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.
This study analyzes the perception of university students regarding the use of virtual reality (VR) in higher education, focusing on their level of knowledge, usage, perceived advantages and disadvantages, as well as their willingness to use this technology in the future. Using a mixed-methods approach that combines questionnaires and semi-structured interviews, both quantitative and qualitative data were collected to provide a comprehensive view of the subject. The results indicate that while students have a basic understanding of VR, its use in the educational context is limited. A considerable number of students recognize VR’s potential to enhance the learning experience, particularly in terms of immersion and engagement. However, significant barriers to adoption were identified, such as technical issues, the high cost of equipment, and inadequate access to technological infrastructure. Additionally, there is a need for broader training for both students and faculty to ensure the effective use of this technology in academic environments. The semi-structured interviews confirmed that perceptions of VR vary depending on prior exposure to the technology and access to resources. Despite the challenges, most students appreciate VR’s potential to enrich learning, although its effective adoption will depend on overcoming the identified barriers. The study concludes that strategies must be implemented to facilitate the integration of VR into higher education, thus optimizing its impact on the teaching-learning process.
Given the growing significance of the metaverse in research, it is crucial to understand its scope, relevance in the tourism industry, and the human-computer interaction it involves. The emerging field of metaverse tourism has a noticeable research gap, limiting a comprehensive understanding of the concept. This article addresses this gap by conducting a hybrid systematic review, including a variable-oriented literature review, to assess the extent and scope of metaverse tourism. A scrutiny on Scopus identified a reduced number of relevant documents. The analysis exposes theoretical and empirical gaps, along with promising opportunities in the metaverse and tourism intersection. These insights contribute to shaping a contemporary research agenda, emphasizing metaverse tourism. While this study offers an overview of current research in metaverse tourism, it is essential to recognize that this field is still in its early stages, marked by the convergence of technology and transformations in tourism. This exploration underscores the challenges and opportunities arising from the evolving narrative of metaverse tourism.
Gamification is an active methodology of great value that, in a quality educational environment, provides students with the necessary motivation to participate in their teaching-learning process. An emerging active methodology, which is based on the use of information and communication technologies (ICT) and requires an educational space that guarantees greater flexibility in the pedagogical dynamics in favor of academic achievement. This increase in interest in active methodologies, and specifically in gamification, has raised doubts about whether current educational spaces are prepared to host a renewal in methodology or if, on the contrary, they could undermine the attitude of change. For this reason, this research seeks to analyze whether current educational spaces are facilitating elements for the incorporation of gamification in the classroom. The methodological cut of the research is quantitative, specifically in two phases. On the one hand, a descriptive analysis of the results is carried out, obtaining information on the trend of each item. On the other hand, an inferential analysis is carried out around different variables to verify their possible influence on the evaluations of the participants. The results obtained, in the sample made up of 210 teachers distributed in the different centers and who carry out their educational activity from 3rd to 6th grade of primary school, indicate that teachers believe it is relevant to take into account the educational space when incorporating active methodologies in class.
The study is focusing on cyberspace—a new type of space mastered by humans with the help of digital technologies. This systematic review uses SPAR-4-SLR protocol to analyze over 30 years of scholarly research indexed in Scopus database, highlighting five time periods: before 1995, 1996–2008, 2009–2012, 2013–2019, and after 2020. A final sample of 6645 publications in social sciences, Business, management and accounting (BMA), and Economics, econometrics and finance (EEF) was analyzed across multiple parameters, including: chronology, types of documents, sources, countries, institutions, authors, topics, and most cited publications. The review has systematized information about the most influential organizations and individuals involved in cyberspace research. First of all, these are researchers from the United States, the United Kingdom, and China. Key journals that publish research on the topic have been identified, and a ranked list of funding organizations supporting research on the social and economic aspects of cyberspace are identified. The study provides insights into the achievements of the social and economic sciences in cyberspace over the past 30 years. The results will be useful to scholars who seek for a general overview on the topic of cyberspace, as well as experts and policymakers developing mechanisms and tools for regulating cyberspace as a mixture of the virtual and real worlds.
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