• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 293
  • 82
  • 43
  • 21
  • 21
  • 20
  • 11
  • 9
  • 7
  • 5
  • 4
  • 2
  • 1
  • 1
  • 1
  • Tagged with
  • 564
  • 564
  • 382
  • 159
  • 139
  • 105
  • 101
  • 89
  • 77
  • 75
  • 71
  • 71
  • 65
  • 62
  • 62
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

Socionormative Influence in Software Adoption and Usage

Snook, Jason S. 28 April 2005 (has links)
Each year, companies will spend millions of dollars developing or migrating to new software systems in their business processes. Much of the focus of development and implementation has been based upon customer need (i.e., requirements), and rightly so. Equally important to requirements, however, are the users' perceptions of the software. Does a user actually think a piece of software would help them meet the need identified? Does the user think it would be easy for them to implement this software as a solution? What do the people around the user think and how does that opinion affect theirs? It is important to understand what factors determine whether a potential user will adopt a software application and how much they will use it? A commonly used model for explaining this is the Technology Acceptance Model. Davis (1989) found that subjective belief about a software system is most closely related to the actual intention to use it. Specifically, Davis uses Perceived Usefulness and Perceived Ease of Use in the Technology Acceptance Model to model intention to use a software system statistically. Neither of these subjective views are formed by a potential user in isolation. The opinions and behavior of others can potentially exert a great deal of influence on an individual's perception of these factors. Davis himself points out the omission of social influence in the original Technology Acceptance Model was due to measurement difficulties rather than to its potential value in the model. Difficulty in measuring social influence is evidenced by the lack of a definitive scale of social influence. By its common use in many studies, Subjective Norm has become the "defacto standard" for measuring social influence but this has not resulted in a consistently significant measure of social influence. The goal of this current study is two-fold. The primary goal is to incorporate a validated scale of social influence into the original Technology Acceptance Model which preserves the model's parsimony while significantly increasing its explained variance. Secondarily, in doing so, a modified scale based upon Subjective Norms will be verified and tested. In response to a recognized shortcoming of Subjective Norm, a cognitive element will be included into the modified scale. In this current study the modification of Subjective Norm was developed based upon existing research on the topic. The Technology Acceptance Model is augmented by the proposed scale and tested over four surveys. Two systems are chosen for study because of the nature of their use; use of one (Filebox) is voluntary, and use of the other (Blackboard) is compulsory. The results of the survey were consistent across all four surveys, with the model predicting over 40% of the variation in behavior every time. Including the modified scale of Subjective Norm significantly increased the explained variance of the model (i.e., R2) in every survey. The results verify the reliability and validity of the modified scale of Subjective Norm. These four studies make a strong case for including this scale of social influence as a regular scale in the Technology Acceptance Model for future research. Future directions for studying the scale and the resulting model are also discussed. The resulting behavioral model is a valuable tool that will give software developers and managers more forethought and insight into the development of and migration to specific software systems. / Ph. D.
22

The Relationship between Organizational Culture, Usability, and Instructional Technology Acceptance

Kothaneth, Shreya 31 October 2012 (has links)
The advent of technology has put a number of institutions in a state of reform (Wolcott, 1997). In fact, it was predicted that technology would completely transform higher education by the end of the twentieth century (Sculley, 1989). Aside from the demographic make-up of the majority of current students (Howe & Strauss, 2000), moving away from the traditional lecture-format to one with the integration of instructional technology can enhance the teaching/learning environment (Bolger & Sprow, 2002). However, instructional technology has still not been completely integrated into the higher education curriculum and students reported that only about 20 % of instructors were found to use technology effectively ("How Students Rate Instructors' Use of Information Technology in Courses", 2011). Educators continue to face a number of barriers to adoption and many institutions are still investigating ways to provide a more effective learning and teaching environment using efficient use of instructional technology. This research used the College of Engineering at Virginia Tech as a test bed and conducted a set of three studies following a mixed methodology. The first study elicited both quantitative and qualitative data from faculty members who used instructional technology in the classroom. Structural equation modeling was used to examine the relationships between organizational culture, usability, and instructional technology acceptance and found a significant, positive relationship between usability and instructional technology acceptance, and a positive relationship between organizational culture and instructional technology acceptance. The second study gained more insight into the relationship by collecting qualitative data in the form of focus group interviews. Results of Study 2 indicated that collaborative and innovative organizational cultures, coupled with instructional technologies that have low learnability, high efficiency, high effectiveness, and high satisfaction can facilitate instructional technology acceptance. Based on the results, a set of recommendations to facilitate instructional technology acceptance were developed. The third and final study consisted of a summative evaluation of the recommendations by a panel of experts using the Delphi technique. The overall outcome of this research effort was the development of recommendations and guidelines to facilitate instructional technology acceptance and the description of a comprehensive framework for effective instructional technology use. / Ph. D.
23

