently widely used as an initial research for developing interactive tools. Results show that students' perceptions has increased in post-questionnaire compared to pre-questionnaire, indicating that the universal controller can be used in the education. Implications for the development of interaction tools are discussed based on interviews with students.

A Study on Continued Use of Social Network Services : Focused on the Moderating Effect of User's SNS Literacy (Social Network Service (SNS) 지속사용에 관한 연구 : 사용자의 SNS 리터러시 조절효과를 중심으로)

  • Park, Kyungja;Ryu, Il;Kim, Jaejon
    • The Journal of Information Systems
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    • v.22 no.1
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    • pp.65-87
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    • 2013
  • The development and expansion of communication technology in the field of information technology (IT) have changed the method and culture of communication, mediating communication among people. In particular, since social network service (SNS) has the attributes of information delivery and processing, it has a more powerful dissipating effect and influence than other existing communication methods. The role of users in SNS is important because it has the communication structure of producer-consumer, which consists of sharing, connection and participation of users. In this line, the purpose of this study is to investigate the intention for continued use of SNS by user ability. In order to explain the motivation and behavior for continued use of SNS by users, this study employed the motivation theory and post-adaptation model. The study applied 'media literacy' to the characteristics of SNS media and environment and expanded it into the concept of 'SNS literacy' to identify the moderating effect by user ability. Referred to as 'user's ability that is required to use SNS,' the SNS literacy was verified for its moderating effect with the three sub-dimensions: 'technical accessing ability,' 'understanding ability' and 'creative ability.' The major findings of this study are as follows. First, the perceived usefulness and playfulness were found to have a significant effect on the intention for continued use of SNS, showing the same result with previous studies on technology acceptance. In other words, usefulness and playfulness are variables with an explanatory power in the SNS environment as well. Second, the conceptualization of SNS literacy with accessing ability, understanding ability and creative ability was found to be valid. Third, it was verified that there was a significant difference in the SNS literacy between perceived usefulness and continued use, indicating that users with higher ability respond sensitively to usefulness and affect continued behavior. The moderating effect of SNS literacy was also verified in the relationship between perceived playfulness and intention for continued use. The results above confirm the difference in post-adaptation behavior of individuals, and are expected to provide several implications.

The Effects of Project Method on Children's Academic Achievement on the Unit of Growing Flowers and Vegetables in Practical Arts (초등학교 실과 '꽃과 채소 가꾸기' 단원에서 프로젝트법이 학업 성취도에 미치는 효과)

  • Bak, Heyoung-Seo;Cho, Sung Min
    • Journal of vocational education research
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    • v.29 no.3
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    • pp.107-132
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    • 2010
  • The purpose of this study was to investigate the effects of learning achievement by comparing project approach group and the control group on the unit of growing flowers and vegetables in practical arts education. For this purpose, the experimental study on the unit of growing flowers and vegetables was achieved with 63 students(5th grade 2 classes) in S elementary school. The project approach model (Chung, Sung-bong) was applied to the experimental group, and the traditional model to the control group. To verify the effects of each class, nonequivalent control group post test-only design was applied 10 times. The SPSSWIN(ver 12. 0. 1) was used for analyzing the frequency and t-tests. The results of this study were as follows ; First, there was significant effect of learning achievement(cognitive domain) in the project approach groups. In addition, learning achievement of the experimental group has been showed significant difference about intellectual function and ability but not about knowledge. Second, there was significant effect of learning achievement(psychomotor domain) in the project approach groups. In other words, there has been showed significant difference in basic skill and integrated skill for growing flowers and vegetables but not in elemental skill for planting. Third, as the post test, there existed significant effect(affective domain) in the project approach groups. In other words, there was a meaningful difference in acceptance, value, belief, actualization but not in interest. Based on these results, It is believed that the project approach model in the unit of 'growing flowers and vegetables' is more effective than the traditional learning method in learning achievement of learners' cognitive, psychomotor and affective domain.

A Study on Factors Affecting Intention to Continuous Use Metaverse Platform Service (메타버스 플랫폼 서비스의 지속사용의도에 영향을 미치는 요인에 관한 연구)

  • Kim, Minji;Lee, Seungzoon;Choi, Jeongil
    • Journal of Korean Society for Quality Management
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    • v.51 no.1
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    • pp.97-117
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    • 2023
  • Purpose: The purpose of this study is to examine the factors affecting the intention to continue using the metaverse platform service from the user's point of view. Methods: The study conducted a survey of experienced people using Zepeto, Ifland, Gather Town, Zep, Roblox, Fortnite, and Minecraft, which are virtual world types among metaverse types, and valid 415 data were analyzed by SPSS (ver 22.0) and R (ver 4.1.0) program packages. Results: As a result of empirical analysis, it was found that interactivity and social presence among the characteristics of metaverse affected expectation confirmation, and sensory affordance and functional affordance affected expectation confirmation as affordance factors. In addition, all four characteristics of metaverse, reliability, playfulness, interactivity, and social presence, were found to have the greatest affect on perceived usefulness, and it was analyzed that playfulness, social presence, and reliability were influenced in order. The affordance factor was also found to have a positive effect on physical affordance, sensory affordance, and functional affordance. This study was found that it had a positive effect on the relationship between expectation confirmation and satisfaction and the relationship between perceived usefulness and satisfaction. satisfaction was analyzed to lead to continuance intention. Conclusion: This study is meaningful in that it examines the perspective of users who can be called customers of metaverse platform services. Based on the results of this study, it is expected to have a significant effect on the development of metaverse platform services not only on platform operators that provide metaverse platform services but also on providers who plan events and education using metaverse platform services.