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Book part
Publication date: 10 December 2015

Dekar Urumsah

The concept and practice of e-services has become essential in business transactions. Yet there are still many organizations that have not developed e-services optimally. This is…

Abstract

The concept and practice of e-services has become essential in business transactions. Yet there are still many organizations that have not developed e-services optimally. This is especially relevant in the context of Indonesian Airline companies. Therefore, many airline customers in Indonesia are still in doubt about it, or even do not use it. To fill this gap, this study attempts to develop a model for e-services adoption and empirically examines the factors influencing the airlines customers in Indonesia in using e-services offered by the Indonesian airline companies. Taking six Indonesian airline companies as a case example, the study investigated the antecedents of e-services usage of Indonesian airlines. This study further examined the impacts of motivation on customers in using e-services in the Indonesian context. Another important aim of this study was to investigate how ages, experiences and geographical areas moderate effects of e-services usage.

The study adopts a positivist research paradigm with a two-phase sequential mixed method design involving qualitative and quantitative approaches. An initial research model was first developed based on an extensive literature review, by combining acceptance and use of information technology theories, expectancy theory and the inter-organizational system motivation models. A qualitative field study via semi-structured interviews was then conducted to explore the present state among 15 respondents. The results of the interviews were analysed using content analysis yielding the final model of e-services usage. Eighteen antecedent factors hypotheses and three moderating factors hypotheses and 52-item questionnaire were developed. A focus group discussion of five respondents and a pilot study of 59 respondents resulted in final version of the questionnaire.

In the second phase, the main survey was conducted nationally to collect the research data among Indonesian airline customers who had already used Indonesian airline e-services. A total of 819 valid questionnaires were obtained. The data was then analysed using a partial least square (PLS) based structural equation modelling (SEM) technique to produce the contributions of links in the e-services model (22% of all the variances in e-services usage, 37.8% in intention to use, 46.6% in motivation, 39.2% in outcome expectancy, and 37.7% in effort expectancy). Meanwhile, path coefficients and t-values demonstrated various different influences of antecedent factors towards e-services usage. Additionally, a multi-group analysis based on PLS is employed with mixed results. In the final findings, 14 hypotheses were supported and 7 hypotheses were not supported.

The major findings of this study have confirmed that motivation has the strongest contribution in e-services usage. In addition, motivation affects e-services usage both directly and indirectly through intention-to-use. This study provides contributions to the existing knowledge of e-services models, and practical applications of IT usage. Most importantly, an understanding of antecedents of e-services adoption will provide guidelines for stakeholders in developing better e-services and strategies in order to promote and encourage more customers to use e-services. Finally, the accomplishment of this study can be expanded through possible adaptations in other industries and other geographical contexts.

Details

E-services Adoption: Processes by Firms in Developing Nations
Type: Book
ISBN: 978-1-78560-709-7

Keywords

Article
Publication date: 6 January 2021

Ari Alamäki, Amir Dirin and Jyrki Suomala

This study examines students' emotional responses to augmented reality (AR) applications and their willingness to share on social media. It also compares user experiences of AR…

Abstract

Purpose

This study examines students' emotional responses to augmented reality (AR) applications and their willingness to share on social media. It also compares user experiences of AR and virtual reality (VR).

Design/methodology/approach

In line with expectation disconfirmation theory, the study focuses on students' experiences in the post-adoption situation where they had gained actual experiences of AR applications. The participants in this case study included 100 undergraduate students from higher educational institutes.

Findings

Augmentation as a value-creating mechanism seems to create surprising emotional reactions, as it created completely new and unexpected experiences for first-time users. This study also shows that positive user experiences increased the students' willingness to share AR content on social media channels. In addition, AR seems to be easier to adopt than does VR with “cardboard-style” VR headsets.

Research limitations/implications

More research is needed to determine which specific features of AR applications and pedagogical methods create positively surprising emotional experiences that affect rewarding learning experiences and social media sharing.

Practical implications

The results of this study allow designers and educators to select educational technologies that emotionally engage students to use and share them. Positively surprising emotional experiences are important for rewarding learning experiences. The findings also provide hints on the future preferences of new AR users.

Originality/value

This study created a new understanding of the emotional determinants of AR adoption and sharing on social media.

Details

The International Journal of Information and Learning Technology, vol. 38 no. 2
Type: Research Article
ISSN: 2056-4880

Keywords

Article
Publication date: 1 June 2005

Nancy Cotugna and Connie E. Vickery

The purpose of the Nutrition Education Students and Teachers (NEST) project was to develop a model of collaboration between University of Delaware dietetics students and…

2522

Abstract

Purpose

The purpose of the Nutrition Education Students and Teachers (NEST) project was to develop a model of collaboration between University of Delaware dietetics students and elementary teachers to promote nutrition education in the classroom.

