• Title/Summary/Keyword: attitude toward computer use

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Attitude toward medical health information in the dental hygiene students (치위생과 학생들의 보건의료 정보화에 대한 태도)

  • Lee, Seong-Sook
    • Journal of Korean society of Dental Hygiene
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    • v.15 no.6
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    • pp.1027-1032
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    • 2015
  • Objectives: The purpose of the study is to investigate the attitude toward medical health information in the dental hygiene students. Methods: The subjects were 370 dental hygiene college students in the metropolitan area. A self-reported questionnaire was completed by 350 students from March 2 to May, 3, 2014. Except 20 incomplete answers, data were analyzed by frequency analysis, t-test, and one-way ANOVA using SPSS 12.0 program. The questionnaire consisted of general characteristics of the subjects, satisfaction of internet use, and attitude toward medical health information. Results: Most of the students had personal computers and they did not receive computer education. The students used internet in the variety of the fields. Satisfaction level was 3.28 by 5 point Likert scale. The attitude toward medical health information was 3.20. They would not use computer if possible, and the score was 3.50 points that was the highest mark. There was no statistically significant difference in medical health information by the general characteristics of the subjects. Conclusions: The attitude toward medical health information was not fully satisfactory in many fields. The curriculum for the dental hygiene must include step-by-step computer course and the computer education must provide the diverse educational opportunities for the students.

Applying the Technology Acceptance Model to the Digital Exhibition: A Case study on

  • Rhee, Boa;Kim, Shin Hyo;Shin, Soo Min
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.10
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    • pp.21-28
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    • 2016
  • The aim of this research is to analyze Perceived Usefulness(PU) and Perceived Ease of Use(PEOU) based on Technology Acceptance Model in , and how viewing experiences and knowledge of motion graphics have an impact on attitude toward using and behavioral intention to use. Both usability for learning and usability for appreciation in terms of PU have significant correlations with the degree of satisfaction and immersion, and behavioral intention to use. On the other hand, PEOU has an influence on degree of exhibition satisfaction and immersion, and onto behavioral intention to use with the exception of intention to revisiting . Unlike PU or PEOU, previous viewing experiences do not have correlation with attitude toward using and behavioral intention to use. Only previous knowledge of motion graphics has a correlation with degree of satisfaction and immersion, and behavioral intention to use. As the influence on PU and PEOU's attitude toward using and and behavioral intention to use has been verified, our findings show that two variables of TAM enable the prediction of user's technology acceptance on digital exhibitions and as a result prove the suitability for TAM as an evaluation model for digital exhibition of remediating the originals. This study offers a fresh understanding of the importance of motion graphic effects which influence attitude toward using and behavioral intention to use from the perspective of curating methodology.

The Net Generation Debate: Unpacking Individual Perceptions and Lived Experiences toward Technology Use in Education

  • CHOI, Hyungshin;SO, Hyo-Jeong
    • Educational Technology International
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    • v.13 no.2
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    • pp.257-281
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    • 2012
  • This study aims to examine individual perceptions and lived experiences of the Net generation of student teachers and the previous generation of teachers about their technology use in education. The participants of this study include 106 pre-service teachers and 50 in-service teachers from one teacher education university in Korea. Employing a mixed methodology, we first empirically examined the participants' perceptions toward multiple variables related to technology use in education, namely (a) past ICT experiences in schools, (b) personal computer use, (c) constructivist belief, (d) computer efficacy, (e) attitude toward computer in education, and (f) prospective computer use. In addition, we conducted face-to-face interviews with selected participants for the in-depth investigation of their lived experiences about technology use, beliefs, and attitude. Results indicate that there are significant differences between in-service and pre-service teachers in their prior experiences with technology in schools. However, the pre-service and in-service teachers did not differ significantly in their beliefs, attitude and other technology-related variables, which may indicate the danger of generational determinism in the Net Generation debate. The analysis of interview narratives revealed two major themes about the interplay of one's agency and structural changes in the participants' lived experiences with technology use in education: (a) transition from negative past experiences to opportunities for positive computer use, and (b) attitudes formation and change through apprenticeship experiences and structural influences. In conclusion, this study suggests that the Net Generation debate should move beyond dichotomous or techno-centric thinking. There is a critical need to pay more attention to develop deeper understandings of the fundamental diversity existing within the generation itself. Implications for teacher education are also discussed.