Examining the factors of the Technology Acceptance Model for Counselor Education graduate students in CACREP-accredited programs

Chow, Rebeca January 1900 (has links)
Doctor of Philosophy / Department Not Listed / Kenneth F. Hughey / As higher education continues to integrate technology, the counselor education field has evolved and recognized the importance of graduate students’ attitudes towards technology acceptance of a wide array of technology in their training programs (Burt, Gonzalez, Swank, Ascher, & Cunningham, 2011; Kennedy, 2011; Orr, 2011; Sabella, Poynton, & Isaacs, 2010; Tyler & Sabella, 2004). This study examined the attitudes of counselor education graduate students in CACREP-accredited program towards technology acceptance using the Technology Acceptance Model (TAM) as the theoretical framework for the study. In particular, the purpose of this study was to better understand counselor education graduate students’ attitudes towards technology acceptance as it relates to perceived ease of use, perceived usefulness, technology self-efficacy, and technology anxiety. Participants in the study were 107 graduate students who were enrolled in Fall 2018 at 10 Midwest CACREP-accredited counselor education programs. Data were gathered by an online survey consisting of a demographic questionnaire and four instruments (Technology Acceptance Model Scales, Media and Technology Usage and Attitudes Scale, Technology Self-efficacy Scale, and Technology Anxiety Scale). The results of the hierarchical regression analysis for each of the research questions revealed several significant findings regarding graduate students’ attitudes towards use of technology. For the first research question, perceived ease of use was predicted by technology self-efficacy and technology anxiety. The results indicated perceived ease of use was influenced positively by technology self-efficacy and negatively by technology anxiety. For the second research question, perceived usefulness was predicted by technology self-efficacy and technology anxiety. The results indicated perceived usefulness was influenced positively by technology self-efficacy and negatively by technology anxiety. For the third research question, counselor education graduate students’ attitudes towards the use of technology was predicted by perceived usefulness. In addition, this study found a strong positive relationship between perceived ease of use and perceived usefulness likely due to multicollinearity. Technology plays an increasing role in counselor education programs. Findings from this study provide important information for counselor education programs to consider regarding graduate students’ attitudes towards the use of technology.
24

Virtual worlds in pre-service teacher training : classroom technology acceptance and behavioural change

Camilleri, V. January 2014 (has links)
Human behaviour in educational contexts can be facilitated and supported by technology enhancements. This thesis considers a virtual 3D world as one such technological enhancement and explores its use in supporting technology acceptance in pre-service teacher education. The adaptation of different educational technology tools can often be challenging for teachers due to negative perceptions, lack of experience and a fear of technology. This thesis investigates the role that immersion within virtual environments can play to change perceptions, increase experience with and overcome fears associated to adopting technologies in the classroom. For this reason, this thesis asks the following questions: What factors and indicators show a positive influence on the participants’ perceptions of learning technologies? Do the virtual world (VW) activities encourage more VW connections and interactions inside the VW? What are the pre-service teachers’ reflections on learning in the VW setting? How is the learning experience in the VW applied to the real world classroom practice? This study focuses on the use of classroom technologies in a pre-service teaching program at the University of Malta. PreVieW (Pre-service teachers Virtual World experience) is evaluated using quantitative, qualitative and social network analysis (SNA). The combination of these three methods is used to measure the extent of the VW’s influence as a medium in affecting the participants’ perceptions about classroom technologies and their behavioural intentions to adopt technology during teaching. The results show that the VW experience has an overall significant positive effect on the self-reported perceptions of technology. Factors affecting this result are perceived ease of use, experience and attitude, whilst social network graphs show that VW activities are responsible for social group formations. Participants attribute the strengths of PreVieW to its flexibility and learner-centric activities whilst finding the technical setup as challenging. Participants reflect on the cultural differences in the understanding of teaching and learning in the VW as opposed to a traditional classroom. Findings lead to a deeper understanding of the human-computer interactions in a VW set in a formal learning experience. Following this a model is recommended proposing the integration of a VW experience in a teacher education program together with a number of propositions to enrich learning in a 3D VW.
25

