Search results

1 – 10 of over 1000
Article
Publication date: 5 April 2024

Soohyung Joo, Maria Cahill, Luke LeFebvre, Antonio Garcia and Averi Cole

This study investigated multiple factors associated with librarians’ intentions to engage in virtual storytimes in public libraries. Based on the theory of planned behavior, the…

Abstract

Purpose

This study investigated multiple factors associated with librarians’ intentions to engage in virtual storytimes in public libraries. Based on the theory of planned behavior, the study examined the aspects of attitudes, social norms, behavioral controls and organizational support about librarians’ intentions to engage in virtual storytime practices.

Design/methodology/approach

A survey was conducted to investigate the perceptions of public librarians who work in children’s services across the USA. The study collected 365 valid responses to assess the impact of the selected factors on librarians’ intentions. Structural equation modeling was employed for statistical analysis.

Findings

The results revealed that attitudes, subjective norms and behavioral controls were significant factors associated with librarians’ intention to engage in virtual storytimes. Among these, attitudinal factors were the most influential; however, organizational support was not a significant factor.

Originality/value

Minimal research has been conducted to explore factors associated with online storytime practices, which served as a primary delivery mode during the COVID-19 pandemic. This study is among the first attempts to investigate various factors related to virtual storytimes in public libraries from the perspectives of librarians.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 9 February 2024

Shinyong Jung, Alei Fan, Xinran Lehto and Hhye Won Shin

This study aims to explore a potential conference experience design strategy, namely, festivalization. It investigates the potential festivalization effects on conference…

Abstract

Purpose

This study aims to explore a potential conference experience design strategy, namely, festivalization. It investigates the potential festivalization effects on conference attendees in two formats of business conferences: virtual and in-person.

Design/methodology/approach

A series of two scenario-based experimental studies were conducted. A series of one-way analysis of covariance and PROCESS procedures (Model 6) were performed for data analysis.

Findings

The inclusion of festivalization elements significantly enhances positive responses of attendees, especially for in-person conferences. This effect is further explained by a serial mediation effect, where enhanced perceived values and conference engagement play key roles in improving attendees’ conference experience.

Practical implications

By incorporating festivalization elements, conference organizers can create a more engaging and satisfying event experience for attendees. This can lead to greater satisfaction, positive word-of-mouth and increased registrations.

Originality/value

This study represents a pioneering effort in revealing the underlining mechanisms that explain how festivalization affects attendee engagement and subsequent behaviors in business event management in both face-to-face and virtual settings.

Details

International Journal of Contemporary Hospitality Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-6119

Keywords

Open Access
Article
Publication date: 26 January 2024

Nannan Xi, Juan Chen, Filipe Gama, Henry Korkeila and Juho Hamari

In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in…

1976

Abstract

Purpose

In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-mediation is still mostly believed to offer an inferior experience due to their shortcomings in usability, wearability, graphical fidelity, etc. This study aims to address the research gap by experimentally examining the acceptance of metaverse shopping.

Design/methodology/approach

This study conducts a 2 (VR: with vs. without) × 2 (AR: with vs. without) between-subjects laboratory experiment involving 157 participants in simulated daily shopping environments. This study builds a physical brick-and-mortar store at the campus and stocked it with approximately 600 products with accompanying product information and pricing. The XR devices and a 3D laser scanner were used in constructing the three XR shopping conditions.

Findings

Results indicate that XR can offer an experience comparable to, or even surpassing, traditional shopping in terms of its instrumental and hedonic aspects, regardless of a slightly reduced perception of usability. AR negatively affected perceived ease of use, while VR significantly increased perceived enjoyment. It is surprising that the lower perceived ease of use appeared to be disconnected from the attitude toward metaverse shopping.

Originality/value

This study provides important experimental evidence on the acceptance of XR shopping, and the finding that low perceived ease of use may not always be detrimental adds to the theory of technology adoption as a whole. Additionally, it provides an important reference point for future randomized controlled studies exploring the effects of technology on adoption.

Details

Internet Research, vol. 34 no. 7
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 7 September 2023

Gang Li, Zhihuang Zhao, Lan Li, Yuanbo Li, Mengjiao Zhu and Yongxin Jiao

This study investigates the influence of artificial intelligence (AI) stimuli on customer stickiness (CS), the mediation effects of social presence (SP) and the moderating impacts…

Abstract

Purpose

This study investigates the influence of artificial intelligence (AI) stimuli on customer stickiness (CS), the mediation effects of social presence (SP) and the moderating impacts of customer traits in this influencing process.

Design/methodology/approach

Drawing on the arousal theory and social response theory, a conceptual model was established and tested by a data set of 268 customers in the catering industry.

Findings

The results indicate that AI stimuli, such as perceived personalization and perceived interactivity, positively affect CS. SP partially mediates the influence of AI stimuli on CS. Customer traits such as customers' need for interaction (NFI) and novelty seeking (NS) actively moderate the mediating effects of SP.

