Effectiveness of Computer Training

2008 ◽  
pp. 840-855
Author(s):  
Bassam Hasan

This study builds on recent findings in information systems (IS) research and training literature to develop and test a model of the impact of multilevel computer self-efficacy (CSE) on effectiveness of computer training. The proposed research model makes a clear distinction between general and application-specific CSE and hypothesizes that the two levels of CSE will have positive effects on perceived ease of use, near-transfer learning, and far-transfer learning, and a negative effect on computer anxiety. The results of a field experiment conducted to empirically test the hypothesized relationships revealed that general CSE had positive effects on far-transfer learning and perceived ease of use, whereas application-specific CSE demonstrated positive effects on near-transfer learning and perceived ease of use. The results also showed that general and application-specific CSE had negative effects on computer anxiety. This study provides better insights into the relationships between the two levels of CSE and computer training outcomes and offers valuable research and practical implications.

Author(s):  
Bassam Hasan

Identifying factors affecting effectiveness of computer training remains a key issue in information systems (IS) research and practice. To this end, the current study builds upon IS and training literatures to develop and test a research model to examine the impact of multilevel computer self-efficacy (CSE) on effectiveness of computer training. The model distinguishes between general and application-specific CSE and posits that both levels of CSE will have positive effects on perceived ease of use, near-transfer learning, and far-transfer learning of computer skills and a negative effect on computer anxiety. The results of a field experiment conducted to empirically test the model revealed that general CSE had positive effects on far-transfer learning and perceived ease of use, whereas application-specific CSE demonstrated positive effects on near-transfer learning and perceived ease of use. The results also showed that general and application-specific CSE had negative effects on computer anxiety. This study provides better insights into the relationships between the two levels of CSE and computer training outcomes and offers valuable research and practical implications.


2008 ◽  
pp. 1922-1937
Author(s):  
Charlie C. Chen ◽  
Terry Ryan

Organizations need effective and affordable software training. In face-to-face settings, behavior modeling (BM) is an effective, but expensive, training method. Can BM be employed effectively, and more affordably, for software training in the online environment? An experiment was conducted to compare the effectiveness of online BM with that of face-to-face (F2F) BM for software training. Results indicate that online BM and F2F BM provide essentially the same outcomes in terms of knowledge near transfer, immediate knowledge far transfer, delayed knowledge far transfer, perceived ease of use, perceived usefulness and satisfaction. Observed differences were not significant, nor were their patterns consistent, despite sufficient power in the experimental design to detect meaningful differences. These results suggest that organizations should consider online BM as a primary method of software training.


2005 ◽  
Vol 04 (02) ◽  
pp. 125-132
Author(s):  
Bassam Hasan

The information systems literature has demonstrated a positive relationship between an individual's computer self-efficacy (CSE) and his/her ability to learn new computing skills. However, most past studies have overlooked the multilevel nature of the CSE construct and have not differentiated between near-transfer and far-transfer learning of computing skills. Accordingly, this study focuses on these two issues by investigating the impact of two levels of CSE (general and software specific) on two types of learning (near- and far-transfer) in computer training. The results of an experiment conducted to empirically test the relationships hypothesised among the study variables showed that software-specific CSE had significant effects on near-transfer and far-transfer learning and software-specific self-efficacy. In contrast, general CSE was found to have a significant effect on far-transfer learning only. The results provide valuable implications of computer training practice and research.


2010 ◽  
Vol 22 (3) ◽  
pp. 82-95 ◽  
Author(s):  
Bassam Hasan ◽  
Mesbah U. Ahmed

Perceptions of computer self-efficacy (CSE) and computer anxiety are valuable predictors of various computer-related behaviors, including acceptance and utilization of information systems (IS). Although both factors are purported to have general and application-specific components, little research has focused on the application or system-specific component, especially in IS acceptance contexts. Thus, little is known about the effects of application-specific beliefs on IS acceptance or how such effects compare with the effects of more general CSE and computer anxiety beliefs. Accordingly, a research model comprising application CSE, application anxiety, perceived ease of use, perceived usefulness, attitude, and intention was proposed and tested via path analysis. The results demonstrated that the direct impacts of application CSE and application anxiety on perceived ease of use and perceived usefulness were almost equal, but in opposite directions. However, the indirect effect of application CSE on attitude and intention was stronger than that of application anxiety.


2009 ◽  
pp. 2230-2246
Author(s):  
Charlie Chen ◽  
Terry Ryan ◽  
Lorne Olfman

Organizations need effective and affordable software training. In face-to-face settings, behavior modeling (BM) is an effective, but expensive, training method. Can BM be employed effectively, and more affordably, for software training in the online environment? An experiment was conducted to compare the effectiveness of online BM with that of face-to-face (F2F) BM for software training. Results indicate that online BM and F2F BM provide essentially the same outcomes in terms of knowledge near transfer, immediate knowledge far transfer, delayed knowledge far transfer, perceived ease of use, perceived usefulness and satisfaction. Observed differences were not significant, nor were their patterns consistent, despite sufficient power in the experimental design to detect meaningful differences. These results suggest that organizations should consider online BM as a primary method of software training.


