نتایج جستجو برای: الگوی utaut
تعداد نتایج: 45227 فیلتر نتایج به سال:
Telemedicine is an ideal solution to low income African countries struggling with health facilities and care providers shortages. This preliminary study explores physician’s level of acceptance and use of telemedicine system in Ethiopia. Data were gathered using a survey questionnaire based on UTAUT. Results show that physicians overall taste to the telemedicine system appears to be favourable....
Wearable technology is one of popular emerging trends in 2014 Consumers Electronic Shows, which can be applied in many devices or gadgets and added some functions to create innovative and diverse services or goods for making people’s life quality better. However, SPOT, a prototype of smartwatch, was introduced by Microsoft in 2004, but it has not been popular because of lacking appealing and re...
the paper presents a model integrating theories from collaboration research (i.e., social presence theory, channel expansion theory, and the task closure model) with a recent theory from technology adoption research (i.e., unified theory of acceptance and use of technology, abbreviated to utaut) to explain the adoption and use of collaboration technology. we theorize that collaboration technolo...
This study examines the acceptance and use of ICT by Nigerian university academicians. The model validated is the Unified Theory of Acceptance and Use of Technology (UTAUT). Using a pilot study, one hundred questionnaires were administered and collected at the University of Jos Plateau State, Nigeria. The construct was significantly correlated with behavioral intention (BI). This implies that t...
This paper identifies factors that determine user acceptance of the mobile version of the stock exchange system in Saudi Arabia (Tadawul). It examines the conditions under which users use Mobile Tadawul (M-Tadawul), the findings will provide an in-depth understanding of the mobile financial services for developers, potential users and Information Technology (IT) managers. The study proposed a t...
Smart Products pose a new class of IT artifacts based on sensors, ID-tags, haptic user interfaces, and other technologies usually subsumed under the notion of 'ubiquitous computing'. Such devices differ in many ways from traditional computers, e.g., with regard to their physical shape, computing power, and interaction paradigms. While a substantial body of literature already exists on underlyin...
Instructional technology can enhance the learning process for post secondary students. Colleges and universities have adopted computing initiatives that require every student to acquire their own portable computing device. Yet for such initiatives to improve students’ learning and teaching effectiveness, such technology-based initiatives must be accepted by students and faculty alike. In that r...
The objectives of this research are to assess the likelihood of acceptance in mobile learning (m-Learning) and study main factors that effect to use mLearning that focus on higher education students in Thailand. The researchers use a quantitative and qualitative approach to survey on 390 students. The samples are selected on the probability basis that using the stratified random sampling under ...
Educational games (EG) seem to have lots of potential due to digital games popularity and preferences of our younger generations of learners. However, most studies focus on game design and its effectiveness while little has been known about the factors that can affect users to accept or to reject EG for their learning. User acceptance research try to understand the determinants of information s...
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