This study investigated the students’ perceptions of a self-paced fitness program that is integrated with SitFit, a fitness tracker that measures body inclination during sit-up exercises, and their acceptance of digital innovation in physical education. The data was gathered from a survey of 1001 Thai undergraduates. Results revealed that attitudes toward using the technology and the perceived ease of use were important predictors of behavioral intention to use the sit-up fitness tracker. consistent with previous TAM studies. Subsequently, SitFit was developed based on exercise principles and expert advice to enable users to exercise more effectively while reducing injury risk.
Continuous usage is crucial for ensuring the longevity of technological advancements. The success of e-government is contingent upon its ongoing use, rather than its initial acceptance. Nevertheless, there has been a dearth of scholarly research on the ongoing use of e-government services. The objective of this study was to identify the primary factors that influences the continued use of e-government services in Indonesia. The research model was created by integrating both Expectation Confirmation Model and Technology Acceptance Model, two theories that are frequently employed in the adoption of technology. The data was obtained by administering an online survey to 217 Indonesian citizens who had previously utilized the Online Citizen Aspiration and Complaints Service (LAPOR) e-Government services. The results indicate that perceived ease of use had a substantial impact on citizen satisfaction and perceived usefulness. In contrast to previous research conducted in the context of e-Government, it was found that perceived usefulness did not have a significant correlation with the intention to continue using the system. The most significant predictor of continued intention to use was citizen satisfaction. Surprisingly, satisfaction was more significantly influenced by perceived ease of use than perceived usefulness. The implications of these findings are elaborated upon.
This study examined the factors influencing online purchases among consumers in Bangladesh, employing a modified version of the Technology Acceptance Model (TAM). Data from 353 individuals in Bangladesh revealed that perceived ease of use, social influence, security, convenience, trust, emotional experience, and functional experience significantly positively affect the intention to purchase online. Additionally, results show that the intention to purchase online significantly positively affects actual online purchases. Findings further highlighted that intention to make online purchases mediated the influence of perceived ease of use, social influence, security, convenience, trust, emotional experience, and functional experience over online purchases. The study provides significant practical recommendations to help businesses and consumers support online purchasing with diverse advantages.
In the Fourth Industrial Revolution (4IR) era, the rapid digitalisation of services poses both opportunities and challenges for the banking sector. This study addresses how adopting artificial intelligence (AI) and online and mobile banking advancements can influence customer satisfaction, particularly in Kaduna State, Nigeria. Despite significant investments in AI and digital banking technologies, banks often struggle to align these innovations with customer expectations and satisfaction. Using Structural Equation Modeling (SEM), this research investigates the impact of customer satisfaction with online banking (C_O) on AI integration (I_A) and mobile banking convenience (C_M). The SEM model reveals that customer satisfaction with online banking significantly influences AI integration (path coefficient of 0.40) and mobile banking convenience (path coefficient of 0.68). These results highlight a crucial problem: while technological advancements in banking are growing, their effectiveness is highly dependent on customer satisfaction with existing digital services. The study underscores the need for banks to prioritise enhancing online banking experiences as a strategic lever to improve AI integration and mobile banking convenience. Consequently, the research recommends that Nigerian banks develop comprehensive frameworks to evaluate and optimise their technology integration strategies, ensuring that technological innovations align with customer needs and expectations in the rapidly evolving digital landscape.
This study seeks to examine the factors affecting the intention of Indonesian MSMEs to adopt QRIS. It leverages variables from the Technology Acceptance Model (TAM), customizing the TAM framework to address the unique perceptions of risk and cost among MSMEs in Indonesia. Data were gathered from 212 MSME participants in Brebes Regency through convenience sampling, a non-probability sampling technique, using Google Forms for survey distribution. The findings indicate that perceived ease of use positively and significantly influences attitudes, which, in turn, positively and significantly impact the intention to continue using QRIS. However, perceived benefits, perceived risks, and perceived costs did not significantly affect the intention to continue use.
Over the past decade, the integration of technology, particularly gamification, has initiated a substantial transformation within the field of education. However, educators frequently confront the challenge of identifying suitable competitive game-based learning platforms amidst the growing emphasis on cultivating creativity within the classroom and effectively integrating technology into pedagogical practices. The current study examines students and faculty continuous intention to use gamification in higher education. The data was collected through an online survey with a sample size of 763 Pakistani respondents from various universities around Pakistan. The structural equation modeling was used to analyze the data and to investigate how continuous intention to use gamification is influenced by, extended TAM model with inclusion of variables such as task technology fit, social influence, social recognition and hedonic motivation. The results have shown that task technology has no significant influence on perceived usefulness (PU) where as it has a significant influence on perceived ease of use (PEOU). Social influence (SI) indicates no significant influence on perceived ease of use. Social recognition (SR) indicates positive influence on perceived usefulness, perceived ease of use, and continuous intention. The dimensional analysis indicated that perceived ease of use has insignificant influence on perceived usefulness. Both PEOU and PU exhibit positive influence on attitude. Hedonic motivation (HM) and attitude were observed to have a positive influence on continuous intention (CI). Moreover, gamification is found to efficiently and effectively achieve meaningful goals by tapping intrinsic motivation of the users through engaging them in playful experiences.
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