The rapid advancement of financial technology (Fintech) has revolutionized the way financial transactions are conducted, with E-payment services becoming increasingly integral to daily commerce. This paper examines consumer perceptions and attitudes towards E-payment services offered by Fintech companies, identifying key factors that influence their acceptance and usage. Employing a quantitative approach, the research integrates quantitative data from surveys and applied SEM (Structural Equation Modelling) through AMOS. Out of 450, 420 respondents have given their views on perceptual preferences and attitudes with the help of SPSS. KMO and Bartlett’s Test are executed to understand and to check the factors for implementing factor analysis further through extractions. Anticipated findings are expected to reveal a spectrum of consumer attitudes shaped by factors such as trust, security, convenience, and technological familiarity. It contributes to the existing literature by providing updated insights into consumer behaviour in the Fintech sector and suggesting actionable strategies for service providers to enhance user engagement and satisfaction. It holds the potential to inform both theoretical frameworks in technology acceptance and practical marketing strategies for Fintech companies aiming to optimize E-payment services for diverse consumer bases.
The article addresses the issue of educational development policy in Ukraine: the main trends and ways, means, technologies of their implementation. It has been observed that educational policy is developing and changing under the influence of such factors as Russia’s military actions against our country, European integration and globalisation. It has been taken into account that globalisation trends in the world integration, according to which globalisation processes should be reflected not only in the foreign economic, political or technological spheres, but also, as a consequence, in the development of technologies for training future teachers. Integration of digital technologies in the educational process is one of the key tendencies in the modern educational policy in Ukraine. The characteristics of the most used technologies of augmented reality in the modern school of Ukraine have been outlined. The algorithm for displaying generalized information about a particular application was proposed, namely: payment, accessibility, language, system requirements; learning opportunities; practical value; website; video about the application. The model of the formation of future teachers’ skills to use augmented reality technologies in the process of natural sciences studying has been proposed. We consider it as a component of a holistic system of future teachers’ professional training. The conceptual basis for the development of the model is a multi-subject educational paradigm, which is considered to be open, self-developing and self-organizing, causing a fundamental change in the behavior and relationships of the educational process participants. The proposed model is implemented in the authors’ methodological system, which ensures the interconnected activities of all participants in the educational process. Its systemic factor is the goal of improving the quality of the future natural sciences teachers’ professional training by developing their skills in using AR technology. The end result is an increase in the level of future natural sciences teachers’ readiness to use AR technology in their professional activities.
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.
The role of technology in stimulating economic growth needs to be reexamined considering current heightened economic conditions of Asian developing Economies. This study conducts a comparative analysis of technology proxied by R&D expenditures alongside macroeconomic variables crucial for economic growth. Monthly time-series data from 1990 to 2019 were analyzed using a vector error correction model (VECM), revealing a significant impact of technology on the economic growth of India, Pakistan, and the Philippines. However, in the cases of Indonesia, Malaysia, Thailand, and Bangladesh, macroeconomic indicators were found more crucial to their economic growth. Results of Granger causality underlined the relationship of R&D expenditures and macroeconomic variables with GDP growth rates. Sensitivity analyses endorsed robustness of the results which highlighted the significance and originality of this study in economic growth aligned with sustainable development goals (SDGs) for developing countries.
Relational database models offer a pathway for the storage, standardization, and analysis of factors influencing national sports development. While existing research delves into the factors linked with sporting success, there remains an unexplored avenue for the design of databases that seamlessly integrate quantitative analyses of these factors. This study aims to design a relational database to store and analyse quantitative sport development data by employing information technology tools. The database design was carried out in three phases: (i) exploratory study for context analysis, identification, and delimitation of the data scope; (ii) data extraction from primary sources and cataloguing; (iii) database design to allow an integrated analysis of different dimensions and production of quantitative indicators. An entity-relationship diagram and an entity-relationship model were built to organize and store information relating to sports, organizations, people, investments, venues, facilities, materials, events, and sports results, enabling the sharing of data across tables and avoiding redundancies. This strategy demonstrated potential for future knowledge advancement by including the establishment of perpetual data updates through coding and web scraping. This, in turn, empowers the continuous evaluation and vigilance of organizational performance metrics and sports development policies, aligning seamlessly with the journal’s focus on cutting-edge methodologies in the realm of digital technology.
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