A Case Study on the Students' Attitude toward User-Created Contents in Discretionary Classes of Elementary School (UCC 활용교육에 관한 학습자 태도 연구 - 초등학교 재량교육 사례를 중심으로 -)

  • Choi, Soo-Myung;Yoo, Young-Soon;Kim, Tae-Ung
    • The Journal of Korean Association of Computer Education
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    • v.14 no.4
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    • pp.21-31
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    • 2011
  • User-created content(UCC) is on the rapid increase both in terms of quantity and the quality of sharing and enjoying each others. However, not much research has been done on school's adoption of this innovative contents for educational purposes. The aim of this case study is to identify the determinants of students' attitude toward using UCC in elementary school classes. This study employs the perceived educational value, ease of use, social influence, fun, computer self-efficacy, cooperativity and concentration as the antecedents of attitude, and collected 246 survey responses from 5th and 6th grade students. The results indicate that the perceived educational value, ease of use and socal influence have significant impact on the attitude toward using UCC. It was also found that the cooperativity, fun and ease of use determine the level of perceived educational value, and that the computer self-efficacy, fun and concentration influence the perceived ease of use. Some useful suggestions, concerning the utilizing UCC for educational purpose in elementary school classes, are also presented.

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A Study on the Acceptance of Wearable Computers based on the Extended Technology Acceptance Model (확장된 혁신기술수용모델을 이용한 웨어러블 컴퓨터의 수용에 관한 연구)

  • Lee, Hyun-Mee
    • The Research Journal of the Costume Culture
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    • v.17 no.6
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    • pp.1155-1172
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    • 2009
  • Wearable computers can be defined as next generation clothing integrated with various digital functions and devices. Unlike existing computers, they are viewed as human-centric computers customized for information utilization and other specific human needs. This study is intended to discover how consumers are accepting wearable computers, which are different from existing computers, based on Technology Acceptance Model(TAM) and to extend the model by adding variable regarding acceptance of wearable computers. A total of 683 copies of questionnaires, distributed to those aged 19 and older, both male and female, were collected online. The data was statistically analyzed for this study using the extended TAM. In order to test hypotheses, the structural equation model using the Lisrel 8.30 version was performed. For analyzing constructs(or traits) of research model, exploratory factor was conducted and the measurement model was assessed from the result. Reliability was assessed through confirmatory factor analysis and the calculation of Cronbach's alpha coefficients. Overall, model fit was assessed by statistical indexes: Chi-square value, GFI, AGFI, and RMR. This study analyzed the process of acceptance of wearable computers with the extended TAM that includes a variable, perceived value, on the basis of previous studies. The results of the analysis revealed that attitude toward wearable computer was directly influenced by perceived usefulness and perceived value but indirectly influenced by perceived ease of use. Acceptance intention of the wearable computer was directly influenced by perceived value and attitude toward wearable computer. To be more specific, perceived usefulness was significantly correlated with both attitude toward wearable computer and acceptance intention of the wearable computer. Perceived value was also significantly correlated with both attitude toward wearable computer and acceptance intention of the wearable computer. The results of this study also suggested that perceived ease of use was actually a causal antecedent to perceived usefulness and perceived value. This research revealed that extended TAM to investigate the acceptance of wearable computer was appropriate. This study is intended to provide a theoretical framework for adoption of wearable computer and suggest empirical analysis that can serve as a guide for wearable computer.

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The Effects of Training for Computer Skills on Outcome Expectations, Ease of Use, Self-Efficacy and Perceived Behavioral Control

  • Lee, Min-Hwa
    • The Journal of Information Systems
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    • v.5
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    • pp.345-371
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    • 1996
  • Previous studies on user training have largely focused on assessing models which describe the determinants of information technology usage or examined the effects of training on user satisfaction, productivity, performance, and so on. Scant research efforts have been made, however, to examine those effects of training by using theoretical models. This study presented a conceptual models to predict intention to use information technology and conducted an experiment to understand how training for computer skill acquisition affects primary variables of the model. The data were obtained from 32 student subjects of an experimental group and 31 students of a control group, and the information technology employed for this study was a university electronic mail system. The study results revealed that attitude toward usage and perceived behavioral control helped to predict user intentions ;; outcome expectations were positively related to attitude toward usage ; and self-efficacy was positively related to perceived behavioral control. The hands-on training for the experimental group led to increases in perceived ease of use, self-efficacy and perceived behavioral control. The changes in those variables suggest more causal effects of user training than other survey studies.