Design/methodology/approach

Junior and senior level students in a nutrition education course developed nutrition lessons with input from the school teachers on using age‐ and developmentally‐appropriate methods. Actual presentations to 55 elementary children were conducted in a health/science fair format. Written evaluations were completed by all involved in the project.

Findings

The university students developed competency in teaching skills, the elementary school pupils gained nutrition knowledge and skills, and the classroom teachers were provided with valuable curriculum materials for future use. The project was rated as successful by students, teachers, the school children, and nutrition instructors. This demonstrated an innovative method to teach nutrition education principles to university students with a threefold outcome.

Practical implications

Healthy eating behaviors need to be built in childhood, and schools are an ideal setting for nutrition education. However, resources are often limited. University professors should consider the use of live audiences for the development of teaching skills rather than the typical model of having students present to one another in their own classroom setting. Schools should consider the contribution that university students might make to their teaching programmes.

Originality/value

The paper describes an unusual, and cost‐effective, method of health education, of value to the teaching about dietetics, and to other areas of health education.

Details

Health Education, vol. 105 no. 3
Type: Research Article
ISSN: 0965-4283

Keywords

Article
Publication date: 14 March 2024

Pengkun Liu, Zhewen Yang, Jing Huang and Ting-Kwei Wang

The purpose of this study is to scrutinize the influence of individual learning styles on the effectiveness of augmented reality (AR)-based learning in structural engineering…

Abstract

Purpose

The purpose of this study is to scrutinize the influence of individual learning styles on the effectiveness of augmented reality (AR)-based learning in structural engineering. There has been a lack of research examining the correlation between learning efficiency and learning style, particularly in the context of quantitatively assessing the efficacy of AR in structural engineering education.

Design/methodology/approach

Using Kolb’s experiential learning theory (ELT), a model that emphasizes learning through experience, students from the construction management department are assigned four learning styles (converging, assimilating, diverging and accommodating). Performance data were gathered, appraised, and compared through the three dimensions from the Knowledge, Attitude and Practices (KAP) survey model across four categories of Kolb’s learning styles in both text-graph (TG)-based and AR-based learning settings.

Findings

The findings indicate that AR-based materials positively impact structural engineering education by enhancing overall learning performance more than TG-based materials. It is also found that the learning style has a profound influence on learning effectiveness, with AR technology markedly improving the information retrieval processes, particularly for converging and assimilating learners, then diverging learners, with a less significant impact on accommodating learners.

Originality/value

These results corroborate prior research analyzing learners' outcomes with hypermedia and informational learning systems. It was found that learners with an “abstract” approach (convergers and assimilators) outperform those with a “concrete” approach (divergers and accommodators). This research emphasizes the importance of considering learning styles before integrating technologies into civil engineering education, thereby assisting software developers and educational institutions in creating more effective teaching materials tailored to specific learning styles.

Details

Engineering, Construction and Architectural Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0969-9988

Keywords

Article
Publication date: 1 February 1981

DONALD J. WILLOWER

In this paper, which was presented at a Conference for Lecturers in Educational Administration held in Melbourne in August 1981, the author expands upon past criticisms of the…

Abstract

In this paper, which was presented at a Conference for Lecturers in Educational Administration held in Melbourne in August 1981, the author expands upon past criticisms of the phenomenological and Marxist perspectives, provides an extensive analysis of the concept of loose coupling and puts forward a philosophical alternative to the phenomenological and positivistic positions. The interplay of philosophical viewpoints with issues in theory, research and preparation in educational administration is emphasized.

Details

Journal of Educational Administration, vol. 19 no. 2
Type: Research Article
ISSN: 0957-8234

Open Access
Article
Publication date: 22 May 2023

Tamara Poje and Maja Zaman Groff

To build public trust in the accounting profession, previous research studies have stressed the need for ethics education. This present research aims to investigate the effects of…

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Abstract

Purpose

To build public trust in the accounting profession, previous research studies have stressed the need for ethics education. This present research aims to investigate the effects of teaching ethics using the ethics education toolkit (EET) developed by the International Accounting Education Standards Board on accounting students’ moral judgment.

Design/methodology/approach

An experimental design was used to determine the effects of teaching ethics using the EET on moral judgment. Data were obtained using the multidimensional ethics scale questionnaire and analysed with multiple linear regression. Factor analysis was performed to obtain the four moral philosophies defined in the literature.

Findings

The results confirm that use of the EET improves the moral judgment of accounting students. The influence of utilitarianism and relativism on moral judgment was reduced, while the students’ ability to recognise violating an unwritten contract as an unethical act was improved. Contrary to expectations, the influence of justice on moral judgment decreased.

