This study explores the mechanism through which system quality influences e-learning system acceptance. Precisely, this study aims to examine how perceived usefulness and intention to use serially mediate the impact of system quality on actual use. The data were collected from three public universities in Jordan. Structural equation modeling was employed to examine 336 questionnaires. The findings reveal that system quality significantly affects perceived usefulness and intention to use, perceived usefulness significantly affects intention to use and actual use, where the intention to use significantly affects actual use of the e-learning system as well. Furthermore, the study also confirms that system quality does not affect the e-learning system actual use directly but indirectly and serially through the two acceptance variables, perceived usefulness and intention to use. Thus, this study improves the understanding of student's acceptance and behavior towards the e-learning system in Jordan public universities and the effect of system quality attributes on this relationship. Also, this study set certain directions for the decision-makers and university management in designing their strategies.
We reported that implemented multifaceted tools targeting patients, provider and healthcare system have improved the adherence to cardiovascular medications. Our interventions managed to improve patients' clinical outcome via improving adherence to prescribed cardiovascular medications.
Virtual Reality (VR) and Augmented Reality (AR) are among the new innovations that provide digital marketing platforms with immersive services for Companies.. While several VR/AR applications have been built to reveal details on digital marketing pages, they still lack of comprehensive models which taking into consideration the elements of informal marketing experience in the development of such applications. This study contributes a conceptual model to serve as guidelines for developing a augmented reality that considers an foundations informal learning component in business. This paper provides a thorough overview of new augmented reality (Ar) and virtual reality (VR) technology in ten critical areas where the application of augmented reality and virtual reality is growing at present. The aim of this research is to highlight how the consumer experience in digital marketing is changed and enriched by augmented reality and virtual reality. The authors present the subject of augmented reality and virtual reality briefly. They further describe the technological and hardware technology needed to incorporate a framework of augmented reality and virtual reality and the various types of displays needed to enhance the user interface. Also briefly mentioned is the rise of AR in markets. The implementations of AR are discussed in the three parts of the article. The use of augmented reality and virtual reality as a component of television and gaming is illustrated in multiplayer gaming, electronic games, broadcasting, and immersive films. Manufacturing, beauty industry, healthcare, planning to business, transformation marketing and fight against COVID-19 crisis. This study contributes a conceptual model to serve as guidelines for developing a augmented reality that considers an foundations informal learning component in business.
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