• Title/Summary/Keyword: perceived ease-of-use

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An Empirical Study on the Factors Affecting Personnel e-Learning Acceptance (개인의 e-Learning 수용에 미치는 요인에 관한 연구)

  • Lee Seok-Yong;Seo Chang-Gab;Kim Yoo-Il
    • The Journal of Information Systems
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    • v.15 no.2
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    • pp.49-75
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    • 2006
  • The main purpose of this study is to identify the factors affecting personnel e-Learning acceptance. We used self-efficacy and perceived playfulness as independent variables to extended Technology Acceptance Model in an e-Learning contort. Perceived playfulness is the one of the important personal intrinsic motivational factors which could enlarge the understanding process of technology acceptance in the personal perspective. Questionnaires were collected from 94 respondents who experienced e-Learning systems that L Corporation provided. This study developed and empirically tested a model representing the relationship by using Structural Equation Model among factors which are: perceived usefulness, perceived ease of use, perceived playfulness, self-efficacy and attitudes. Also we measured affective and cognitive attitude because, most psychometric literature explain attitude has two different dimensions which are affective and cognitive. The major findings of the study are summarized as follows. Firstly, the higher the perceived usefulness the more affected the behavioral intention was to use as well as attitude to be positive. Secondly, as much as perceived playfulness more affected the perceived ease of use as well as self-efficacy. Finally, the perceived ease of use and self-efficacy are not significantly affected attitude while they are affected perceived usefulness and perceived playfulness.

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The Effect of Social Network Service Characteristics on perceived Ease of Use and Usefulness (외식상품의 소셜네트워킹서비스 특성이 지각된 사용 용이성·유용성과 온라인 구전의도에 미치는 영향)

  • Oh, Wang-Kyu
    • The Korean Journal of Food And Nutrition
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    • v.29 no.6
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    • pp.1050-1057
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    • 2016
  • SNS (Social network service) characteristics are perceived to simplify use. We carried out empirical studies on these parameters to observe the impact on the image of catering SNS online by word-of-mouth. The subjects of the study were as follows: 32.3% (392 persons) 19 years old, 67.7% (821 persons) over 19 years, 51.0% (619 persons) in their 20s, 22.1% (268 persons) in their 30s, 17.6% in their 50s, and 9.3% (112 persons) over 50 years. After verifying the hypothesis proposed that SNS characteristics perceived the ease of use, the significant factor identified in usability were connectivity Speed (${\beta}=0.213$), playfulness (${\beta}=0.246$), information (${\beta}=0.115$), and reciprocity (${\beta}=0.357$). Dual reciprocity had the most impact. It was observed that a longer impact of these significant factors improved the feel and fun of use. If SNS companies cater to, quick and easy, diverse, reliable and latest information, they can increase the ease of use, and availability, depending on the goals. Also, significant factors in the SNS features and online word of mouth was playfulness (${\beta}=0.312$), information (${\beta}=0.207$), reciprocity (${\beta}=0.066$) and perceived ease of use, and usefulness (${\beta}=0.293$), double playfulness had the maximum impact. These features provided more fun, reliable information, and could quickly deliver the latest information. The more the perceived usefulness, and ease of use, higher was the online word-of-mouth effect. SNS usage characteristics of connectivity Speed did not show any statistical significance in online word-of-mouth. Thus, catering businesses need to find ways to increase the ease of use, make the usefulness multifaceted, constantly checking the catering information on the SNS and ensuring to get the latest information is from diverse and reliable sources. This would increase the fun for the customer making the SNS to actively be utilized as a marketing tool.

Understanding Users' Continuing Use of Hedonic Information Systems (쾌락적 정보시스템의 지속적 사용의도에 영향을 미치는 요인에 관한 연구)

  • Kang, Hee-Taek;Kim, Seung-Woon
    • Information Systems Review
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    • v.8 no.3
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    • pp.153-174
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    • 2006
  • The purpose of this study is to identify the factors affecting users' continuing use of Hedonic Information Systems(HIS). Focusing on users' post-adoption behaviors, this study proposes a research model which incorporates technology acceptance theory into expectation disconfirmation theory and investigates the causal relationship among five factors; perceived usefulness, perceived ease of use, disconfirmation, user satisfaction, and continuance intention to use a blog as HIS. The results show that satisfaction is significantly influenced by disconfirmation and post expectations(perceived usefulness and perceived ease of use), and in particular the impact of disconfirmation on user satisfaction is stronger than those of perceived usefulness and perceived ease of use. The results also indicate that while perceived usefulness and user satisfaction have significant impacts on continuance intention, perceived ease of use does not do so and has only an indirect impact on continuance intention through perceived usefulness and user satisfaction.

