• Title/Summary/Keyword: Technology Self-efficacy

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Applying design thinking to the educational problems: A student-centered instructional approach and practice in an undergraduate course

  • CHA, Hyunjin
    • Educational Technology International
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    • v.20 no.1
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    • pp.83-107
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    • 2019
  • The aim of this study is to provide the values and descriptive implications of the Design Thinking (DT) method into the context of educational problems of practice in an undergraduate course. To achieve the research objective, both quantitative and qualitative studies were conducted. For the qualitative study, the student's productions and reflections on the experience of the application of the DT into educational problems were analyzed. For the quantitative research, one-group pre and post-test were designed to validate the effectiveness of the DT method into educational contexts in terms of creativity level to measure the student's Creativity Potential and Practiced Creativity, Academic Self-Efficacy Scale, and Problem-Solving Inventory. This study validated that the DT method had a statistically significant influence on those three competencies and also illustrated the detailed process from a qualitative viewpoint. The results and implications reflect the potential of the DT approach with the educational problem of practice, especially, in the ill-structured problem-solving contexts for student-centered instructional setting.

Factors Influencing the Intention to Continue Using the Metaverse: Focusing on the Influence of Social Norms

  • Mina Lee;Minjung Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.51-60
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    • 2023
  • This study aims to examine factors influencing the intention to continue using the metaverse, focusing on the impact of social norms. Specifically, direct and indirect effects of technical characteristics (perceive quality, interactivity, perceived playfulness), user characteristics (self-efficacy, personal innovativeness), and social influence factors (descriptive norm, injunctive norm, subjective norm) on continuous use intention were examined. The role of perceived ease of use and perceived usefulness as a mediator was also examined. An online survey was conducted with 165 college students attending universities in two large cities in South Korea who had used the metaverse. As a result, perceived playfulness, descriptive norm, and perceived usefulness directly influenced continuous use intention. Perceived playfulness, interactivity, and subjective norm influenced continuous use intention indirectly through perceived usefulness. This study theoretically extends the Technology Acceptance Model by specifying social influence in metaverse contexts. Practical implications are provided in terms of marketing strategy for the metaverse industry to continue to grow and develop.

Exploring the Determinants of Users' Continuance Intention to Use Mobile Banking Services in Kuwait: Extending the Expectation-Confirmation Model

  • Ahmad A. Rabaa'i;Shereef Abu ALMaati
    • Asia pacific journal of information systems
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    • v.31 no.2
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    • pp.141-184
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    • 2021
  • While a great body of information systems (IS) literature has discussed mobile banking (m-banking) services, most of these studies have focused on the adoption or acceptance phases of this technology; with little attention was given to users' intension to continue using such technology. This paper aims at investigating the most important factors that predict users' continuous intension to use m-banking services in the post-adoption phase. This paper presents a conceptualization and validation of an extended expectation-confirmation model (ECM). A total of 303 Kuwaiti users of m-banking services participated in this study. Partial least squares (PLS) of structure equation modelling (SEM) technique was used to analyze the data. The results mainly showed that users' continuous intension to use m-banking services is significantly influenced by perceived trust, satisfaction, self-efficacy, performance expectancy and effort expectancy. Theoretical and practical contributions as well as the research limitations and future directions are discussed.

An Exploratory Study of Elementary School Teachers' AI Competencies: Based on Teachers' Experiences and Perceptions

  • Seungyeon HAN;Jiyoung LIM
    • Educational Technology International
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    • v.25 no.2
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    • pp.261-296
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    • 2024
  • This study aims to explore how teachers perceive and experience AI in the context of education, particularly with the introduction of AI digital textbooks, and to derive AI competencies from these experiences and perceptions. To achieve this, individual interviews were conducted with five elementary school teachers who possess high expertise in AI education. Through inductive analysis, the study identified the AI competencies and behavioral indicators of teachers. The results revealed a total of eight competencies and eighteen behavioral indicators, categorized into three domains: knowledge (understanding, evaluation, instructional design), skills (utilization, management), and attitudes (self-efficacy, professional development, leadership). Based on these findings, implications for promoting the development of teachers' AI competencies were discussed.

