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  • 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.
1

A Study on Technology Acceptance Model of Management Information System

Li, Jui-Yang 07 June 2008 (has links)
Abstract Most enterprises reinforce themselves with the Management Information System and the intranet to get information promptly and also the internet to enhance the relationships with customers as one of the most important strategies to survive in the competitive environment. The key success factors of Management Information System are mature system planning, friendly design for users, and end user¡¦s participation, which is recognized as the most crucial factor of the above. Therefore, how to evaluate end user¡¦s satisfaction and acceptance on the Management Information System becomes the most interesting topic for the managers. This study explores the technology acceptance of the end users of Shop Information System from the model of TAM2 (Technology Acceptance Model II). And its purpose is to find the influent factors of Intention to Use and Use Behavior of the end users of Shop Information System. The managers can carry out or improve the MIS according to this study. After the research, this study indicates that there are four components that influenced the degree of acceptance of technology, included the Usefulness of system, the result demonstrability; the ease of use, and ought to use or not. Different factors under several conditions in demography significantly influence the intention of users. The managers can improve the management information system according to the finding of this study.
2

Perceptions and attitudes with regard to teleworking among public sector officials in Pretoria: applying the Technology Acceptance Model (TAM)

Langa, GZ, Conradie, DP 01 January 2003 (has links)
Abstract The research described in this article can be described as an explorative study that focused on obtaining and analysing perceptions and attitudes of public sector officials in Pretoria regarding the possible introduction of teleworking in their working environment. The term teleworking was understood in the sense of using computers to work from home or working at a distance away from the office. The research question that was posed was: What perceptions and attitudes exist among public sector officials in Pretoria that could contribute to, or impede, the acceptance of teleworking in South African government departments? Specific attention was given to perceptions of possible benefits or other impacts of teleworking, indications of public sector officials' ability to use computers for teleworking purposes, attitudes toward computers and teleworking, and the behavioural intention to use teleworking in future. The questionnaire and results were structured along the lines of the Technology Acceptance Model (TAM) of Davis. It was found that there was firm support among the officials for public sector teieworking - especially in terms of those views and perceptions that served as indicators for relevant TAM constructs such as 'perceived ease of use regarding teleworking', 'perceived usefulness of teleworking', 'attitude toward teleworking' and 'intention to use teleworking'.
3

Interpersonal traits and the technology acceptance model: applying the interpersonal circumplex model as a nomological net for understanding user perceptions within human-to-computer interaction

Brown, Houghton Gregory 15 May 2009 (has links)
This study examines the effects that individual personality traits have on technology acceptance. Previous research on technology acceptance focuses primarily on exogenous variables such as trustor’s perceptions, attitudes, computer anxiety, positive or negative affect, age, and experience. This research seeks to improve our understanding of technology acceptance by examining user interpersonal traits as the underpinnings of user perceptions of technology and disposition to trust. A general theory of personality, the interpersonal circumplex (IPC) model, is used here as a framework to explain IT-users’ computer self-efficacy, computer anxiety, and perceptions about- and trust in technology. The interpersonal circumplex model is well established and provides a strong foundation for understanding interaction styles and interpersonal trust. Based on the interpersonal circumplex model, I develop predictions about how various personality types will interact with technology acceptance model (TAM) related variables: that is, I predict how individuals with different interpersonal traits will rate the following: their computer selfefficacy, computer anxiety, and perceptions of an information system’s performance; the system’s trustworthiness, ease of use, usefulness; as well as the user’s behavioral intention to use the system in the future. In general, I hypothesize that a computer user’s blend of the primary interpersonal dimensions of Control and Affiliation influences his or her responses to computer usage related questions. In this study, student-participants completed an on-line assessment of their interpersonal dispositions, using the Circumplex Scales of Interpersonal Values (CSIV; Locke, 2000); subsequently the studentparticipants reported their perceptions of- and trust in a computer-based learning system that they used as part of their class. In particular, this research suggests that the Communality (Affiliation) dimension of personality, as measured by the CSIV, indicates particular and significant correlations to user’s computer anxiety, perceived system performance, perceived usefulness (of the technology), and behavioral intent to use (IT) in the future. The Interpersonal Circumplex demonstrates improved acuity in detecting personality differences that may impact the way users respond to, perceive, and evaluate technology. As a new tool for information systems research, the IPC shows potential to provide further insight into IS theory by building a bridge between interpersonal theory and technology acceptance models.
4