Factors that Influence Mobile Application Usage among undergraduates in USM

  • Normalini, M.K.
    • Asia-Pacific Journal of Business
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    • v.8 no.1
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    • pp.15-32
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    • 2017
  • This study was designed to examine the antecedents of mobile app usage among smart phone users. An extended TAM, which included the additional factors of perceived enjoyment, perceived informative usefulness and perceived social usefulness, was applied to predict people's intention to use mobile apps. Overall, the hypothesized research model did a fairly good job explaining significant associations between the independent variables and the dependent variable. The findings had showed that perceived social usefulness, perceived enjoyment and attitude were significantly affect intention to use mobile apps. Meanwhile, perceived ease of use (PEOU) and perceived informative usefulness were not significantly effects attitude towards intention to use mobile apps. Therefore, mobile apps developers should develop mobile apps that are easier for the users to seek information. For the information available should be more precise and bringing more benefits to the users.

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A Study on the Interface Design of Preschool Children Educational Course-ware Based on User Experience and TAM

  • Deng, Qianrong;Cho, Dong-min
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.528-536
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    • 2022
  • The purpose of this study is to help preschool children in the interface design of educational game APP at the psychological level. The conceptual model is constructed through the Technology Acceptance Model (TAM) to explore the perceived usefulness and perceived ease of use when children are playing educational game APP. The empirical study was conducted in the form of questionnaires collected after children used game. The research subjects were 3-6 years old children, and the research tool was the game app. Data collection under the guidance of their parents. The research shows that children educational game experience elements can effectively increase preschool children's psychological perception of educational games. Perceived ease of use also increases trust in educational games for children. The results were as follows: 1. Cronbach's Alpha and KMO were 0.969 and 0.955, and the P value was significant, which passed the reliability and validity test. 2. Through confirmatory factor analysis (Model fit index, Composite reliability, discriminant validity), we found that user experience is closely related to perceived usefulness and perceived ease of use. 3. The path analysis of the relationship proves that perceived ease of use play a key role in trusting preschool children educational game APP.

The Effect of Self-Efficacy and Service Quality on Ease of Use and Usefulness of an e-Loaming System (자기효능감과 서비스 품질이 e-학습 시스템의 사용용이성과 유용성에 미치는 영향)

  • Lee Ung Gyu;Lee Jong Gi
    • The Journal of Information Systems
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    • v.12 no.2
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    • pp.41-56
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    • 2003
  • The objective of this study is to explore the effects of e-teaming users' self-efficacy and perceived service quality for e-teaming staffs such as instructors or teaching assistants on two main perceptions for e-learning systems in a view of information technology - perceived ease of use and perceived usefulness which have been considered as important antecedents for acceptance of information technology so called in Technology Acceptance Model. For this purpose, we suggest a research model and test it empirically by sampling in students of virtual universities. In result, all hypotheses except the relationship between academic self-efficacy and perceived usefulness are accepted. This result implies that self-efficacy for computers and service quality for staffs such as instructors or teaching assistants should be considered as important ones for success of e-learning systems in addition to those related with information technology.

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User Acceptance of the Mobile Internet Services (무선 인터넷 서비스의 사용자 수용)

  • Lee, Won-Jun;Lee, Chung-Seop;Kim, Tae-Ung;Paik, Tae-Young
    • Asia pacific journal of information systems
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    • v.14 no.2
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    • pp.61-86
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    • 2004
  • Despite their potential value, the mobile Internet services in the domestic market have not been widely accepted as industry experts have expected. To understand why, this study uses the TAM, Technology Acceptance Model, and explores the factors affecting the usage behavior of the end-users. Based on statistical analysis of survey data, we show that social influence and perceived ease of use affect perceived usefulness, and that self-efficacy and focus significantly influence perceived ease of use. Furthermore, perceived usefulness is shown to play a significant role in explaining actual usage of the mobile Internet services. However, contrary to the hypothesized relationships, service quality, focus, and innovativeness of users turn out to have little impact on the traditional endogenous TAM variables such as perceived usefulness, perceived ease of use, and actual usage behavior. Based on these results, we attempt to provide managerial implications for the domestic mobile Internet service providers and to suggest future research directions in this domain of research.

