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Open Access
Article
Publication date: 27 May 2024

Cong Doanh Duong

Although previous research has acknowledged the significance of comprehending the initial acceptance and adoption of ChatGPT in educational contexts, there has been relatively…

Abstract

Purpose

Although previous research has acknowledged the significance of comprehending the initial acceptance and adoption of ChatGPT in educational contexts, there has been relatively little focus on the user’s intention to continue using ChatGPT or its continued usage. Therefore, the current study aims to investigate the students’ continuance intentions to use ChatGPT for learning by adopting the stimulus–organism–response (SOR) model.

Design/methodology/approach

This study has employed the SOR model to investigate how UTAUT factors (such as performance expectancy, facilitating conditions, effort expectancy and social influence) influence the cognitive responses of students (e.g. trust in ChatGPT and attitude towards ChatGPT), subsequently shaping their behavioral outcomes (e.g. the intention to continue using ChatGPT for study). A sample of 392 higher students in Vietnam and the PLS-SEM method was employed to investigate students’ continuance intention to use ChatGPT for learning.

Findings

This study reveals that students’ continuance intention to use ChatGPT for learning was directly affected by their attitude toward ChatGPT and trust in ChatGPT. Meanwhile, their attitude toward ChatGPT was built on effort expectancy, social influence, and facilitating conditions and trust in ChatGPT was developed from effort expectancy and social influence.

Originality/value

By extending the analysis beyond initial acceptance, this research provides valuable insights into the factors that influence the sustained utilization of ChatGPT in an educational environment.

Details

Journal of Research in Innovative Teaching & Learning, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2397-7604

Keywords

Open Access
Article
Publication date: 24 May 2024

José Varela Lopes and Beatriz Casais

This paper seeks to understand users' perceptions of their experiences in mobile applications (apps) with gamified loyalty programs (GLPs) that use rewards as the primary…

Abstract

Purpose

This paper seeks to understand users' perceptions of their experiences in mobile applications (apps) with gamified loyalty programs (GLPs) that use rewards as the primary engagement vehicle. The research focuses particularly on the motivations to further interact with GLPs and the motivational changes occurring after successive interactions.

Design/methodology/approach

The authors conducted weekly open qualitative interviews over a month (four rounds of interviews) with five Portuguese active users of the mobile app Yorn Shake It, from Vodafone, which is a relevant case study to illustrate GLPs in mobile apps.

Findings

Participants' motivations to interact with the mentioned GLP are shaped by the reward incentive and users' perceptions of the gamified interactive experience. Motivational changes occur regardless of the presence of external contingencies and depend on contextual changes or perceived results of the gamified experience. This means that rewards also satisfy intrinsic needs, but users may remain connected to the system as long as fun experiences are provided without exhausting perceptions. Also, motivation may turn to reward contingencies when the challenge becomes boring.

Originality

This is the first qualitative study explaining the perceptions of gamified experiences after continued participation, extending knowledge about the importance of a fair balance between the value and achievement of rewards and the entertainment of the challenge provided after continued exposure. The findings provide insights to GLP marketing managers and developers to better engage target audiences according to their needs and past experience, creating levels of challenges and fair rewards to maintain motivation and prevent abandonment after continued exposure.

Details

Journal of Research in Interactive Marketing, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2040-7122

Keywords

Open Access
Article
Publication date: 27 May 2024

Surbhi Seema Sethi and Kanishk Jain

This study aims to explore the potential benefits of integrating Artificial Intelligence (AI) with Social Emotional Learning (SEL) in educational settings.

Abstract

Purpose

This study aims to explore the potential benefits of integrating Artificial Intelligence (AI) with Social Emotional Learning (SEL) in educational settings.

Design/methodology/approach

A systematic review of emerging AI technologies such as virtual reality, chatbots, sentiment analysis tools, gamification and wearable devices is conducted to assess their applicability in enhancing SEL.

Findings

AI technologies present opportunities for personalized support, increased engagement, empathy development and promotion of well-being within SEL frameworks.

Research limitations/implications

Future research should focus on addressing ethical concerns, fostering interdisciplinary collaborations, conducting longitudinal studies, promoting cultural sensitivity and developing robust ecosystems for AI in SEL.

Originality/value

This study contributes by outlining pathways for leveraging AI to create inclusive and supportive learning environments that nurture students' socio-emotional competencies, preparing them for success in a globally connected world.

Details

Journal of Research in Innovative Teaching & Learning, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2397-7604

Keywords

Open Access
Article
Publication date: 13 May 2024

Sandra Barker and Lynn C. Gribble

This paper is a case study of student response systems used in large-class teaching. It considers the benefits, including the engagement of students and academic gains such as…

Abstract

Purpose

This paper is a case study of student response systems used in large-class teaching. It considers the benefits, including the engagement of students and academic gains such as reduced administration. The constraints and impacts in classroom teaching are noted, drawing upon the experience of two teachers with their learning captured as a means of dissemination of practice to support other teachers who may be considering adopting and later adapting such practices (Gribble and Beckmann, 2023).