Exploring the Impact of Art Education on Students' Emotions - School and Teacher Factors

  • Xin Du;Fangxia Xu;Dongkwon Seong
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.170-181
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    • 2024
  • This study explores the factors influencing student emotions within art education courses, thereby enhancing the art education curriculum and promoting its development. It is conducted at comprehensive arts university located in China, with a total of 253 undergraduate and graduate students as participants. For data collection, participants in actual experiences conducted a closed-ended questionnaire focusing on the emotional impact of school- and teacher-related factors. The study ultimately demonstrated a positive correlation between assumed factors and students' emotional changes. The conclusion unequivocally demonstrates that improvements in external factors such as schools and teachers will positively affect students' emotions. These findings contribute significant educational value to promoting arts education and fostering a civilized society.

Modelling protection behaviour towards micronutrient deficiencies: Case of iodine biofortified vegetable legumes as health intervention for school-going children

  • Mogendi, Joseph Birundu;De Steur, Hans;Gellynck, Xavier;Makokha, Anselimo
    • Nutrition Research and Practice
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    • v.10 no.1
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    • pp.56-66
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    • 2016
  • BACKGROUND/OBJECTIVES: Despite successes recorded in combating iodine deficiency, more than 2 billion people are still at risk of iodine deficiency disorders. Rural landlocked and mountainous areas of developing countries are the hardest hit, hence the need to explore and advance novel strategies such as biofortification. SUBJECTS/METHODS: We evaluated adoption, purchase, and consumption of iodine biofortified vegetable legumes (IBVL) using the theory of protection motivations (PMT) integrated with an economic valuation technique. A total of 1,200 participants from three land-locked locations in East Africa were recruited via multi-stage cluster sampling, and data were collected using two, slightly distinct, questionnaires incorporating PMT constructs. The survey also elicited preferences for iodine biofortified foods when offered at a premium or discount. Determinants of protection motivations and preferences for iodine biofortified foods were assessed using path analysis modelling and two-limit Tobit regression, respectively. RESULTS: Knowledge of iodine, iodine-health link, salt iodization, and biofortification was very low, albeit lower at the household level. Iodine and biofortification were not recognized as nutrient and novel approaches, respectively. On the other hand, severity, fear, occupation, knowledge, iodine status, household composition, and self-efficacy predicted the intention to consume biofortified foods at the household level; only vulnerability, self-efficacy, and location were the most crucial elements at the school level. In addition, results demonstrated a positive willingness-to-pay a premium or acceptance of a lesser discount for biofortification. Furthermore, preference towards iodine biofortified foods was a function of protection motivations, severity, vulnerability, fear, response efficacy, response cost, knowledge, iodine status, gender, age. and household head. CONCLUSIONS: Results lend support for prevention of iodine deficiency in unprotected populations through biofortification; however 'threat' appraisal and socio-economic predictors are decisive in designing nutrition interventions and stimulating uptake of biofortification. In principle, the contribution is threefold: 1) Successful application of the integrated model to guide policy formulation; 2) Offer guidance to stakeholders to identify and tap niche markets; 3) stimulation of rural economic growth around school feeding programmes.

A Study on the Factors Influencing Innovation Resistance and Intention of Using on the Biometrics Technology (생체인증 기술의 혁신저항 및 사용의도에 영향을 미치는 요인에 관한 연구)

  • Park, Jong-Seok;Kwon, Hyeog-In
    • The Journal of Information Systems
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    • v.27 no.2
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    • pp.53-75
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    • 2018
  • Purpose The purpose of this study is to provide implications by examining the factors affecting the consumers' innovation resistance and intention to use FIDO technology based on the innovation resistance model. In addition, we investigate the difference between FIDO group using biometric authentication technology and those using knowledge / possessive authentication technology. Design/methodology/approach This study investigated the factors influencing innovation resistance and intention to use based on the innovation resistance model. And the structural equation model was applied to analyze the effect of innovation resistance and intention to use. Findings According to empirical results, this study found that perceived relative advantage (+), perceived risk (+), perceived complexity (+), and existing product attitude(+) influenced innovation resistance, and perceived relative advantage (+), self efficacy(+), and innovation resistance(-) influenced intention to use. In addition, this study found that there is a significant difference between the group using the bio-based authentication technology and the group using the knowledge / possessive based authentication technology.