A study of the group-buying models in the e-marketplace

Chuang, Ya-ting 03 August 2004 (has links)
The beauty of group-buying is that the price will go down as the value of accumulated orders is increasing. However, the beauty cannot be realized if many customers are waiting have a lower price. Therefore, it may affect the performance of the group-buying. How to design different incentives to induce customers to join the group-buying as early as possible is the purpose of this study. In the light of inducing buyers to join the group-buying as early as possible, three incentive mechanisms, time-based, quantity-based, and sequence-based, are proposed. In order to verify the performance of the three proposed new group-buying models compared with that of the traditional group-buying model, an experiment was implemented. According to the results of the experiment, we found that the time-based model can reduce customers¡¦ decision time before joining the group-buying. While the sequence-based model also can push customers to join the group-buying in the very beginning. As for the quantity-based model, it is in our expectation that the customers buy more than their original plan in order to get more discounts. We also observe that buyers' satisfaction is higher if the group-buying model can effectively reduce the price. Furthermore, the earlier customers join the group-buying, more satisfactions they will get. Besides, the buyers also agree with that the group-buying model can effectively reduce the price. Furthermore, we discover that the perceived value, perceived usefulness, and perceived easy of use can positively affect the buyers' attitude, and consequently, buyers are willing to join the group-buying in the future.
5

Study on the Employee¡¦s Acceptance of the e-Learning

Cheng, Ruei-Er 09 June 2008 (has links)
Today, many enterprises set up their offices globally to go with the stream of time. Globalization makes it difficult for enterprises to provide their employees on-site trainings. By developing Web and information technology, e-Learning becomes a new training tool for the enterprises to reduce time and cost, and solve the training problems caused by difference of locations. The users¡¦ acceptance becomes one of the key factors for the enterprises in implementing e-Learning program. As the e-Learning is a kind of information service system, the system quality plays an important part in the employees¡¦ adoption of e-Learning. The well-known Technology Acceptance Model (TAM) is generally used in evaluating users¡¦ acceptance in many studies. To set up an integrated model, this paper applies the TAM as a framework to study the acceptance of employees on e-Learning and further introduces perceived factors of a sound information system as the external variables to evaluate employees¡¦ acceptance. Based on the experimental research on an e-Learning program of a large domestic company, this paper firstly indicates that, among the factors of a sound information system, only service quality and information quality have a significant influence on the employees¡¦ acceptance. Secondly, different education levels have a significant influence on the perceived service quality and information quality. This empirically integrated TAM would be useful for the researchers in developing e-Learning systems, as well as for the enterprises in implementing successful e-Learning systems.
6

Permeating the wall: Transmitting knowledge remittances as a strategy for health information campaigns in The Republic of Moldova

Fesenmaier, Margaret Anna 16 July 2013 (has links)
The Republic of Moldova is losing many of its citizens to more lucrative economic opportunities abroad.  Remittances from emigrants, in many various forms, have become vital agents in the Moldovan economy.  This thesis investigated whether remittance activity among immigrants from Moldova in the United States and Canada might be used as a model for an effective strategy to spread public health information amongst Moldovans.  Specifically, two studies examined whether remittance behavior among Moldovans living in The United States and Canada predicted their perceptions that a "knowledge remittance" strategy for public health information would be effective and their interest in participating in a knowledge remittance effort.  Grounded in the extended Technology Acceptance Model (TAM2), two studies evaluated the remittance relationship. Study 1, an exploratory online survey (n = 15), indicated that Moldovan immigrants living in the United States and Canada that have a generally positive attitude towards capital and knowledge remittances will tend to perceive the transmission of knowledge remittances as useful. There was tentative support for the correlation of perceived usefulness with the intention to remit knowledge.  Study 2 (n = 5) consisted of qualitative interviews and found that Moldovan immigrants living in the United States and Canada have access to the Internet and frequently use the technology to contact family in Moldova at home. Interviewees had a generally positive view of both capital and knowledge remittances, though they were in disagreement on the major health risks facing Moldova. The findings of these studies suggest that a remittance propagated health campaign is a possible resolution to poor health knowledge in Moldova. / Master of Arts
7

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.
8

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
9

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
10

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

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