Originality/value

This study advances the interactive marketing literature from three aspects. Firstly, instead of focusing on the functional aspects of AI stimuli, it extends our understanding of AI-enabled interactive marketing by examining the effects of social and emotional aspects of AI stimuli on customer response. Secondly, it extends our understanding of social response by illuminating the mediating effects of SP between AI stimuli and CS. Finally, it provides new insights and empirical evidence for the research focus on customer traits in AI-enabled interactive marketing.

Details

Journal of Research in Interactive Marketing, vol. 18 no. 1
Type: Research Article
ISSN: 2040-7122

Keywords

Abstract

Details

The Impact of ChatGPT on Higher Education
Type: Book
ISBN: 978-1-83797-648-5

Open Access
Article
Publication date: 13 February 2024

Andrew Cram, Stephanie Wilson, Matthew Taylor and Craig Mellare

This paper aims to identify and evaluate resolutions to key learning and teaching challenges in very large courses that involve practical mathematics, such as foundational finance.

Abstract

Purpose

This paper aims to identify and evaluate resolutions to key learning and teaching challenges in very large courses that involve practical mathematics, such as foundational finance.

Design/methodology/approach

A design-based research approach is used across three semesters to iteratively identify practical problems within the course and then develop and evaluate resolutions to these problems. Data are collected from both students and teachers and analysed using a mixed-method approach.

Findings

The results indicate that key learning and teaching challenges in large foundational finance courses can be mitigated through appropriate consistency of learning materials; check-your-understanding interactive online content targeting foundational concepts in the early weeks; connection points between students and the coordinator to increase teacher presence; a sustained focus on supporting student achievement within assessments; and signposting relevance of content for the broader program and professional settings. Multiple design iterations using a co-design approach were beneficial to incrementally improve the course and consider multiple perspectives within the design process.

Practical implications

This paper develops a set of design principles to provide guidance to other practitioners who seek to improve their own courses.

Originality/value

The use of design-based research and mixed-method approaches that consider both student and teacher perspectives to examine the design of very large, foundational finance courses is novel.

Details

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

Keywords

Article
Publication date: 26 September 2023

Mahmoud Abou Kamar, Azza Maher, Islam Elbayoumi Salem and Ahmed Mohamed Elbaz

This study used an integrated model that incorporates the Technology Acceptance Model (TAM) and the Theory of Planned Behaviour (TPB) to empirically investigate how…

Abstract

Purpose

This study used an integrated model that incorporates the Technology Acceptance Model (TAM) and the Theory of Planned Behaviour (TPB) to empirically investigate how eco-gamification stimulates users' sustainability knowledge and, consequently, their pro-sustainable intentions through the mediating roles of sustainable knowledge and psychological and social norms. Thus, the study aims to examine users'’ experiences with the JouleBug app, which is designed to encourage users to complete at least one daily green task.

Design/methodology/approach

After a trial period of two weeks, a total of 360 participants completed the post-game survey during the research process.

Findings

The findings from the structural equation modeling and data analysis indicated a good fit for the model. The findings demonstrate that usefulness, ease of use and enjoyment of eco-gamification enrich users' sustainability knowledge, which, in turn, strongly influences their pro-sustainable intentions. According to the findings, the three factors of TPB have a significant impact on users' pro-sustainability intentions. Both sustainable knowledge and social cues play mediating roles in such relationships.

Practical implications

This study advocates that eco-gamification can be used as a platform to modify tourists’ pro-sustainability intentions in emerging tourism and technology destinations such as Egypt. Hence, this study offers significant information to tourism planners and other stakeholders on tourists’ behavioural intentions.

Originality/value

This study examined the effectiveness of an integrated model of TAM and TBP in predicting tourists’ intentions to use eco-gamification to improve the sustainability of tourist destinations.

目的

本研究采用结合技术接受模型(TAM)和计划行为理论(TPB)的综合模型, 旨在探究生态游戏化如何提升用户对可持续性的认知, 从而影响他们支持环保行为的意愿。通过研究可持续性知识以及心理和社会规范在其中的中介作用来实现这一目标。因此, 本研究调查了用户使用JouleBug应用程序的体验, 该应用程序旨在鼓励用户每天完成至少一个环保任务。

设计/方法/步骤

在为期两周的试验期后, 共有360名参与者在研究过程中完成了后测问卷调查。

研究结果

通过结构方程模型和数据分析, 研究结果表明模型拟合良好。研究发现, 生态游戏化的实用性、易用性和乐趣能够丰富用户的可持续性知识, 从而强烈影响他们支持可持续性的意愿。研究结果还显示, 计划行为理论(TPB)的三个因素对用户的支持可持续性意愿有显著影响。可持续性知识和社会提示在这些关系中发挥着中介作用。

实际意义

本研究主张, 生态游戏化可以作为一个平台, 用于引导游客在埃及等新兴旅游和科技目的地中支持可持续性的意愿。因此, 该研究为旅游规划者和其他利益相关者提供了有关游客行为意向的重要信息。

创新性/价值

本研究考察了TAM和TPB综合模型在预测游客使用生态游戏化改善旅游目的地可持续性意愿方面的有效性。

Finalidad

Este estudio utilizó un modelo integrado que combina el Modelo de Aceptación Tecnológica (TAM) y la Teoría del Comportamiento Planificado (TPB) para investigar cómo la eco-gamificación aumenta el conocimiento de los usuarios sobre la sostenibilidad y, en consecuencia, sus intenciones para actuar favorablemente en el medio ambiente. Esto se logró analizando cómo el conocimiento sostenible y las normas psicológicas y sociales actuaban como mediadores. Para ello, la investigación examina las experiencias de los usuarios con la aplicación JouleBug, diseñada para fomentar que los usuarios realicen al menos una tarea verde diaria.