Factors affecting millennials' intentions to use social commerce in fashion shopping

  • Bounkhong, Tiffany;Cho, Eunjoo
    • The Research Journal of the Costume Culture
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    • v.25 no.6
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    • pp.928-942
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    • 2017
  • Social media has become an integral part of consumers' daily lives. Individuals connect with one another on social networking sites to like, share, and post information and experiences. As social media become popular among millennials, a growing number of fashion retailers use social media networks in the context of online commerce transactions. Accordingly, an increased number of fashion retailers has been using social media as an advertising tool and a retail channel. Despite the popularity of social media among millennials, empirical findings are limited to reveal factors associated with young consumers' intentions to use social commerce in fashion shopping. This study sought to examine factors affecting millennials' intentions to use social commerce in fashion shopping by adopting the technology acceptance model. A total of 524 college students completed an online survey in the U.S. The results of structural equation model confirmed that perceived ease of use, usefulness, and enjoyment had a positive impact on millennials' attitudes and intentions toward fashion shopping in social commerce. While both perceived ease of use and usefulness positively influenced enjoyment, usefulness had a stronger impact than ease of use. Compared to usefulness, enjoyment had much stronger impact on attitudes. Further structural model analysis revealed a direct, positive influence of perceived usefulness of social commerce on perceived enjoyment of social commerce, which has not been explored in prior studies. These findings provide theoretical and managerial implications.

Understanding the Employee's Intention to Use Information System: Technology Acceptance Model and Information System Success Model Approach

  • MARTONO, S.;NURKHIN, Ahmad;MUKHIBAD, Hasan;ANISYKURLILLAH, Indah;WOLOR, Christian Wiradendi
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.10
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    • pp.1007-1013
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    • 2020
  • This study aims to understand the determinant of the employee's intention to use information system within the framework of the Technology Acceptance Model (TAM) and Information System Success Model (ISSM). This paper also aims to examine the influence of ISSM dimension on the perceived usefulness and the perceived ease of use. The research respondents were 248 employees of Universitas Negeri Semarang (UNNES) who are users of the Financial Information System (SIKEU). Data was obtained using a questionnaire that was distributed online via Google form. The data analysis method used is Structural Equation Model (SEM) analysis using the Warp-PLS software. The results showed that the dimensions of TAM (perceived ease of use and perceived usefulness) had a positive and significant influence on the employee's intention to use SIKEU. The ISSM dimension (system quality and information quality) also had a significant influence, although other ISSM dimensions (service quality) had not been proven to have a significant influence on the employee's intention to use SIKEU. Moreover, the results showed that the employee's intention to use is a determinant of SIKEU's actual usage. Perceived ease of use was significantly determined by system quality, information quality, and service quality. In addition, the perceived usefulness was significantly determined by system quality and information quality.

Towards Indonesia's Future: Embracing Mobile Money Distribution with the Technology Acceptance Model Approach

  • Ricardo INDRA
    • Journal of Distribution Science
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    • v.22 no.7
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    • pp.43-51
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    • 2024
  • Purpose: The primary purpose of this study is to examine the influence of the Technology Acceptance Model (TAM) on the use of mobile money in Indonesia. The acceptance of technology has brought changes to society where the application of technology is aimed at identifying the best solution among the various existing alternatives. There are two types of electronic money: chip-based and server-based electronic money. Server-based electronic money is found on mobile phones. The Indonesian government has encouraged the use of electronic money and launched Less Cash Society to create a secure, efficient, and smooth payment system. Research design, data, and methodology: This study collected quantitative data from users of server-based electronic money through surveys conducted based on the sample size. The data were processed using SEM LISREL 8.70. Results: the results show that each of the TAM's fundamental elements has a significant impact. Perceived ease of use and perceived usefulness are able to encourage attitude toward using and behavioral intention to use towards actual use. Conclusions: The distribution of mobile money has a positive impact on society. Hence, mobile money providers must simplify access-recommendations made to strengthen the acceptance of mobile money via Perceived Ease of Use and Perceived Usefulness.