Search published articles


Showing 2 results for Intention To Use

, , ,
Volume 3, Issue 2 (9-2016)
Abstract

Background and Aim: The utilization of technology acceptance model is one of the ways for perceiving the users' attitudes, and this research utilizes it to investigate the factors affecting the students' encouragement to use the social network sites in order to determine which factors encourage the students to use the social network sites as a virtual learning network.

Methods: This research is applied in terms of objective and is among the structural equation modeling-partial least square studies. A questionnaire is designed based on conceptual model after investigating the relevant articles and extracting the possible components, and it is then distributed among students, and finally the analysis is done on collected questionnaires.

Results: The data analysis results indicate the indirect impact of perceived usefulness, perceived ease of use, and perceived complementarity, and the direct impact of attitude towards using the online social network sites and perceived enjoyment on the students' intention to use the social network sites.

Conclusion: The results of this research provide the useful insight for university authorities in local education industry to utilize the social network sites in order to enhance the students' learning effectiveness by perceiving these factors. This study identifies the variables which can affect the development of educational space and investigates the conducted studies on determinates of students' encouragement to use of social networks as e-learning networks, and finally provides an applied comprehensive model by combination of these collected factors. Furthermore, a new research can be conducted on factors affecting the users' encouragement to use social networks for education.


Mahdi Farmani, Mohammad Ghaffari, Mostafa Zandi Nasab,
Volume 6, Issue 1 (4-2019)
Abstract

Background and Aim: Managing the experience the user has in dealing with the website can play a significant role in improvement of a longer and more valuable relationship. One of the new technologies that can play a role in pleasant, enjoyable and effective experience of the users is gamification. Because this technology transforms every day, repetitive, and formal activities into exciting, challenging and entertaining experiences with the rules of the game and makes a different experience for users; also, provides the intention to use and advice to others. Therefore, the purpose of this study is to Digi Kala website features analysis in the field of gamification focusing on the roles of the mediator of experience and attitude of users and impact of the antecedents on intention to use and word of mouth intention   
Methods: This research is applied in terms of purpose and is descriptive in terms of method. The statistical population of the study consisted of all users of Digi Kala online store, which in the period of data collection in July, 2018 were users of this website, and 294 samples were collected by sampling method. The main tool for collecting data was a questionnaire. To analyze and confirm the validity of research, construct validity and convergent validity were investigated. Cronbach's alpha coefficient was used to assess the reliability of the questionnaire. SPSS and LISREL software were used to analyze the data.
Results: All the research hypotheses were approved except for the second hypothesis.
Conclusion: The results of the research show that service quality, system quality and information quality on Digi Kala website affect user experience and user experience on Digi Kala website affects the user's attitude toward it. Also, the user's attitude towards Digi Kala website affects the intention to use and word of mouth intention.

Page 1 from 1     

© 2024 CC BY-NC 4.0 | Human Information Interaction

Designed & Developed by : Yektaweb