Online shopping Behavior in Sweden and China : What is different about Chinese Consumers

Jansson, Victor January 2016 (has links)
The Chinese E-commerce market is the largest in the world and E-commerce takes up more of the retail market in China than in western countries. Why are Chinese consumers such big spenders online? This thesis examines the differences in consumer shopping behavior in China and Sweden in the aims to find some of the factors explaining the reasons. Based on a review of previous research on consumer behavior a theoretical framework was created which was the foundation for a survey. Survey responses were collected through two surveys, with the same questions, conducted in the native language of Sweden and China. While the generalizability of the survey have some limitations in regards to sampling, this thesis provide some key findings: Chinese consumers are more social shoppers, influenced by social media, family and friends. The social experience of shopping online enhance Chinese consumers experience and is a factor in increasing their expenditures online.  Chinese consumers shop more on international stores and shop more through their cell phones than Swedes.  Chinese consumers are also choosing online shopping out of convenience and usefulness.
26

Modelling the factors that influence computer science students' attitude towards serious games in class / Maria Jacomina Zeeman

Zeeman, Maria Jacomina January 2014 (has links)
Although the software development industry is one of the fastest growing sections in the labour market currently, computer science is one of the subject fields with the least growth in number of enrolments at tertiary institutions. Low enrolment figures and high dropout rates are common in computer science courses. Apart from the fact that programming is a difficult skill to master, irrelevant course material and out-dated teaching and learning strategies could be to blame for this phenomenon. When comparing modern technology with which young people engage outside the class room to the stereo typed old fashioned technology they are confronted with inside classrooms, it is discouraging. Games have been identified as a powerful and effective tool to create an attractive learning environment. Students find the competitive, fast-paced and interactive environment which serious games provide appealing. Progress has recently been made in incorporating digital educational (serious) games into the learning environment. Research on understanding the value that serious games can add to learning in computer science courses is limited. The purpose of this study is to address this issue by investigating the characteristic of serious games and establish the value these can add to learning in the computer science class. The identified characteristics were utilised as external variables in the technology acceptance model (TAM) in order to determine the students’ attitude towards the use of serious games in the computer science class. The TAM is a well-known predictor of the users’ attitude towards perceived usefulness and perceived ease of use as the internal factors motivating the acceptance of technology. These internal factors can be influenced by external factors which may differ in accordance to the technology being evaluated. The target population of this study comprised full-time computer science students enrolled at South African registered public higher education institutions (HEIs). For this study, a convenience sample of 547 computer science students was drawn from one traditional university and one university of technology. These two universities were selected by means of a non-probability judgement method. A self-administered questionnaire was hand-delivered to lecturers at each of the two HEIs. The questionnaire requested the participants to indicate on a six-point Likert scale the level of their agreement or disagreement on 41 items, designed to measure their attitude towards the use of serious games in the computer science class. Findings from this study suggest that computer science students exhibit a positive attitude towards using serious games in class. Usefulness was identified as the most significant internal variable predictor of attitude, with relevance to classwork, as the most significant external predictor of usefulness. Relevance of serious games to class work emerged as the strongest predictor of ease of use, followed by experienced and perceived enjoyment. Insights gained from this study will assist educators in designing and planning the implementation of serious games as part of the learning experience in class. Furthermore, educators can gain insights from the factors that students indicated to be the most significant in terms of serious game in class. The proposed model can be used by educators to evaluate the attitude of computer science students towards the implementation of a serious game in class. / MSc (Computer Science)--North-West University, Vaal Triangle Campus, 2015
27

Older persons' competence to use mobile phones :|ban exploratory study / Khumbudzo Leburu