Design/methodology/approach

An autoethnographical account was undertaken using an action-learning approach as a sense-making exercise. These accounts enabled a depth of insight beyond the anecdotal evidence experienced by an individual teacher alone.

Findings

The findings show that while student response systems have constraints, these can be addressed by putting pedagogical concerns in front of any technology deployment, reaping benefits for students and teachers. Once engaged in using the system, students become more willing to enter further discussions. However, the limitations of both systems indicate that there may be a need for multiple systems to be available based on the pedagogical needs of the class.

Practical implications

The exploration of student response systems and outcomes of positive engagement by students in classroom settings provides insight to those wishing to explore such systems for use in large-class teaching settings.

Originality/value

This work extends discussions surrounding interactivity using student response systems. Additionally, practical insights from the users into their experiences with their students in using such systems provide alternatives for engagement in delivering large-class learning at scale.

Details

Journal of Work-Applied Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2205-2062

Keywords

Open Access
Article
Publication date: 17 May 2024

Yucong Lao and Yukun You

This study aims to uncover the ongoing discourse on generative artificial intelligence (AI), literacy and governance while providing nuanced perspectives on stakeholder…

Abstract

Purpose

This study aims to uncover the ongoing discourse on generative artificial intelligence (AI), literacy and governance while providing nuanced perspectives on stakeholder involvement and recommendations for the effective regulation and utilization of generative AI technologies.

Design/methodology/approach

This study chooses generative AI-related online news coverage on BBC News as the case study. Oriented by a case study methodology, this study conducts a qualitative content analysis on 78 news articles related to generative AI.

Findings

By analyzing 78 news articles, generative AI is found to be portrayed in the news in the following ways: Generative AI is primarily used in generating texts, images, audio and videos. Generative AI can have both positive and negative impacts on people’s everyday lives. People’s generative AI literacy includes understanding, using and evaluating generative AI and combating generative AI harms. Various stakeholders, encompassing government authorities, industry, organizations/institutions, academia and affected individuals/users, engage in the practice of AI governance concerning generative AI.

Originality/value

Based on the findings, this study constructs a framework of competencies and considerations constituting generative AI literacy. Furthermore, this study underscores the role played by government authorities as coordinators who conduct co-governance with other stakeholders regarding generative AI literacy and who possess the legislative authority to offer robust legal safeguards to protect against harm.

Details

Transforming Government: People, Process and Policy, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1750-6166

Keywords

Open Access
Article
Publication date: 28 May 2024

Asad Hassan Butt, Hassan Ahmad, Asif Muzaffar, Waseem Irshad, Muhammad Usman Mumtaz and Talha Zubair Ahmad Khan

This study aims to investigate how gamification, namely, WeChat’s cultural gifting function, improves emotional involvement among three generations (Y, X and silver) in mobile…

Abstract

Purpose

This study aims to investigate how gamification, namely, WeChat’s cultural gifting function, improves emotional involvement among three generations (Y, X and silver) in mobile payments. It draws attention to the beneficial effects of cultural components and digital intimacy on gamified mobile payment systems.

Design/methodology/approach

The data were collected from Y, X and silver generation in Dalian, China. The users were well equipped with the WeChat pay features and had experience. The PLS-SEM software was used to assess the data.

Findings

The findings show that consumer word of mouth and loyalty are positively impacted by perceived utility, fun, and enjoyment. Besides, gamification components like fun and playfulness have a favourable effect on how useful mobile payments are judged to be. It demonstrates how delighted and ecstatic users are with WeChat Hongbao. In addition, the positive moderation effect of intimacy on the hypothesised connections shows that all three generations are likely to accept gamified money features. These results provide a substantial contribution to our comprehension of gamification in the context of mobile payment services for all three generations.

Originality/value

The study is distinctive because it focuses on how China’s three generations use WeChat Pay for routine transactions. The framework confirms that the gamification elements improve user performance and encourage continued usage of mobile payment systems.

Objetivo

Este estudio investiga cómo la gamificación, específicamente la función de regalos culturales de WeChat, mejora la participación emocional entre tres generaciones (Y, X y plata) en los pagos móviles. Se presta atención a los efectos beneficiosos de los componentes culturales y la intimidad digital en los sistemas de pago móvil gamificados.

Diseño/metodología/enfoque/Metodología/Enfoque

Los datos fueron recopilados de las generaciones Y, X y plata en Dalian, China. Los usuarios estaban familiarizados con las características de pago de WeChat y tenían experiencia. Se utilizó el software PLS-SEM para evaluar los datos.

