scholarly journals Perspectives on Lessons From the COVID-19 Outbreak for Post-pandemic Higher Education: Continuance Intention Model of Forced Online Distance Teaching

2022 ◽  
Vol 11 (1) ◽  
pp. 163-177
Author(s):  
Kosta Dolenc ◽  
Andrej Šorgo ◽  
Mateja Ploj

<p style="text-align: justify;">The response of most universities to the Coronavirus disease (COVID-19) pandemic was Online Distance Teaching (ODT), which was a new experience for many educators and students. The aim of the study was to investigate the response of university teachers to ODT. A questionnaire was sent to all university teachers (N = 914). We received 290 usable responses. To create a Continuance Intention Model of Forced Online Distance Teaching (CIMoFODT), Confirmatory Factorial Analysis (CFA) and Structural Equation Modelling (SEM) were used in addition to descriptive and inferential statistics. The main findings were as follows: (i) during the closure, use of the videoconferencing system MS Teams was the only item that increased significantly, owing to mandatory use; (ii) the increase in the use of other applications (e.g., Moodle, email) was minimal; (iii) after the reopening of the university, email, Moodle, and supplementary online materials will be used for ODT; MS Teams will be used for small group teaching and individual consultations; (iv) CIMoFODT can be applied to explain the intention to continue ODT. The main conclusion is that teachers will return to traditional teaching when classrooms reopen.</p>

2020 ◽  
Author(s):  
Tong Wang ◽  
Lingye Fan ◽  
Xu Zheng ◽  
Wei Wang ◽  
Jun Liang ◽  
...  

BACKGROUND Continued use of mHealth apps can achieve better effects in health management. Gamification is an important factor in promoting users’ intention to continue using mHealth apps. Past research has rarely explored the factors underlying the continued use of mobile health (mHealth) apps and gamification’s impact mechanism or path on continued use. OBJECTIVE This study aimed to explore the factors influencing mHealth app users’ intention to continue using mHealth apps and the impact mechanism and path of users’ feelings induced by gamification on continued mHealth app use. METHODS First, based on the expectation confirmation model of information system continuance, we built a theoretical model for continued use of mHealth apps based on users’ feelings toward gamification. We used self-determination theory to analyze gamification’s impact on user perceptions and set the resulting feelings (competence, autonomy, and relatedness) as constructs in the model. Second, we used the survey method to validate the research model, and we used partial least squares to analyze the data. RESULTS A total of 2988 responses were collected from mHealth app users, and 307 responses were included in the structural equation model after passing the acceptance criteria. The intrinsic motivation for using mHealth apps is significantly affected by autonomy (β=.312; <i>P</i>&lt;.001), competence (β=.346; <i>P</i>&lt;.001), and relatedness (β=.165; <i>P</i>=.004) induced by gamification. The intrinsic motivation for using mHealth apps has a significant impact on satisfaction (β=.311, <i>P</i>&lt;.001) and continuance intention (β=.142; <i>P</i>=.045); furthermore, satisfaction impacts continuance intention significantly (β=.415; <i>P</i>&lt;.001). Confirmation has a significant impact on perceived usefulness (β=.859; <i>P</i>&lt;.001) and satisfaction (β=.391; <i>P</i>&lt;.001), and perceived usefulness has a significant impact on satisfaction (β=.269; <i>P</i>&lt;.001) and continuance intention (β=.273; <i>P</i>=.001). The mediating effect analysis showed that in the impact path of the intrinsic motivation for using the mHealth apps on continuance intention, satisfaction plays a partial mediating role (β=.129; <i>P</i>&lt;.001), with a variance accounted for of 0.466. CONCLUSIONS This study explored the impact path of users’ feelings induced by gamification on the intention of continued mHealth app use. We confirmed that perceived usefulness, confirmation, and satisfaction in the classical continued use theory for nonmedical information systems positively affect continuance intention. We also found that the path and mechanism of users' feelings regarding autonomy, competence, and relatedness generated during interactions with different gamification elements promote the continued use of mHealth apps.