Leburu, Khumbudzo January 2015 (has links)
A vast body of literature shows that the populations of older persons aged 60+ are growing faster all over the world. South Africa has also shown a tremendous growth in the size of the older population, from 3.7 million in total in the year 2009, which is expected to count 4.25 million in 2015. Similarly, the level of mobile phone penetration in Africa and Sub-Saharan countries has grown significantly. This study aimed to explore older persons‟ competence in using a mobile phone in the Tlokwe municipal area, South Africa. The current study formed part of the iGNiTe sub-study, which is a sub-study of a larger project (An exploration of enabling context) and focuses on the user patterns of mobile technology by older people by using both qualitative and quantitative data. The current study aimed to explore older persons‟ competence in using mobile phones. Although the iGNiTe sub-study involved both qualitative and quantitative data-gathering methods, the current study only focused on the qualitative data aspect. This study is also the first to directly explore older persons‟ competencies regarding the use of mobile phones in the South African context. The study incorporated the Multiple Intelligences Theory, Technology Acceptance Model and The Mobile Phone Technology Acceptance Model to explain older persons‟ attitudes to and intentions for using a mobile phone as well as the knowledge and skills they possess regarding the use of mobile phones. The keywords that were used in different search engines included older persons, mobile phones, competencies, skills, knowledge and attitude. Participants included in the sub-study were older persons aged 60+ who met the inclusion criteria from a total sample of 128 older persons in three old-age day-care centres in the Tlokwe municipal area of the North West Province, South Africa. Since the current study only focused on the qualitative aspect of the sub-study, the study only used 48 participants who took part in semi-structured interviews and the Mmogo-method® in the sub-study. The study used a descriptive research design to understand meaning and experiences of older persons‟ competences in using mobile phones by using semi-structured interviews and the Mmogo-method®. The goal of this study was achieved by conducting a thematic analysis within a secondary dataset from the iGNiTe sub-study. Older persons‟ competencies in using a mobile phone were extracted from the interviews. The data revealed that levels of competences revealed by older persons differed according to the individual‟s experiences in using mobile phones. Both positive and negative impact of mobile phone complexities on older persons‟ abilities to use a mobile phone were found in the current study. The study suggests that, based on the findings, mobile phones be made more learnable and adapted to the needs of different age groups. / MSc (Research Psychology), North-West University, Potchefstroom Campus, 2015
28

Older persons' competence to use mobile phones :|ban exploratory study / Khumbudzo Leburu

Leburu, Khumbudzo January 2015 (has links)
A vast body of literature shows that the populations of older persons aged 60+ are growing faster all over the world. South Africa has also shown a tremendous growth in the size of the older population, from 3.7 million in total in the year 2009, which is expected to count 4.25 million in 2015. Similarly, the level of mobile phone penetration in Africa and Sub-Saharan countries has grown significantly. This study aimed to explore older persons‟ competence in using a mobile phone in the Tlokwe municipal area, South Africa. The current study formed part of the iGNiTe sub-study, which is a sub-study of a larger project (An exploration of enabling context) and focuses on the user patterns of mobile technology by older people by using both qualitative and quantitative data. The current study aimed to explore older persons‟ competence in using mobile phones. Although the iGNiTe sub-study involved both qualitative and quantitative data-gathering methods, the current study only focused on the qualitative data aspect. This study is also the first to directly explore older persons‟ competencies regarding the use of mobile phones in the South African context. The study incorporated the Multiple Intelligences Theory, Technology Acceptance Model and The Mobile Phone Technology Acceptance Model to explain older persons‟ attitudes to and intentions for using a mobile phone as well as the knowledge and skills they possess regarding the use of mobile phones. The keywords that were used in different search engines included older persons, mobile phones, competencies, skills, knowledge and attitude. Participants included in the sub-study were older persons aged 60+ who met the inclusion criteria from a total sample of 128 older persons in three old-age day-care centres in the Tlokwe municipal area of the North West Province, South Africa. Since the current study only focused on the qualitative aspect of the sub-study, the study only used 48 participants who took part in semi-structured interviews and the Mmogo-method® in the sub-study. The study used a descriptive research design to understand meaning and experiences of older persons‟ competences in using mobile phones by using semi-structured interviews and the Mmogo-method®. The goal of this study was achieved by conducting a thematic analysis within a secondary dataset from the iGNiTe sub-study. Older persons‟ competencies in using a mobile phone were extracted from the interviews. The data revealed that levels of competences revealed by older persons differed according to the individual‟s experiences in using mobile phones. Both positive and negative impact of mobile phone complexities on older persons‟ abilities to use a mobile phone were found in the current study. The study suggests that, based on the findings, mobile phones be made more learnable and adapted to the needs of different age groups. / MSc (Research Psychology), North-West University, Potchefstroom Campus, 2015
29