Practical implications

The study may benefit academics by showing positive outcomes of EET use. The EET is a well-developed teaching tool, also suitable for educators insufficiently qualified to develop their own ethics courses or facing time constraints.

Originality/value

The EET was developed to support implementation of ethics education in programmes for professional accountants. By investigating the applicability and effects of the tool in higher education, this study aims to develop moral judgment in accounting students before they enter the accounting profession.

Article
Publication date: 26 December 2023

Gürkan Çalışkan, İsa Yayla and Hüseyin Pamukçu

Augmented reality is one of the technologies that developed and became widespread, especially after the 2000s. It is seen that innovations such as 3D virtual reality glasses…

Abstract

Purpose

Augmented reality is one of the technologies that developed and became widespread, especially after the 2000s. It is seen that innovations such as 3D virtual reality glasses, artificial intelligence-supported smart chatbots that communicate with customers in a virtual environment, keyless hotel systems, the Internet of Things, augmented reality applications, smart personal assistants, digital infrastructure concepts and face recognition systems are used in tourism businesses. The place and use of augmented reality technologies in tourism enterprises are discussed in this study. This study was evaluated from the perspective of UTAUT2. The purpose of this study is to examine the usability of augmented reality technologies in tourism businesses.

Design/methodology/approach

Within the scope of the study, interviews were held with augmented reality application developers, digital marketing agencies and accommodation business managers. The obtained data were processed with the MAXQDA analysis program.

Findings

It has been determined that augmented reality is a useful and informative technological tool for tourists, it can help sales, promotion and marketing activities, and its usability potency in accommodation businesses is high.

Originality/value

When the literature is reviewed, it is understood that the studies that apply to the opinions of the application developers and the managers of the accommodation establishments are limited. Therefore, this study has been prepared to contribute to the literature in this respect. This study examines and discusses the use of augmented reality technologies in tourism enterprises, the benefits and difficulties they will create from the perspective of application developers and accommodation business managers and their place in tourism enterprises. This study was evaluated from the perspective of UTAUT2. There is a need for research developed using UTAUT models in technology acceptance studies. In this respect, it will contribute to the literature.

Details

European Journal of Innovation Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1460-1060

Keywords

Open Access
Article
Publication date: 7 September 2020

Sandra Maria Correia Loureiro, Ricardo Godinho Bilro and Fernando José de Aires Angelino

The purpose of this paper is to review studies on the use of virtual reality (VR) and gamification to engage students in higher education for marketing issues to identify the…

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Abstract

Purpose

The purpose of this paper is to review studies on the use of virtual reality (VR) and gamification to engage students in higher education for marketing issues to identify the research topics, the research gaps and to prepare a future research agenda.

Design/methodology/approach

A literature review is performed based on two search terms applied to Web of Science, resulting in a final pool of 115 articles. A text-mining approach is used to conduct a full-text analysis of papers related to VR and gamification in higher education. The authors also compare the salient characteristics presented in the articles.

Findings

From this analysis, five major research topics are found and analysed, namely, teaching methodologies and education, experience and motivation, student engagement, applied theories in VR and gamification. Based on this and following the theory concept characteristics methodology framework, the paper provides directions for future research.

Originality/value

There is no comprehensive review exploring the topics, theories, constructs and methods used in prior studies concerning VR and gamification applied to higher education services based on all the articles published in well-regarded academic journals. This review seeks to provide deeper insights, to help scholars contribute to the development of this research field.

Propósito

En este documento se revisan los estudios sobre el uso de la realidad virtual (RV) y la Gamificación para involucrar a los estudiantes en la educación superior en marketing, se identifican los principales temas de investigación tratados, las lagunas de investigación y se sugiere una agenda futura de investigación.

Diseño/metodología/enfoque

Una revisión de la literatura basada en dos búsquedas en Web of Science (WOS) permitió identificar 115 artículos. La minería de textos se utilizó para realizar un análisis de texto completo de los artículos relacionados con RV y gamificación en la educación superior. Los autores también compararon las características más destacadas de los artículos.

Hallazgos

A partir de este análisis, se encuentran y analizan cinco grandes temas de investigación: metodologías de enseñanza y educación, experiencia y motivación, compromiso de los estudiantes, aplicadas a la RV y la gamificación. Basándose en esto y siguiendo el marco del TCCM, el artículo proporciona una agenda futura de investigación.

Originalidad/valor

No hay una revisión exhaustiva que explore los temas, las teorías, construcciones y métodos utilizados en estudios anteriores relativos a RV y gamificación aplicados a servicios de educación superior basados en todos los artículos publicados en revistas académicas. Esta revisión proporciona una panorámica más detallada y sugiere a los académicos nuevas líneas de trabajo para seguir desarrollando este campo de investigación.