2020 ◽  
Vol 51 (3) ◽  
pp. 287-309
Author(s):  
Brady Patzer ◽  
Barbara Chaparro ◽  
Joseph R. Keebler

Background. As video game usage continues to rise, it is important to understand why people choose and continue playing a game. Purpose. This research presents a theoretical framework to explore the relationships between gameplay motivations, satisfaction, continuance intention and gameplay. Methods. To examine these relationships, survey data was collected from 353 participants who played different types of online games, including League of Legends, World of Warcraft, Overwatch, and Hearthstone, for at least 10 hours in the past three months. A series of structural equation models were tested to identify the model with the best validity and fit. All constructs were from previously validated measures. Motivations were measured by the Trojan Player Typology, which assessed story-driven, completionist, competitor, escapist, smarty-pants, and socializer motives. Satisfaction was measured using the game user experience satisfaction scale (GUESS), which assessed satisfaction with usability/playability, narratives, play engrossment, enjoyment, creative freedom, audio aesthetic, personal gratification, social connectivity, and visual aesthetics. Continuance intention was measured using a 4-item scale. Results. The final model suggested that motivations were positively related to satisfaction, while satisfaction was positively related to continuance intention and weekly play time. Motivations accounted for 20% of the variance in satisfaction, and the story-driven motivation was the strongest predictor. Further, satisfaction accounted for 47% of the variance in continuance intention and 8% of the variance in weekly play time. Conclusion. Individual differences in gameplay motivation are an important component of a player’s satisfaction. Further, satisfaction appears to be central to a player’s intention to continue using a game.


2019 ◽  
Vol 37 (2) ◽  
pp. 646-664 ◽  
Author(s):  
Michael Humbani ◽  
Melanie Wiese

Purpose The purpose of this paper is to develop and test an integrated model of the modified technology readiness index (TRI) with the extended expectation-confirmation model, in the context of information technology (E-ECM-IT) to explain the adoption and the intention to continue to use mobile payment applications (apps). Design/methodology/approach Data were collected from 426 users of mobile payment apps across South Africa. A confirmatory factor analysis was performed to validate the factor structure of the measurement items while structural equation modelling was employed to validate the proposed model and testing the hypotheses. Findings The overall model explained 81 per cent of variance in adoption and 78.5 per cent in the intention to continue to use mobile payment services. “Drivers” were better predictors of adoption than “inhibitors” while satisfaction emerged as the strongest predictor of continuance intentions. Originality/value To the best knowledge of the authors, this study is the first to empirically test an integrated modified TRI and E-ECM-IT model to supplement the paucity of research on the topic. The results show that the integrated model provides an enhanced way to understand the factors that influence adoption and continuance intention towards mobile payment apps. The results also add to existing knowledge of mobile technology literature.


2021 ◽  
pp. 1-21
Author(s):  
Juan-José Boté-Vericad

The purpose of this paper is to analyse barriers that a selected group of professors at the University of Barcelona faced due to the COVID-19 restrictions, their perceptions of the current situation, and the potential for long-term adoption of new teaching methods that emerged from this situation. It remains unclear whether these professors will return to traditional teaching methods as soon as COVID-19 restrictions are lifted, or whether they will adopt digital teaching elements in the future. The group of professors sought technical help during the first weeks of online teaching. This research uses a qualitative approach through a self-administered qualitative survey. We analyse data using open-ended questions about barriers they faced in creating educational content via video. Answers were coded and analysed using thematic analysis with an inductive approach. We identified two overarching themes: educational material delivery and professors and distance teaching. Findings indicate that professors lacked digital skills as well as a lack of knowledge of emergency remote teaching. There were differences in their perceptions of teaching methodologies. The results are discussed in relation to research from other countries about the use of videos for teaching before and during the COVID-19 crisis.


2021 ◽  
Vol 5 (1) ◽  
pp. 15-22
Author(s):  
Ronaldo Gultom ◽  
Boy Nurttjahyo Moch ◽  
Ramadhan Khafri ◽  
Maya Arlini Puspasari

Nowadays utilization of mobile applications, especially for mobile games growth rapidly. This situation affects mobile games market more competitive and results in only few games can survive. The abundance number of mobile games that available makes users will remove their downloaded games if it lacks of interesting experience that affected their enjoyment on first try. Because of this, perceived enjoyment is often considered as an important factor that affects users’ intention to continue playing the mobile games. Therefore, this study aims to discover what factors affects perceived enjoyment and find out whether perceived enjoyment is affecting user’s intention to continue playing mobile games or not. The research model adopts several latent variables that are used to measure the perceived enjoyment and its effect on continuance intention of mobile games. The model is tested by using Partial Least Square–Structural Equation Modeling (PLS-SEM) with a sample size of 205 respondents.


