Analysis of the Intention to Use of Virtual Reality-Based Nursing Education Program in Nursing Student Based on Extended Technology Acceptance Mode

2021 ◽  
Vol 14 (2) ◽  
pp. 168-175
Author(s):  
Ji Min Lee ◽  
Sung Jung Hong
Author(s):  
Ethan Douglas Quaid ◽  
Austin Pack ◽  
Alex James Barrett ◽  
Litong Zhou

This short paper reports the findings of a study exploring English for Academic Purposes (EAP) students’ behavioral intention to use a high-immersion Virtual Reality (VR) system for learning paragraph structure. The study measured relationships between variables that may lead to learners’ intention to use the high-immersion VR Reality system through leveraging a hypothesized theoretical framework based upon a widely used technology acceptance model. Quantitative data were collected from 134 Sino-British English as a medium of instruction by university undergraduate students enrolled in EAP classes by means of a post-participation questionnaire. A Partial Least Squares - Structural Equation Modeling (PLS-SEM) exploratory analysis was executed. Results suggested that students’ intention to use the high-immersion VR learning environment was primarily determined by its usefulness for learning and not how easy it was to use. Furthermore, the degree to which the learners felt confident in their ability to operate the system had a large impact on how easy they perceived it was to use. And finally, the antecedent conditions of learners had little impact on the students’ perceived usefulness of the VR system.


2020 ◽  
Vol 33 (2) ◽  
pp. 19-39
Author(s):  
Wen-Chin Hsu ◽  
Po-Han Chen ◽  
Chung-Yang Chen

Virtual reality presents exciting new opportunities for e-commerce with regard to the development of innovative shopping services. This article reports on an experimental investigation into the coordinated use of two human-computer interfaces (HCIs) for online shopping: virtual reality (VR) and webpages. We adopted the uses and gratification theory and technology acceptance model to determine how these HCIs affect online shopping intentions. Data from 98 participants revealed that entertainment value, informativeness, perceived ease-of-use, and perceived usefulness are the primary factors influencing the intention to use the VR HCI for online shopping (p < 0.05). Informativeness, perceived ease-of-use, and perceived usefulness are the main factors influencing the intention to use the webpage HCI for online shopping (p < 0.05). This study provides insights for businesses how to develop innovative shopping services using VR.


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


2019 ◽  
Vol 24 (1) ◽  
pp. 100-113
Author(s):  
Filona ◽  
Misdiyono

With the rapid growth of information technology, electronic money has played an important and central role in the e-payment. Development of electronic money is able to create a trend less-cash society, which is a society’s behavior using non- cash transactions by utilizing the simplicity offered through electronic transactions. The purpose of this research is to determine the factors affecting the intention to use electronic money. We designed a questionnaire and used it to survey a simple random sampling of people who use of e-money in DKI Jakarta. The actual samples used for the study are 125 respondents. We analyzed the data using Structured Equation Modeling to evaluate the strength of the hypothesized effects. The result of the analysis showed that perceived ease of use has no significant effect on attitudes towards the use of e-money. Perceived ease of use has a significant effect on the perceived usefulness of e-money. Perceived usefulness has no significant effect on the intention to use e-money. Perceived usefulness has a significant effect on attitudes towards the use of e-money. Attitude has a significant effect on the intention to use e-money. Subjective norm has a significant effect on the intention to use e-money. Perceived behavioral control has no significant effect on the intention to use e-money. Keywords: electronic money, technology acceptance model, the theory of planned behavior.


2021 ◽  
Vol 13 (15) ◽  
pp. 8571
Author(s):  
Siti Fatimah Abd Rahman ◽  
Melor Md Yunus ◽  
Harwati Hashim

Flipped learning empowers learners to take an engaging role in learning while educators assist the learning process. The employment of flipped learning has been confirmed to enhance the teaching and learning of English as a second language in previous studies. This study aimed to explore the application of the unified theory of technology acceptance and use of technology towards ESL lecturers’ intention to use flipped learning. This study used a quantitative research framework where a set of online questionnaires was used in collecting the data. A total of 206 English as a second language lecturers from four different universities participated in this study. The data were analyzed using structural equation modeling. The result of this study indicates that only social influence is significant in predicting English as a second language lecturers’ intention to use the flipped learning approach. Furthermore, this study enriches the literature on 21st century education and the integration of technology in teaching and learning. In addition, this study could help educators and stakeholders in adapting or enhancing the flipped learning approach by distinguishing the distinct predictors of technology acceptance.


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