The effect of the perceived mobility and the provider reputation towards the usage continuance of the personal cloud storage
This paper has purpose to investigate the impact of quality factors on satisfaction and continuing intention in using e-learning system. The study employs expectationconfirmation model (ECM) to express the effect of Information Quality, System Quality, Service Quality on Confirmation and Satisfaction and adds Perceived Usefulness and Self efficacy to reveal their effect on Satisfaction. The proposed model was tested using 325 respondents. They are young people that live in digital native culture. The analysis of data was carried out in two stages, the first stage is validity and reliability checking to perform correlation analysis of variables when pass the checking. The second stage, the causal effects of variables are examined using Structural Equation Modelling (SEM) using Partial Least Square (PLS). The findings of the study reveal quality factors as the determining factors for the confirmation of the satisfying and using e-learning continually. The confirmation also was determined by the perceived usefulness of the system and the self-efficacy in using the system. The findings disclose the quality of e-learning system is prominent factor on continuance intention to use the system.
The purpose of this study is to determine the determinants of user satisfaction (USat) and continuance intention (CoIn) to use e-learning platforms in Indonesian universities. More specifically, this study examines the effects of system quality (SisQua), information quality (InfQua), confirmation, perceived usefulness (PU) and self-efficacy (SE) on USat and CoIn to use e-learning platform. The expectation-confirmation model and technology acceptance model were used to test the hypotheses with 340 students. This research uses purposive sampling. Surveys were administered for 340 college students. To test the correlation among the variables, the structural equation model was used. This study showed that InfQua, PU, SE, service quality and SisQua positively affected USat. The data analysis indicates the positive effect between SE and USat and CoIn to use e-learning. However, InfQua had a negative effect with USat. This study has several implications for higher education (HE). First, to increase USat, universities should provide excellent services, technical support and user training and workshops for their e-learning platforms, including new features and functionalities so that students can take utmost advantage from them. Students who are contented with their e-learning platform are more likely to keep using it. Keywords: self-efficacy; e-learning; satisfaction; continuance intention
User reviews are important in the new approach to fintech services. To learn this information, a simple sentiment analysis can make the right observations to support the ... View more Metadata
Indonesia is a nation which is rich of biodiversity. Various vegetation and good supporting climate make Indonesia a comfortable homeland for some species. Deforestation and illegal hunting have threatened some species. Seeing that situation, there are many ways to avoid that, one of them is using game as the media."Wana Warrior" is a game used as education media of animal saving. The concept of this game is using game as the medium for conveying the information through design and gameplay which attract the players and they can learn without they realize from the provided information. Using Agenda Setting theory, provided informationis selected important issues. Players are focused only on provided issues. The result of the research shows that "Wana Warrior" game can educate people about animal biodiversity, especially, in Indonesia.
Batik is a wealth of Indonesian nation that became a cultural heritage and has been registered in the Representative of the Masterpiece of the Oral and Intangible Heritage of Humanity by UNESCO in 2009 [1]. The appearance of a variety of batik would be a pleasure for batik lovers so often used as clothing, furniture, or other equipment in everyday life.But the lack of knowledge of meaning and philosophy in batik itself so that batik is often being used indiscriminately without knowing the intentions contained in the batik itself and being a mistake in its use [2], especially classic batik is a batik that is still thick with tradition and custom philosophy in it [3].This report contains about the introduction of classic batik motifs and philosophies that are packaged in interactive educational games. This game is made by entering the element of trivia quiz as an evaluation material and equipped with batik information that can be read repeatedly outside the gameplay so as to enrich and give better understanding of the information in the game.From the results of a survey of 50 respondents from the age range between 13 - 30 years old located in Central Java and outside Central Java, shows that this educational game about batik can make respondents become richer with knowledge about the meaning and philosophy of classical batik. In addition, respondents also want to preserve batik as a nation's wealth.
The behavior of students of university in their study have an effect in their character toward corruption. As motivation effects the behavior and the behavior effects the character of person [1]. Game is one of interactive digital media that can be used as educational tools. Game education is a digital game which structured for educational purpose [2]. Augmented Reality game is a live direct or indirect view from real word perspective whose elements are augmented by computer-generated in which a view of reality is modified even diminished by a computer [3]. This Journal contains the result of using Augmented Reality game as education media for anti corruption education in behavior of university students. Education materials consist of bad behavior of university students that appear on their study and their relation with corruption.Keywords – Augmented Reality, Game, Behavior, University, Student, Education
Blood disease is a condition in which one or several parts of the blood can’t function normally. Blood disease itself is classified as quite mild but also some are classified as serious diseases and are usually genetic. Sometimes people underestimate the symptoms of mild illnes and lazy to see a doctor or laboratory because they think it troublesome and need to spend money. Therefore an early diagnosis of symptoms that may be related to blood disease is needed, so people can be alert and also prevent severe blodd disease. That’s why we need an expert system application that can help people diagnose and be aware of diseases that related to blood.
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