Analyzing the Differences among Online Gaming Users' Gaming Addiction Prevention Behaviors based on Risk Perception and Self-efficacy : Testing RPA Framework on Korean College Students (온라인 게임 사용자의 위험지각과 자기효능감에 따른 게임 중독 예방행위 간 차이분석 : 국내 대학생을 대상으로 한 위험지각태도 프레임웍을 기반으로)

  • Choi, Byounggu;Wang, ChenWei;Lee, Jae-Nam
    • Journal of Information Technology Applications and Management
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    • v.22 no.2
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    • pp.19-41
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    • 2015
  • Many studies have focused on the influences and outcomes of online game addiction. However, few studies have investigated how the online game addiction prevention behavior differs depending on online game user. In order to fill this gap, this study attempts to classify online game users based on risk perception attitude (RPA) framework. More specifically, this research tries to show online game user can be classified into four groups based on perceived risk of online game addiction and efficacy beliefs of online game addiction protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for online game addiction prevention. For this purpose, analysis on survey data from 240 Korean college students who use online game reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for online game addiction prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of online game addiction prevention strategies and policy.

Development and Application of Scientific Inquiry-based STEAM Education Program for Free-Learning Semester in Middle School (중학교 자유학기제에 적합한 과학 탐구 중심의 융합인재교육 프로그램 개발 및 적용)

  • Jeong, Hyeondo;Lee, Hyonyong
    • Journal of Science Education
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    • v.41 no.3
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    • pp.334-350
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    • 2017
  • The purposes of this study are to develop scientific-inquiry based on STEAM education program and to investigate the effects of the program on middle-school students' interests, self-efficacy, and career choice about science, technology/engineering, and mathematics. In order to develop this program, the literature investigation and previous studies were conducted, so that finally the developmental direction was based on scientific inquiry and the developmental theme and model were selected. A total 92 first-graders in G middle-school of Daegu city were participated in this study. A single group pre-post test paired t-test was conducted to figure out changes of students' interest, self-efficacy, and career choices before or after applying this program. In addition, in-depth interviews were conducted with 14 students to find their specific responses. The results of this study were as follows. First, STEAM education program on the theme of 'RC Airplane' was developed on the basis of the 'ADBA' model. Second, the developed STEAM educational program not only results a decisive difference statistically but also has significant effects on middle-school students' interests, self-efficacy, and career choice in science, technology/engineering, and mathematics, who are involved in the free-semester program, across the overall affective domain. In conclusion, the STEAM educational program in this study could affect significant meanings to middle-school students during the free-semester. It could contribute to facilitate middle-school students' education for happiness and to grow the creative STEAM talents.

A Study on the UCC Service Usage using Technology Acceptance Model and Pleasure-Arousal Model (UCC 서비스 이용 연구 : 기술수용모형과 감정차원 연구를 중심으로)

  • Kang, So-Ra;Chun, Bang-Jee;Kim, Yoo-Jeong;Kim, Yeon-Jeong
    • Journal of Information Technology Services
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    • v.6 no.3
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    • pp.1-26
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    • 2007
  • In this paper, we identified factors that affect the usage of UCC, which is becoming increasingly popular in our society and throughout the globe. Four hypotheses were tested using a new integrative model of UCC usage, which is built up by incorporating the TAM and the PA(pleasure-arousal)model. We analyzed the data collected in our survey of 258 individual UCC users during the period from Oct 2006 to Dec 2006. We found that pleasure and arousal showed a strong significant effect on individual's UCC usage, supporting the findings of the exiting research on TAM. To be specific, arousal had an effect on the UCC usage through its effect on pleasure and self efficacy. Pleasure affected the UCC usage in two ways: First, pleasure affected UCC usage through increasing the ease of UCC service. At the same time, pleasure had a direct effect on the UCC usage. Contrary to what the prior research on technology acceptance suggested, we found ease of use and social influence had no significant effect on individual’s UCC usage. We suggest that this finding of no effect of ease of use and social influence has an important implication in understanding the UCC usage. That is, the UCC usage may be motivated by different factors than those which inspire other technology acceptance behavior. The UCC users may be engaging in a creative activity enjoying the sheer pleasure of creating UCC, self expression, and sharing what they want to tell. Intrinsic motivation rather than extrinsic motivation seems to click this new type of technology users.