Modelling the factors that influence computer science students' attitude towards serious games in class / Maria Jacomina Zeeman

Zeeman, Maria Jacomina January 2014 (has links)
Although the software development industry is one of the fastest growing sections in the labour market currently, computer science is one of the subject fields with the least growth in number of enrolments at tertiary institutions. Low enrolment figures and high dropout rates are common in computer science courses. Apart from the fact that programming is a difficult skill to master, irrelevant course material and out-dated teaching and learning strategies could be to blame for this phenomenon. When comparing modern technology with which young people engage outside the class room to the stereo typed old fashioned technology they are confronted with inside classrooms, it is discouraging. Games have been identified as a powerful and effective tool to create an attractive learning environment. Students find the competitive, fast-paced and interactive environment which serious games provide appealing. Progress has recently been made in incorporating digital educational (serious) games into the learning environment. Research on understanding the value that serious games can add to learning in computer science courses is limited. The purpose of this study is to address this issue by investigating the characteristic of serious games and establish the value these can add to learning in the computer science class. The identified characteristics were utilised as external variables in the technology acceptance model (TAM) in order to determine the students’ attitude towards the use of serious games in the computer science class. The TAM is a well-known predictor of the users’ attitude towards perceived usefulness and perceived ease of use as the internal factors motivating the acceptance of technology. These internal factors can be influenced by external factors which may differ in accordance to the technology being evaluated. The target population of this study comprised full-time computer science students enrolled at South African registered public higher education institutions (HEIs). For this study, a convenience sample of 547 computer science students was drawn from one traditional university and one university of technology. These two universities were selected by means of a non-probability judgement method. A self-administered questionnaire was hand-delivered to lecturers at each of the two HEIs. The questionnaire requested the participants to indicate on a six-point Likert scale the level of their agreement or disagreement on 41 items, designed to measure their attitude towards the use of serious games in the computer science class. Findings from this study suggest that computer science students exhibit a positive attitude towards using serious games in class. Usefulness was identified as the most significant internal variable predictor of attitude, with relevance to classwork, as the most significant external predictor of usefulness. Relevance of serious games to class work emerged as the strongest predictor of ease of use, followed by experienced and perceived enjoyment. Insights gained from this study will assist educators in designing and planning the implementation of serious games as part of the learning experience in class. Furthermore, educators can gain insights from the factors that students indicated to be the most significant in terms of serious game in class. The proposed model can be used by educators to evaluate the attitude of computer science students towards the implementation of a serious game in class. / MSc (Computer Science)--North-West University, Vaal Triangle Campus, 2015
30

An Investigation of the Factors that Influence Faculty and Student Acceptance of Mobile Learning in Online Higher Education

Marrs, Kathleen 01 January 2013 (has links)
Technology acceptance in education has been and continues to be a central concern for researchers, application and platform developers, and educators. Rapid advancements in miniaturization along with the availability of fast, reliable, and affordable networks have sparked an increasing demand by students for better ways to complement their mobile lifestyles in support of their learning. Based on a review of the literature of technology acceptance and trends in mobile device usage in learning, this researcher tested the predictive power of the Mobile Learning Acceptance Model (MLAM) in an online higher education setting. MLAM is an extension of the technology acceptance model (TAM) inasmuch as it seeks to obtain user perceptions of usefulness and ease of use and their effect on user attitude and behavioral intention to use mobile devices for learning. For this research, users included students and faculty. Current literature indicates that student desire for access to a variety of learning resources anywhere anytime is growing yet little is known regarding faculty perceptions regarding mobile learning (m-learning) or on how institutions can position themselves to meet the growing demand. A web-based survey design was used to test MLAM using a previously developed and validated instrument, though updated to include and exclude what is now or no longer applicable and the wording modified to ensure relevancy to the target population studied. Exploratory factor analysis was performed to validate the factor structure. Multiple regression analysis was performed to determine which factors had the greatest influence on m-learning acceptance. Group analyses revealed significant differences among faculty and students between age groups, mobile device experience levels, and desired academic uses of mobile devices. The results of this study enables administrators to make informed decisions regarding information technology (IT) investments, allocate scarce resources strategically, and implement appropriate technical support systems. Findings from this investigation may also be of interest to instructional designers, m-learning application developers, and mobile device manufacturers who will gain a better understanding of how to develop m-learning solutions that are both useful and easy to use.

Page generated in 0.0559 seconds