目的

本文的目的是回顾为了提高学生参与高等教育而使用虚拟现实(VR)和游戏化的营销方面的研究,以确定它们的研究主题,研究差距,并以此准备未来的研究议程。

文章设计/方法

本文的文献综述是基于Web of Science的两个搜索词进行的,最终搜索出115篇文章。本文采用文本挖掘方法,对与高等教育中的虚拟现实和游戏化相关的论文进行全文分析。作者还比较了这些文章中呈现的显著特征。

研究结果

从这一调查中,我们发现并分析了五大研究主题,即教学方法与教育、体验与动机、学生参与、虚拟现实应用理论和游戏化。在此基础上,遵循理论概念、特征、方法论框架,为今后的研究提供了方向。

本文独创性/价值

目前,在权威学术期刊上发表的所有文章,都没有对以往关于虚拟现实和游戏化应用于高等教育服务的研究的主题、理论、结构和方法进行全面的综述。本文旨在提供更深刻的见解,以帮助学者们为这一研究领域的发展做出贡献。

Article
Publication date: 1 May 2006

Dianne L. Hoff, Nancy Yoder and Peter S. Hoff

George Counts' classic 1932 speech asks, “Dare the school build a new social order?” This article proposes examining whether emerging school leaders are prepared to face this…

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Abstract

Purpose

George Counts' classic 1932 speech asks, “Dare the school build a new social order?” This article proposes examining whether emerging school leaders are prepared to face this challenge and embrace the society‐building responsibility at the core of public schooling. It aims to focus especially on students from homogeneous backgrounds, their capacity to address issues of diversity, and the extent to which their educational leadership program has prepared them to champion social justice within schools.

Design/methodology/approach

This study looks at emerging leaders in three master's level cohort programs in educational leadership at a state university in New England. It incorporates survey data, interviews, and document analysis. Descriptive statistics were used to organize and summarize the data. Open‐ended questions and interviews were transcribed and coded, and program documents examined to identify overall purposes of educational leadership and evidence of diversity awareness.

Findings

Findings indicate these educational leaders are not adequately prepared to lead public schools toward a greater understanding of diversity or to help change the social order. They claim little responsibility for promoting social justice, especially when social change may challenge local norms. Responses indicate their perspective is not broad enough to understand fully the social responsibility Counts advocated.

Research limitations/implications

This study is limited to graduate students in New England, most of whom experience little diversity within their communities.

Practical implications

The study concludes with suggestions for educational leadership programs.

Originality/value

This study reveals the difficulties in preparing educational leaders to address the complexities of a diverse society – difficulties arising both from their limited personal experience and from voids in their educational leadership program.

Details

Journal of Educational Administration, vol. 44 no. 3
Type: Research Article
ISSN: 0957-8234

Keywords

Article
Publication date: 9 August 2023

Chandan Kumar Tiwari, Preeti Bhaskar and Abhinav Pal

Augmented reality (AR) and virtual reality (VR) are becoming increasingly interwoven into people's daily lives, with applications in fields such as science, engineering, medical…

Abstract

Purpose

Augmented reality (AR) and virtual reality (VR) are becoming increasingly interwoven into people's daily lives, with applications in fields such as science, engineering, medical, the arts, education, finance and business. While much study has been conducted in the field of VR and AR in a variety of areas, less attention has been paid to online education. The purpose of this research is to conduct a systematic review of studies on AR and VR, as well as its applications in many disciplines of education, with a special emphasis on online education.

Design/methodology/approach

The data were gathered from the SCOPUS database under the subject “Augmented and Virtual Reality Applications in Online Education.” The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) format has been used to summarize the available literature and research in academics throughout the world. First, systematic literature reviews and later bibliometric analysis were conducted for performance and science mapping analysis.

Findings

The research adds to the body of knowledge about the role of AR and VR in online education and its future prospects. AR and VR have demonstrated a substantial contribution to facilitating teaching in a variety of fields, including engineering, medicine, nursing and chemistry. Additionally, this research indicates that AR and VR can be utilized to teach various areas and specialties. Additionally, it can be used in other aspects of online education, such as admissions, industry visits, training, internationalization and specific courses for students with disabilities.

Practical implications

This research lays the framework for educational institutions, legislators and researchers to investigate additional applications of VR and AR. Though this research suggests some possible uses for AR and VR in the online education system, more applications can be integrated into the online education system to fully leverage the potential of AR and VR worldwide. AR and VR have the potential to be a very cost-effective method of delivering online education on a wide scale in the future.

Originality/value

The article explores the applicability of VR and AR in education using bibliometric analysis. This is one of the first studies to do an assessment of VR and AR, evaluating their strengths, drawbacks and current applications. Future application areas are also identified as a result of the investigation.

Details

International Journal of Educational Management, vol. 37 no. 5
Type: Research Article
ISSN: 0951-354X

Keywords

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