2020 ◽  
Vol V (II) ◽  
pp. 341-355
Author(s):  
Shehzad Ahmed ◽  
Muhammad Tahir Khan Farooqi ◽  
Asif Iqbal

The purpose of the study was to explore the relationship of organizational politics on the performance of teaching faculty of the universities of Pakistan. The nature of the study was descriptive. The public sector universities of Punjab were the population of the study. The researchers randomly selected the four universities, i.e. the University of the Punjab Lahore, Bahaud din Zakria University Multan, Pir Mehr Ali Shah Arid Agriculture University Rawalpindi and The Islamia University of Bahawalpur. Two questionnaires, namely Organizational Politics by Vigoda (2007) and Teachers Performance Evaluation Scale (TPES) by Shehzad and Farooqi (2016), were adapted for the study. The statistical techniques t-test and Structural Equation Modelling (SEM) were applied to analyse the data. It was inferred that organizational politics had significant impact and relationship with the performance of university teachers. It is recommended that a qualitative approach may be adopted to get a further in-depth understanding of the phenomenon.


1995 ◽  
Vol 11 (2) ◽  
pp. 133-137 ◽  
Author(s):  
Juan Fernández ◽  
Miguel A. Mateo ◽  
José Muñiz

The conditions are investigated in which Spanish university teachers carry out their teaching and research functions. 655 teachers from the University of Oviedo took part in this study by completing the Academic Setting Evaluation Questionnaire (ASEQ). Of the three dimensions assessed in the ASEQ, Satisfaction received the lowest ratings, Social Climate was rated higher, and Relations with students was rated the highest. These results are similar to those found in two studies carried out in the academic years 1986/87 and 1989/90. Their relevance for higher education is twofold because these data can be used as a complement of those obtained by means of students' opinions, and the crossing of both types of data can facilitate decision making in order to improve the quality of the work (teaching and research) of the university institutions.


2017 ◽  
Vol 2 (3) ◽  
Author(s):  
Concepción Elizabeth Marcillo García

El momento que viven las universidades ecuatorianas, se caracteriza por la búsqueda de una mejora significativa en el campo académico, investigativo y de vinculación con la comunidad. La intervención de algunas universidades por parte del CES, ha sido una medida que se constituye en oportunidad para lograr cubrir las expectativas de la sociedad y de las instancias superiores encargadas de velar por el desarrollo de la Academia. Las deficiencias encontradas develaron las causas principales que aquejan a estas comunidades: el pobre desarrollo de la investigación. En este marco, el presente trabajo se constituye en un tema pertinente, al proyectar una propuesta que se sustenta en la necesidad de formación de la docencia universitaria en el ámbito de la investigación. El análisis que se realiza a la propuesta, tiene un enfoque social pensado en función del servicio que presta la Universidad a la colectividad en aras de responder a la sociedad que concomitante al progreso mundial, apuntala su economía en el desarrollo del conocimiento. Considerar una estrategia para el desarrollo de las competencias investigativas en los docentes universitarios, ayudará a fortalecer la función investigativa, consecuentemente, se generará y crearán condiciones que permitan transferir tecnologías tendientes a mejorar las condiciones de vida del sector.  Palabras claves: Docencia universitaria, competencia investigativa, investigación, universidad, estrategia  Social view of the strategy for the formation of the research competence in the university professor    Abstract  The Ecuadorian universities are changing today and that is characterized by the search for a significant improvement in the academic and research fields and the link with the community. The intervention of some universities by the CES has been a measure which constitutes an opportunity to meet the society’s expectations and those of the higher level authorities to ensure the development of the university. The deficiencies found uncovered the main causes affecting these communities: the poor development of research. In this context, the present work constitutes a relevant topic, to project a proposal that is based on the need for training in the field of researching the university teachers. The analysis of the proposal has a social approach, which functions through the service provided by the University to the community in order to respond to the global society concomitant progress that seeks the development of knowledge while developing the world economy. To consider a strategy for the researching competence development in university teachers will help strengthening the researching function. Consequently, it will generate and create conditions for transferring technologies aimed at improving the living conditions of the teachers.  Keywords: University teaching, research competence, research, university, strategy


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