Author(s):  
Bassam Hasan ◽  
Mesbah U. Ahmed

Perceptions of computer self-efficacy (CSE) and computer anxiety are valuable predictors of various computer-related behaviors, including acceptance and utilization of information systems (IS). Although both factors are purported to have general and application-specific components, little research has focused on the application or system-specific component, especially in IS acceptance contexts. Thus, little is known about the effects of application-specific beliefs on IS acceptance or how such effects compare with the effects of more general CSE and computer anxiety beliefs. Accordingly, a research model comprising application CSE, application anxiety, perceived ease of use, perceived usefulness, attitude, and intention was proposed and tested via path analysis. The results demonstrated that the direct impacts of application CSE and application anxiety on perceived ease of use and perceived usefulness were almost equal, but in opposite directions. However, the indirect effect of application CSE on attitude and intention was stronger than that of application anxiety.


Author(s):  
Charlie Chen ◽  
Terry Ryan ◽  
Lorne Olfman

Organizations need effective and affordable software training. In face-to-face settings, behavior modeling is an effective, but expensive, training method. Can behavior modeling be employed effectively, and more affordably, for software training in the online environment? An experiment was conducted to compare the effectiveness of online behavior modeling with that of face-to-face behavior modeling for software training. Results indicate that online behavior modeling and face-to-face behavior modeling provide essentially the same outcomes in terms of knowledge near transfer, immediate knowledge far transfer, delayed knowledge far transfer, perceived ease of use, perceived usefulness, and satisfaction. Observed differences were not significant, nor were their patterns consistent, despite sufficient power in the experimental design to detect meaningful differences, if any were present. These results suggest that organizations should consider online behavior modeling as a primary method of software training.


2011 ◽  
pp. 1689-1705
Author(s):  
Charlie Chen ◽  
Terry Ryan ◽  
Lorne Olfman

Organizations need effective and affordable software training. In face-to-face settings, behavior modeling (BM) is an effective, but expensive, training method. Can BM be employed effectively, and more affordably, for software training in the online environment? An experiment was conducted to compare the effectiveness of online BM with that of face-to-face (F2F) BM for software training. Results indicate that online BM and F2F BM provide essentially the same outcomes in terms of knowledge near transfer, immediate knowledge far transfer, delayed knowledge far transfer, perceived ease of use, perceived usefulness and satisfaction. Observed differences were not significant, nor were their patterns consistent, despite sufficient power in the experimental design to detect meaningful differences. These results suggest that organizations should consider online BM as a primary method of software training.


2021 ◽  
Vol 11 (3) ◽  
pp. 1073
Author(s):  
Kwanghee Jung ◽  
Vinh T. Nguyen ◽  
Jaehoon Lee

Traditional in-app virtual reality (VR)/augmented reality (AR) applications pose a challenge of reaching users due to their dependency on operating systems (Android, iOS). Besides, it is difficult for general users to create their own VR/AR applications and foster their creative ideas without advanced programming skills. This paper addresses these issues by proposing an interactive extended reality toolkit, named BlocklyXR. The objective of this research is to provide general users with a visual programming environment to build an extended reality application for digital storytelling. The contextual design was generated from real-world map data retrieved from Mapbox GL. ThreeJS was used for setting up, rendering 3D environments, and controlling animations. A block-based programming approach was adapted to let users design their own story. The capability of BlocklyXR was illustrated with a use case where users were able to replicate the existing PalmitoAR utilizing the block-based authoring toolkit with fewer efforts in programming. The technology acceptance model was used to evaluate the adoption and use of the interactive extended reality toolkit. The findings showed that visual design and task technology fit had significantly positive effects on user motivation factors (perceived ease of use and perceived usefulness). In turn, perceived usefulness had statistically significant and positive effects on intention to use, while there was no significant impact of perceived ease of use on intention to use. Study implications and future research directions are discussed.


2018 ◽  
Vol 118 (8) ◽  
pp. 1647-1670 ◽  
Author(s):  
Wangyue Zhou ◽  
Zayyad Tsiga ◽  
Boying Li ◽  
Shuning Zheng ◽  
Shuli Jiang

Purpose The purpose of this paper is to identify antecedents of e-finance continuance intention with Alibaba’s Yu’E Bao as an example. Design/methodology/approach An online questionnaire was used to collect the data (n=293), and partial least squares structural equation modeling was employed for data analysis. Four e-finance features (perceived reputation, website quality, e-finance familiarity and situational normality) are introduced with trust acting as a moderator between the users’ satisfaction and continuance intention to use an e-finance platform. Findings The results find that website quality, familiarity and situational normality can influence perceived ease of use (PEOU) and perceived usefulness (PU). PEOU and PU, together with reputation, are positively associated with confirmation which further leads to satisfaction. The positive effects that satisfaction and trust have on e-finance continuance intention are confirmed, and trust is found to be a significant moderator on the relationship between satisfaction and continuance intention. Practical implications The findings can be used to guide e-finance providers to improve their platform design and services to retain users. Originality/value This study combines the theory of trust, Technology Acceptance Model and Expectations Confirmation Theory to investigate the factors that influence the continuance intention in the context of e-finance in China.


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