Does humanization or machinization make the IOT persuasive? The effects of source orientation and social presence

2021 ◽  
pp. 107152
Author(s):  
Hyunjin Kang ◽  
Ki Joon Kim
Author(s):  
Jorge Peña ◽  
Jannath Ghaznavi ◽  
Nicholas Brody ◽  
Rui Prada ◽  
Carlos Martinho ◽  
...  

Abstract. This study explored how group identification, avatar similarity identification, and social presence mediated the effect of character type (avatars or agents) and social identity cues (presence or absence of avatars wearing participants’ school colors) on game enjoyment. Playing with teammate avatars increased enjoyment indirectly by enhancing group identification. In addition, the presence of social identity cues increased enjoyment indirectly by augmenting identification with one’s avatar. Unexpectedly, playing in multiplayer mode in the presence of social identity cues decreased enjoyment, whereas playing in multiplayer mode in the absence of social identity cues increased enjoyment. Social presence was not a reliable mediator. The findings supported media enjoyment and social identity theories, and highlighted how virtual character type and identification processes influence enjoyment.


2019 ◽  
Vol 45 (5) ◽  
pp. 616-627 ◽  
Author(s):  
Victoria L. Claypoole ◽  
Alexis R. Neigel ◽  
Grace E. Waldfogle ◽  
James L. Szalma

2008 ◽  
Vol 12 (3) ◽  
Author(s):  
Zehra Akyol ◽  
D. Randy Garrison

The purpose of this study was to explore the dynamics of an online educational experience through the lens of the Community of Inquiry framework. Transcript analysis of online discussion postings and the Community of Inquiry survey were applied in order to understand the progression and integration of each of the Community of Inquiry presences. The results indicated significant change in teaching and social presence categories over time. Moreover, survey results yielded significant relationships among teaching presence, cognitive presence and social presence, and students’ perceived learning and satisfaction in the course.


2017 ◽  
Vol 4 (2) ◽  
pp. 75-81 ◽  
Author(s):  
Vincent Valiant Coa ◽  
Johan Setiawan

Snapchat, and Instagram are two social networks which recently gain their users after adopting such a feature called "Story" which allows a certain post to be disappeared after a certain time. This research takes up this technology trends analyzing the factors that probably affect the behavioral intention to use Snapchat and Instagram stories among generation Z. Factors are analyzed using Structural Equation Modeling, with basis model and variables from Technology Acceptance Model. Data collection was targeted to finished within 1 week using online questionnaire with respondent from Jakarta and Tangerang for 100 respondent that are using both Snapchat stories and Instagram Stories. There are two tools researcher usually use to analyze Structural Equation Modeling: SPSS AMOS and LISREL. In this research, researchers choose AMOS. From six hypothesis proposed for Snapchat analysis, four hypothesis is accepted, while the other two are rejected. Meanwhile, on Instagram Stories analysis, five hypothesis is accepted and one hypothesis is rejected. This study finds out the Social Presence is an exogenous variable which has a major role in affecting other variables. While Perceived Enjoyment influenced the behavioral intention to use Snapchat and Instagram Stories the most. Index Terms—Structural Equation Modeling, Technology Acceptance Model, influence, generation Z, Snapchat, Instagram REFERENCES [1] L. Chin and Z. Ahmad, "Perceived Enjoyment and Malaysian Consumers’ Intention to Use a Single Platform EPayment", SHS Web of Conferences, vol. 18, 2015. [2] M. Ariff, T. Shan, N. Zakuan, N. Ishak and M. Wahi, "Examining Users' E-Satisfaction in the Usage of Social Networking Sites; Contribution from Utilitarian and Hedonic Information Systems", IOP Conference Series: Materials Science and Engineering, vol. 58, 2014. [3] K. Hassanein and M. Head, "Manipulating perceived social presence through the web interface and its impact on attitude towards online shopping", International Journal of HumanComputer Studies, vol. 65, no. 8, pp. 689-708, 2007. [4] P. Surendran, "Technology Acceptance Model: A Survey of Literature", 2012. [5] F. Davis, "Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology", MIS Quarterly, vol. 13, no. 3, p. 319, 1989


2017 ◽  
Vol 10 (10) ◽  
pp. 63 ◽  
Author(s):  
Alaa A. Asowayan ◽  
Sammar Y. Ashreef ◽  
Sozan H. Omar

This systematic review aims to explore the effect of NGSS on students’ academic excellence. Specifically, considering increased cultural diversity, it is appropriate to identify student’s science-related values, respectful features of teachers’ cultural competence, and underlying challenges and detect in what ways these objectives are addressed by NGSS. Exploring the phenomena of effects, the qualitative evidence is collected. The sample consists of 52 academic entries (empirical researches and case studies) that shed light on the researched question. Summarized data is processed using thematic analysis. The findings reveal that modern students possess such science-related values as social presence, decreased power distance with tutors, simplicity of learning process, multitasking, universal accessibility of learning instruments, readiness to work with big data, readiness to use online software and tools. Simultaneously, teachers are expected to have such cultural competencies as cultural sensitivity, online mentoring, gut feeling about the proper power distance, and social presence. The lack of these competencies results in the emergence of various challenges in an educational setting.


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