<span>This paper presents a study to conceptualize a cloud computing adoption reference model. The case study on the cloud computing adoption was done in one local public university in Malaysia. The case study was conducted to understand in-depth and real context phenomenon by investigating the influencing factors of cloud computing adoption. The main objective of this study is to design a cloud computing adoption reference model. This study applied Technology-Organizational-Environmental (TOE) Framework by Tornatzky & Fleischer and Diffusion of Innovation by Rogers as the theoretical background of the Cloud Computing Adoption Reference. Ten interviews were conducted with key informants. The theme pattern analysis of data were done by using qualitative computer programs, Atlas.ti. The findings are shown in summarize patterns that supports the conceptualization of cloud computing adoption reference model. Future work include the adaption of cloud computing adoption reference model specifically for the niche area of mobile computing.</span>
<table width="593" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="387"><p>There are few studies on factors influencing cloud computing adoption in higher education institutions. However, there are lacks of understanding of the cloud computing adoption issues in the university. The main objective of this study is to investigate factors influencing cloud computing adoption in a higher education institution. The research method involved using qualitative interviewing with relevant stakeholders and case study at one public university in Malaysia. The analysis was done by using Atlat.ti. There are eighteen factors that have been coded into three main categories of Technological, Organizational and Environmental. These are among factors to influence the decision of cloud computing adoption for a public university. The first category (Technological) consists of nine factors; (i) relative advantage, (ii) cost reduction, (iii) ease of use, (iv) compatibility, (v) operational requirement, (vi) security, (vii) sustainability, (viii) trialability and (ix) complexity, The second category (organizational) consists of four factors; (i) infrastructure readiness, (ii) top management, (iii) knowledge and IT skillset and (iv) financial. The third category (environmental) consists of five factors; (i) Cloud Service Provider, (ii) Geographical, (iii) Data Privacy, (iv) Guideline and Policy, (v) Service Level Agreement (SLA). The result may provide a reference for the adoption of cloud computing in the area of mobile learning or mobile computing. Future work involves conducting similar studies at other case studies including public and private universities in Malaysia.</p></td></tr></tbody></table>
Mental health is defined as a condition of a person's well-being in coping with the stress of life. Mobile apps that used gamification has been proven effective as a mental health intervention in the form of therapeutic tool for counseling and mental therapy. Entertainment content of video games has been shown to improve mood, enhances motivation, and reduce stress/emotional relief. Though the benefits of gamification as an intervention tool for assisting people during life difficulties were widely researched, yet less research focused on what are the significant gamification elements in a game design that can influence one mental health state. In fact, research on mental health and gamification in Malaysia is relatively new and limited. This research aims to identify the significant gamification design elements which influence the user in overcoming their mental health problems through game playing and game interaction. The scope of this research involved a focus group consists of five (5) users with anxiety issues and with more than two years' experience in playing entertainment games to elevate their anxiety problems. The research methodology was conducted using qualitative approaches via narrative inquiry (in-depth interview) to understand the user's experiences and interaction with the entertainment game app. The results were consolidated using a thematic analysis approach. From the research findings, four (4) design themes emerged, there are 1) storytelling 2) challenge 3) engagement, and 4) point and reward. Based on the participant's feedback the design element of engagement was discovered as the most significant to enhance passion and emotional involvement in participation and completion of levels/challenge in game interaction.In conclusion, the research has identified four (4) gamification design elements that drive possible emotional changes of the participants during their interaction with the game app. As the research was exploratory in nature with a limited number of respondents; for future work, we proposed a mixed-method approach to understand each design element and its relationship through prototype building and theoretical model validation.
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