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The Effects of Training for Computer Skills on Outcome Expectations , Ease of Use , Self-Efficacy and Perceived Behavioral Control

  • Lee, Min-Hwa
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 1996.10a
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    • pp.29-48
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    • 1996
  • Previous studies on user training have largely focused on assessing models which describe the determinants of information technology usage or examined theeffects of training, on user satisfaction, productivity, performance and so on. Scant research efforts have been made, however, to examine those effects of training by using theoretical models. This study presented a conceptural model to predict intention to use information technology and conducted an experimentto understand how training for computer skill acquisition affects primary variables of the model. The data were obtained from 32 student subjects of an experimental group and 31 students of a control group, and the information technology employed for this study was a university's electronic mail system. The study results revealed that attitude toward usage and perceived behavioral control helped to predict user intentions ; outcome expectations were positively related to attitude toward usage ; and self-efficacy was positively related to perceived behavioral control. Thd hands-on training for the experimental group led to increases in perceived ease of use, self-efficacy and perceived behaviroal control. The changes in those variables suggest more causal effects of user training than other survey studies.

The Individual and Environmental Variables that Affect Children’s Game Addiction Tendency (개인적 변인과 환경적 변인이 아동의 게임중독경향에 미치는 영향)

  • 이경님
    • Journal of the Korean Home Economics Association
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    • v.42 no.4
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    • pp.99-118
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    • 2004
  • This study examined different individual and environmental factors that affect children's game addiction tendency. As individual variables, game user' motivation, self-control, and self-esteem were included in the analysis. As family variables, communications with mothers, parental control of children's computer use and parental internet use were examined, as school variables, school adjustment and teacher's supervision of children's computer use, and as peer variables, peer group's attitude toward computer games were used. The sample consisted of 994 fifth and sixth grade children. Statistics and methods used for the data analysis were Cronbach's alpha, frequency, percentage, two way ANOVA, Pearson's correlation and Hierarchical Regression. Several major results were found from the analysis. First, boys were addicted more than girls. No difference was found in the addiction tendency between the 5th graders and the 6th graders. Second, game users' motivation, that is, their interest-amusement motive, avoidance motive and aggressive motive, had a positive correlation with their game addiction tendency. However, self-control and self-esteem had a negative correlation with children's game addiction tendency. Third, problematic communications with mothers and parental control of children's computer use had a positive correlation with children's game addiction tendency. Open communications with mothers had a negative correlation with children's game addiction tendency. Fourth, school adjusaent had a negative correlation with children's game addiction tendency. And peer group's attitude towards computer games had a positive correlation with children's game addiction tendency. Fifth, low self-control, peer group's attitude towards computer games, children's interest-amusement motive, avoidance motive, aggressive motive, school lesson adjustment, parental control of children's computer use and school nile adjustment were important predicting variables of boy's game addiction tendency. Avoidance motive, low self-control, interest-amusement motive, peer group's attitude towards computer games, and parental control of children's computer use were important predicting variables of girl's game addiction tendency.

The Effects of Training for Computer Skills on Outcome Expectations, Ease of Use, Self-Efficacy and Perceived Behavioral Control

  • Lee, Min-Hwa
    • Proceedings of the Korea Association of Information Systems Conference
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    • 1996.11a
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    • pp.29-48
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    • 1996
  • Previous studies on user training have largely focused on assessing models which describe the determinants of information technology usage or examined the effects of training on user satisfaction, productivity, performance, and so on. Scant research efforts have been made, however, to examine those effects of training by using theoretical models. This study presented a conceptual model to predict intention to use information technology and conducted an experiment to understand how training for computer skill acquisition affects primary variables of the model. The data were obtained from 32 student subjects of an experimental group and 31 students of a control group, and the information technology employed for this study was a university's electronic mail system. The study results revealed that attitude toward usage and perceived behavioral control helped to predict user intentions; outcome expectations were positively related to attitude toward usage; and self - efficacy and perceived behavioral control. The changes in those variables suggest more causal effects of user training than other survey studies.

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Comparison of Efficiency of Learning Descriptive Statistics with Computer Software (소프트웨어를 이용한 기술통계 교육의 효과 비교)

  • 송필원
    • Journal of the Korean School Mathematics Society
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    • v.6 no.1
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    • pp.45-63
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    • 2003
  • This study is a research about the effect on achievement, retention and attitude of learning descriptive statistics with the computer software. For this study, 60 students are randomly divided two groups, one is an experimental group using software, the other one is a control group using lecture type of learning statistics. For the analysis, both groups are divided three subgroups according to mathematical ability. Also the topic "descriptive statistics" is divided by 5 subtopics. The test is divided three parts(computation, concept and application) according to knowledge type. The attitude toward statistics is investgated with questionaire and interview with both groups. The achievement test is taken after 8 class periods. The retention test were administered together six weeks after achievement test. The experimental group achieved significantly better than in concept type while the control group performed significantly better than the experimental group in computation type. With respect to the attitude toward statistics, lower ability students may have been negatively affected by the use of software.

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