Diseño/metodología/enfoque

Tras un período de prueba de dos semanas, un total de 360 participantes completaron la encuesta posterior al juego durante el proceso de investigación.

Resultados

Los resultados del modelo de ecuaciones estructurales y análisis de datos indicaron un buen ajuste del modelo. Los resultaros evidencian que la utilidad, facilidad de uso y disfrute de la eco-gamificación enriquecen el conocimiento de sostenibilidad de los usuarios y, a su vez, influye significativamente en sus intenciones pro-sostenibilidad. Conforme a los resultados, los tres factores de la TPB tienen un impacto significativo en las intenciones pro-sostenibilidad de los usuarios. Tanto el conocimiento sostenible como las señales sociales desempeñan roles mediadores en estas relaciones.

Implicaciones prácticas

Este estudio aboga por el uso de la eco-gamificación como una plataforma para modificar las intenciones pro-sostenibilidad de los turistas en destinos emergentes de turismo y tecnología, como Egipto. Por tanto, esta investigación proporciona información significativa para los planificadores de turismo y otros interesados en las intenciones conductuales de los turistas.

Originalidad/valor

Este estudio examinó la eficacia de un modelo integrado de TAM y TPB para predecir las intenciones de los turistas de utilizar la eco-gamificación para mejorar la sostenibilidad de los destinos turísticos.

Article
Publication date: 13 September 2022

Husam Arman and Sulayman Al-Qudsi

This paper aims to propose a framework that combines the triple helix model with competitive strategies concepts to capture and guide any innovation-led national development…

Abstract

Purpose

This paper aims to propose a framework that combines the triple helix model with competitive strategies concepts to capture and guide any innovation-led national development strategies.

Design/methodology/approach

This paper adopted a methodological framework based on existing methods and guidelines, the most commonly reported approach for developing a methodological framework. The review of fundamental approaches to achieving fast and sustained economic development, triple helix model and competitive strategies helped develop the methodological framework. The framework was validated and tested using the case studies approach on Korea, Taiwan and Singapore.

Findings

Kuwait aims to create an innovative environment to benefit from the innovation strategies anchored by the East Asian miracle economies and how they used the triple helix actors at different developmental stages. First, Kuwait’s research institutes and universities need to design interactive programs and activities with industry and community to help innovate solutions to current and prospective challenges. Second, the government needs to provide a competitive business environment and effective policies. Thirdly, the Kuwait industry must be encouraged to innovate and infuse modern technology practices.

Originality/value

Developing countries are trying to use science, technology and innovation as an effective strategy for achieving sustained economic growth. However, since each country has its unique conditions, learning from other success stories proved difficult if not structured in a framework designed to serve a specific purpose such as the one the authors propose in this paper.

Details

Journal of Science and Technology Policy Management, vol. 15 no. 2
Type: Research Article
ISSN: 2053-4620

Keywords

Abstract

Details

Journal of Science and Technology Policy Management, vol. 15 no. 2
Type: Research Article
ISSN: 2053-4620

Article
Publication date: 7 November 2023

Kathleen Campana, Jacqueline Kociubuk, J. Elizabeth Mills and Michelle H. Martin

The purpose of this study was to bring library practitioners and researchers together to develop two co-designed tools for helping library practitioners gain a more holistic…

Abstract

Purpose

The purpose of this study was to bring library practitioners and researchers together to develop two co-designed tools for helping library practitioners gain a more holistic understanding of families in underserved groups and identify their values with the goal of developing more relevant learning experiences for them. The co-designed tools were then tested with Master’s of Library and Information Science (MLIS) students at two universities, whose feedback yielded several valuable findings and informed revisions to the tools.

Design/methodology/approach

A participatory, design-based approach was used throughout the study, both with engaging library practitioners in the co-design of different tools and processes introduced in the Toolkit, and to help MLIS students and library practitioners test the tools and provide feedback on the tool revisions.

Findings

Students indicated that the tools helped them develop a deeper understanding of underserved groups and their values and gave the students the time and space to reflect on their understanding of the socio-cultural and value contexts of their communities and the values they hold.

Originality/value

This study can help libraries more effectively design strengths-based learning experiences that are meaningful and relevant to underserved groups and their values, particularly for children and families from underserved communities.

Details

Information and Learning Sciences, vol. 125 no. 1/2
Type: Research Article
ISSN: 2398-5348

Keywords

1 – 10 of over 1000