Resultados

Los resultados muestran que la reputación y la lealtad del consumidor son positivamente influenciadas por la utilidad percibida, la diversión y el disfrute. Los componentes de gamificación, como la diversión y la jugabilidad, tienen un efecto favorable en cómo se juzga la utilidad de los pagos móviles. Se demuestra cuán encantados están los usuarios con WeChat Hongbao. Además, la moderación positiva de la intimidad en las relaciones supuestas muestra que las tres generaciones tienen probabilidades de aceptar las características de dinero gamificado. Estos resultados contribuyen sustancialmente a nuestra comprensión de la gamificación en el contexto de los servicios de pago móvil para las tres generaciones.

Originalidad

El estudio es novedoso ya que se centra en cómo las tres generaciones de China utilizan WeChat Pay para transacciones rutinarias. El marco confirma que los elementos de gamificación mejoran el rendimiento del usuario y fomentan el uso continuado de los sistemas de pago móvil.

目的

本研究探讨了游戏化, 即微信的文化赠送功能, 如何提高三代人(Y、X和银发族)在移动支付中的情感投入。它引起了人们对文化成分和数字亲密关系对游戏化移动支付系统的有益影响的注意。

设计/方法/途径

数据来自中国大连市的Y、X和银发族用户。用户对微信支付功能非常熟悉, 并具有使用经验。采用PLS-SEM软件对数据进行评估。

研究结果

结果表明, 消费者的口碑和忠诚度受到了感知效用、乐趣和享受的积极影响。乐趣和趣味等游戏化组件对移动支付的有用性评估产生了积极影响, 展示了用户对微信红包的喜悦和兴奋程度。此外, 亲密关系对假设连接的正向调节效应表明, 三代人都可能接受游戏化货币功能。这些结果为我们理解移动支付服务背景下游戏化对三代人的贡献提供了实质性的帮助。

创新性

该研究独特之处在于它着眼于中国三代人如何将微信支付用于日常交易。该框架证实了游戏化元素如何提高用户绩效并鼓励继续使用移动支付系统。

Open Access
Article
Publication date: 31 May 2024

Florian Königstorfer

Companies are increasingly benefiting from artificial intelligence (AI) applications in various domains, but also facing its negative impacts. The challenge lies in the lack of…

Abstract

Purpose

Companies are increasingly benefiting from artificial intelligence (AI) applications in various domains, but also facing its negative impacts. The challenge lies in the lack of clear governance mechanisms for AI. While documentation is a key governance tool, standard software engineering practices are inadequate for AI. Practitioners are unsure about how to document AI, raising questions about the effectiveness of current documentation guidelines. This review examines whether AI documentation guidelines meet regulatory and industry needs for AI applications and suggests directions for future research.

Design/methodology/approach

A structured literature review was conducted. In total, 38 papers from top journals and conferences in the fields of medicine and information systems as well as journals focused on fair, accountable and transparent AI were reviewed.

Findings

This literature review contributes to the literature by investigating the extent to which current documentation guidelines can meet the documentation requirements for AI applications from regulatory bodies and industry practitioners and by presenting avenues for future research. This paper finds contemporary documentation guidelines inadequate in meeting regulators’ and professionals’' expectations. This paper concludes with three recommended avenues for future research.

Originality/value

This paper benefits from the insights from comprehensive and up-to-date sources on the documentation of AI applications.

Details

Digital Policy, Regulation and Governance, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2398-5038

Keywords

Open Access
Article
Publication date: 30 April 2024

Bernardinus Harnadi, Albertus Dwiyoga Widiantoro, FX Hendra Prasetya, Ridwan Sanjaya and Ranto Partomuan Sihombing

Research on technology acceptance of online entertainment with age, gender and cultural factors as moderator, is rarely conducted. Previous research predominantly focused on age…

Abstract

Purpose

Research on technology acceptance of online entertainment with age, gender and cultural factors as moderator, is rarely conducted. Previous research predominantly focused on age or gender as moderator, neglecting the influence of cultural factors. Therefore, this study aims to investigate acceptance of online entertainment technology, incorporating age, gender and cultural factors as moderator.

Design/methodology/approach

Data were collected through a survey comprising 1,121 individuals aged 14–24 years from three cities in Indonesia. The proposed theoretical model examined the causal effect of acceptance and moderating effects due to individual gender, age, power distance, individualism, feminism and uncertainty avoidance (AU). Subsequently, structural equation modeling was used to evaluate the theoretical model, and the results confirmed several findings from previous research.

Findings

The findings confirmed the positive direct impact of habit and price value (PV) on behavioral intention and hedonic motivation, as well as social influence on habit. The recent findings derived from the moderating effect analysis showed that age, individualism and feminism played a moderating role in the effects on individual intention due to habit. Additionally, gender and AU moderated the effects on individual habits due to hedonic motivation.

