This work attempts to evaluate the success of the Windows Domain Network (WDN) using the DeLone and McLean information system (IS) success model. With a case in a University in the Philippines, this study utilized a total of 290 valid responses from 424 participants. Results using structural equation modeling (SEM) indicate that information, service, and system quality demonstrate a moderately positive relationship with system usage and have a significant relationship with user satisfaction. On the other hand, system usage exhibits a significant relationship both to user satisfaction and net benefits, while user satisfaction demonstrates a positive relationship with net benefits. Findings also suggest that information quality, system quality, and service quality have a positive influence on system usage while only service quality yields no significant influence on user satisfaction. Implications of these findings are discussed in this work.
To promote efficient use of electrical energy, technology-based solutions, along with their corresponding user acceptance assessments, have been seen to facilitate goal fulfillment concerning desired functionality and expected benefits, in an open innovation fashion. This paper simultaneously develops an electrical energy consumption monitoring system (EECMS) device that shall monitor and control the use of energy in real-time and assesses its acceptability to users according to the extended technology acceptance model (TAM) approach. This proposed EECMS device is tested in an academic institution in the Philippines, and it is found that the device can function as desired as well as render a significant favor from its users according to additional key constructs. As such, future developments of the device are encouraged to enhance key constructs identified as suitable for future adoption.
Lockdowns of various forms have prompted higher education institutions (HEIs) to suddenly shift from physical face-to-face classes to e-learning environments on an unprecedented scale in recent history. This sudden shift promotes the continuity of the teaching-learning process in HEIs despite the COVID-19 pandemic, at most on the positive side, while bringing forth challenges related to individual learners and academics. This work is based on a recently reported Values-Enhanced Technology Adoption (VETA) model, which incorporates individual values in technology acceptance modeling. Despite offering crucial insights into academics in evaluating e-learning adoption, the current literature suffers from drawbacks. Motivated by addressing these limitations, this work reevaluates the nine constructs of the VETA model using the decision-making trial and evaluation laboratory (DEMATEL). Results indicate that effort expectancy, hedonic motivation, price value, habit, security, tradition, conformity, achievement, power, and hedonism constructs cause performance expectancy, behavioral intention, and social influence. The DEMATEL captures and models the causal relationships between these constructs within an analytical framework, which induces some variations of the recent empirical findings. Finally, the perception of self-achievement among academics drives the intention to adopt e-learning. The findings offered in this work are crucial to the evolving literature of COVID-19 on education, particularly in informing the design of initiatives and measures to enhance e-learning.
Due to the rising popularity of online strategic video games, it is crucial to examine the acceptance structure of these games. This study attempts to perform an acceptance evaluation of online strategic video games, particularly multiplayer online battle arena (MOBA), using an extended technology acceptance model (TAM) developed in the current literature and establish a predictive value in determining the behavioral intention in playing online strategic video games. To carry out this objective, a case study consisting of 439 undergraduate students as a sample was conducted. After the data filtering process which involves the removal of insincere responses and non-engaging responses and of those who have not played MOBA games, 278 research participants became the final sample. The questionnaire was created and underwent reliability analysis. Cronbach's alpha coefficient was computed to show the relatedness of each factor as well as to determine its validity and internal reliability. Nine factors were considered in this work that tested for significant relationships and predictive capabilities using structural equation modeling with AMOS software. These factors include altruism, social interaction, use context, perceived ease of enjoyment, perceived ease of use, perceived usefulness, attitude, flow, and behavior intention. Results show that the significant determinants of user behavior intention are the flow, attitude, and perceived ease of use while the perceived enjoyment, social interaction significantly influence attitudes in playing online strategic video games, use context, and flow. Furthermore, this work also demonstrates that altruism, social interaction, use context, perceived enjoyment, flow, and attitude are significant factors that can be added to extend TAM. These findings would serve as guidelines in the formulation of principles for game design and development.
Due to the rising popularity of online strategic video games, it is crucial to examine the acceptance structure of these games. This study attempts to perform an acceptance evaluation of online strategic video games, particularly multiplayer online battle arena (MOBA), using an extended technology acceptance model (TAM) developed in the current literature and establish a predictive value in determining the behavioral intention in playing online strategic video games. To carry out this objective, a case study consisting of 439 undergraduate students as a sample was conducted. After the data filtering process which involves the removal of insincere responses and non-engaging responses and of those who have not played MOBA games, 278 research participants became the final sample. The questionnaire was created and underwent reliability analysis. Cronbach's alpha coefficient was computed to show the relatedness of each factor as well as to determine its validity and internal reliability. Nine factors were considered in this work that tested for significant relationships and predictive capabilities using structural equation modeling with AMOS software. These factors include altruism, social interaction, use context, perceived ease of enjoyment, perceived ease of use, perceived usefulness, attitude, flow, and behavior intention. Results show that the significant determinants of user behavior intention are the flow, attitude, and perceived ease of use while the perceived enjoyment, social interaction significantly influence attitudes in playing online strategic video games, use context, and flow. Furthermore, this work also demonstrates that altruism, social interaction, use context, perceived enjoyment, flow, and attitude are significant factors that can be added to extend TAM. These findings would serve as guidelines in the formulation of principles for game design and development.
The educational system in the Philippines has been slowly progressing in terms of its technological infrastructures, such as web portals. Such a pattern in web portal development prompts stakeholders to carefully consider the adoption constructs, in order for limited and scarce resources to be wisely allocated. Therefore, this paper intends to assess an academic web portal by extending the classical technology acceptance model (TAM) framework with the addition of perceived visual attractiveness. A case study in a state university in Cebu, Philippines, in which 418 undergraduate students participated, was performed to explore relationships among constructs. Using structural equation modeling, the results indicated that perceived attractiveness poses a significant influence on perceived ease of use and perceived usefulness, which thereby significantly impacts perceived attitude and behavioral intention. Such results can aid stakeholders in managing resources in the development of academic web portals by focusing on important constructs such as perceived visual attractiveness.
A novel thermal infrared device was developed to measure wire temperature in application to fire risk management. Findings show that the device is as effective as the conventional thermocouple thermometer. The technology adoption of the device was also assessed using the unified theory of acceptance and use of technology (UTAUT) model. From the assessment, it was found out that user age has a negative effect on the UTAUT constructs on performance expectancy (PE), the effort expectancy (EE), and facilitating condition (FC). Moreover, the user gender was found to have an adverse effect on PE. Furthermore, the construct which has the highest positive effect on the user behavioral intention (BI) is social influence (SI) with a value of 0.552. All the factors have values greater than or equal to 0.7 thresholds for Cronbach's alpha, 0.5 for composite reliability, and 0.5 for average variances.
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