E-learning is regarded as a mandatory teaching and learning approach in higher education worldwide. Despite its importance and popularity, several issues on its use and effectiveness still remain. Universities are facing problems oflow e-learning usage among students and even academic staffs. This study investigate students' acceptance of e-learning in university using modified TAM model consists of six constructs namely instructor characteristics, computer self-efficacy, course design, perceived usefulness, perceived ease of use and intention to use. Results shown that computer self-efficacyhas significantly effects ease of use, while perceived ease of use significantly affectsintention to use e-learning.
This study investigates users' perception and acceptance of mixed reality (MR) technology. Acceptance of new information technologies has been important research area since 1990s. It is important to understand the reasons why people accept information technologies, as this can help to improve design, evaluation and prediction how users will respond to a new technology. MR is one of the potential technologies that has gained attention in recent time, offering a unique environment as it combines real and virtual objects, interactive in real time and registered in three dimensions. This paper discusses a study into users' acceptance of a mixed reality prototype, named Mixed Reality Regenerative Concept (MRRC). MRRC was developed using mixed reality technology to provide Biomedical Science students with exposure to regenerative concepts and tissue engineering processes. MRRC integrates situated learning as the model of instruction, emphasising authentic context and activities. Volunteer sampling was used in this study to obtain 63 participants comprising 2nd, 3rd and 4th year Biomedical Science students in two public universities in Malaysia, who had not previously experienced mixed reality technology. In this study, the constructs used to determine acceptance of mixed reality technology were personal innovativeness (PI), perceived enjoyment (PE), perceived ease of use (PEOU), perceived usefulness (PU), and intention to use (ITU). Results from simple correlation analyses showed positive linear correlations between the constructs. However, findings from regression analysis suggested that perceived usefulness was the most important factor determining users' intention to use this technology in the future. Findings from this study also suggested that tertiary level science students showed a high willingness to use mixed reality technology in the future.
Purpose
This study aims to investigate the influence of personal factors on the buying behavior of consumers with the intentions of sales promotion in the fashion industry. Precisely, it focuses on the marketing techniques and practices in sales promotion activities to influence the buying intentions of consumers in personal ways.
Design/methodology/approach
Based on a comprehensive literature review of personal factors, sales promotion and buying behavior, this study has applied a positivist approach to collect data in quantitative way through questionnaires-based survey. The study has analyzed the collected data using structural equation modeling through smart partial least square.
Findings
Personal factors and its sub-dimensions such as market maven, stability and open minded have demonstrated a positive relationship in the conceptual construct. In the same manner, sales promotion and its sub-dimensions like social factors and physical layout have also positive effects.
Research limitations/implications
This study is only limited to the fashion industry of Pakistan and future research may be conducted in other services and manufacturing industries. Future research may assess the role of moderating variables like gender.
Practical implications
This study clarifies the influence of personal characteristics on consumers buying behavior in sales promotion activities in the fashion industry to achieve business objectives.
Originality/value
By integrating personal factors and sales promotion literature, the main contribution of this paper is the analysis of personal characteristics and promotional practices in the fashion industry of Pakistan, during Eid-ul-Fitter holidays to enhance the consumers buying behavior. Precisely, this study has assessed the effect some unique characteristics of consumers like market maven, stable, open minded and agreeable on their buying behavior in sales promotion activities. This study has apprised marketing professionals to apply the conception of personal characteristics in sales promotion activities to boost up the buying behavior of consumers in enthusiastic way.
Educational computer games studies experienced rapid growth due to the belief that games can offer various learning benefits being highly popular among younger generations. Programming is considered a challenging subject by students and teachers, consequently students feel less motivated to learn it. It is important to know how educational games can help to enhance our student's motivation and learning perceptions towards Programming. This paper discusses the authors' pilot study of undergraduate students' perceptions towards using educational games as their learning medium using five constructs: motivation, attitudes, cognitive development, interface and expectation with 24 items. The findings indicated that most students had encouraging positive attitudes and were more motivated to learn Programming using games compared to conventional methods. The findings are hopefully will help to enrich knowledge in understanding students' perceptions regarding educational games for learning, particularly in the Malaysian context.
Studies of educational games (EG) are rapidly growing in recent years due to its promising potential for education. New with many games produced from industry or games are still low due to issues from both student matching with syllabus as well as factors that contribute to student acceptance of EG in orde study proposed and validated games acceptance framework collected with 180 university students Learning Expectancy, Effort Expectancy, Attitud Games designers can leverage the issues concern with students
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