Originality/value

This research contributes to the limited knowledge of technology acceptance of online entertainment, and also integrates the causal effects of individual intention due to habit, PV, hedonic motivation and social influence, considering the moderating role of culture, age and gender. Consequently, the investigation provides valuable insights into the literature by presenting evidence of age, gender and cultural differences in acceptance. Furthermore, it offers practical guidance to online entertainment application developers on designing applications to satisfy consumers of different ages, genders and cultures.

Details

Information Discovery and Delivery, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2398-6247

Keywords

Open Access
Article
Publication date: 30 April 2024

Myriam Quinones, Jaime Romero, Anne Schmitz and Ana M. Díaz-Martín

User acceptance is a necessary precondition to implementing self-driving buses as a solution to public transport challenges. Focusing on potential users in a real-life setting…

Abstract

Purpose

User acceptance is a necessary precondition to implementing self-driving buses as a solution to public transport challenges. Focusing on potential users in a real-life setting, this paper aims to analyze the factors that affect their willingness to use public autonomous shuttles (PASs) as well as their word-of-mouth (WOM) intentions.

Design/methodology/approach

Grounded on Unified Theory of Acceptance and Use of Technology (UTAUT2), the study was carried out on a sample of 318 potential users in a real-life setting. The hypothesized relationships were tested using partial least squares structural equation modeling (PLS-SEM).

Findings

The study reveals that performance expectancy, facilitating conditions, hedonic motivation and trust are significant predictors of PAS usage intention, which is, in turn, related to WOM communication. Additionally, the factors that impact the intention to use a PAS are found to exert an indirect effect on WOM, mediated by usage intention.

Practical implications

This study includes practical insights for transport decision-makers on PAS service design, marketing campaigns and WOM monitoring.

Originality/value

While extant research focuses on passengers who have tried autonomous shuttles in experimental settings, this article adopts the perspective of potential users who have no previous experience with these vehicles and identifies the link between usage intention and WOM communication in a real-life traffic environment.

研究目的

若要引入自動駕駛巴士來解決公共交通的問題和挑戰,一個必不可少的先決條件是得到用戶的認可。本研究透過重點分析活在真實生活環境中的潛在用戶,來探討影響他們使用公共自動交通工具的意願和口碑動機的各個因素。

研究的設計/方法

本研究以延伸整合型科技接受模式為基礎,對一個涵蓋處身於真實生活環境中318名潛在用戶的樣本進行分析和探討。研究人員以偏最小平方法的結構方程模型 (PLS-SEM), 去測試各個被假設的關聯。

研究結果

研究結果顯示,績效期望、有利條件、享樂動機和信任均明顯能夠預測人們使用公共自動交通工具的意願,而人們使用公共自動交通工具的意願又反過來與口碑溝通有所相關。另外,研究人員發現,影響人們使用公共自動交通工具意願的各個因素,對口碑會產生間接的影響,而使用意願是會起著調節作用的。

研究的原創性

現存的學術研究均聚焦分析那些曾於實驗設置下坐過自動交通工具的人士,而本研究卻採用從未坐過自動交通工具人士的角度來進行分析與探討,並且找出了於實際的交通環境裡、使用意願與口碑溝通之間的關聯。

實務方面的啟示

本研究提供的啟示,對有關公共自動交通工具服務設計、市場營銷活動和口碑監督工作的運輸決策者來說頗具實務意義。

Open Access
Article
Publication date: 28 May 2024

Rui Mu and Xiaxia Zhao

This study investigates the individual and binary (i.e. combined) effects of institutional dimensions of open government data (which include instructional, structural and…

Abstract

Purpose

This study investigates the individual and binary (i.e. combined) effects of institutional dimensions of open government data (which include instructional, structural and accessible rules) on scientific research innovation, as well as the mediating roles that researchers' perceived data usefulness and data capability play in between.

Design/methodology/approach

Based on a sample of 1,092 respondents, this study uses partial least squares structural equation modeling (PLS-SEM) and polynomial regression with response surface analysis to evaluate the direct and indirect effects of individual and binary institutional dimensions on scientific research innovation.

Findings

The findings demonstrate that instructional, structural and restricted access data have a positive effect on scientific research innovation in the individual effect. While the binary effect of institutional dimensions produces varying degrees of scientific research innovation. Furthermore, this study discovers that the perceived usefulness and data capability of researchers differ in the mediating effect of institutional dimensions on scientific research innovation.

Originality/value

Theoretically, this study contributes new knowledge on the causal links between data publication institutions and innovation. Practically, the research findings offer government data managers timely suggestions on how to build up institutions to foster greater data usage.

Details

Aslib Journal of Information Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2050-3806

Keywords

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