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1 – 10 of over 6000Kyong eun Oh and Jacek Gwizdka
This study seeks to explore technology use in a higher education classroom with the focus on tablet computers.
Abstract
Purpose
This study seeks to explore technology use in a higher education classroom with the focus on tablet computers.
Design/methodology/approach
Study participants consisted of 36 undergraduate students from Rutgers University's Information Technology and Informatics major. Data were collected using an online survey, a classroom observation, and a group interview.
Findings
The study findings demonstrate unexpected technology uses that can be explained by the characteristics of the student group, the Net generation, namely, their impatient multi‐tasking and opportunistic behaviour. Students used tablet computers to take notes, conduct group activities and interact with the instructor. Students’ preference for typing was found to be a barrier in their adoption of tablet computers.
Research limitations/implications
The findings can help technology developers and educators better understand and optimize their use of computing technology in higher education. Limitations of this study include only one class was studied, and classroom observation probed student behaviors only at selected points in time.
Originality/value
The unique value of the study included: the study was not limited to tablet technology and investigated students’ use of multiple technologies; the study captured student behaviors in an actual learning environment, and the study provides empirical evidence for students’ multi‐tasking in a classroom and for their use of tablet computers for hand writing.
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Nataly Suarez, Katerina Berezina, Wan Yang and Susan Gordon
The purpose of this study is to explain the impact of innovation characteristics (relative advantage, compatibility, complexity and perceived risk) and individual differences…
Abstract
Purpose
The purpose of this study is to explain the impact of innovation characteristics (relative advantage, compatibility, complexity and perceived risk) and individual differences (inertia, technology anxiety, need for interaction and previous experience) on customer intentions to adopt tablet-based menus in various restaurants settings.
Design/methodology/approach
An experimental design was used in this study to explore tablet-based menu acceptance intentions across three restaurant settings: quick-service, midscale and upscale. A total of 415 participants were randomly assigned to one of the three scenarios describing a dining experience. Each scenario placed participants in a restaurant setting where a tablet-based menu was a part of the guests’ dining experience.
Findings
The study results indicated that out of the four innovation characteristics, compatibility and relative advantage are strong predictors of adoption intention of tablet-based menus. Among customer individual differences, technology anxiety and need for interaction were not found to have a statistically significant impact on intentions to adopt tablet-based menus. It was also found that customers dining at quick-service and midscale restaurants are more likely to adopt tablet-based menus than customers dining at upscale restaurants.
Practical implications
Managers in quick-service and midscale restaurants may consider investing in tablet-based menus, as customers of these restaurant types demonstrate higher adoption intentions compared to the customers of upscale dining establishments. The results of this study suggest that upscale restaurants should plan carefully before switching to table-based menus.
Originality/value
The findings of this study may assist restaurant managers in recognizing the importance of customer acceptance of new technologies such as tablet-based menus, which will lead to informed decisions about implementing tablet-based menus in their establishments.
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Srikanth Beldona, Nadria Buchanan and Brian L. Miller
The aim of this paper is to determine the relative efficacy of an e-tablet menu over the traditional paper-based menu across the parameters of order information quality, menu…
Abstract
Purpose
The aim of this paper is to determine the relative efficacy of an e-tablet menu over the traditional paper-based menu across the parameters of order information quality, menu usability, and ordering satisfaction using customer perceptions.
Design/methodology/approach
Two types of data were collected: customer perceptions using an instrument comprising academically underpinned constructs and observational data that involved ordering times, logs of any customization requests, and notes gathered from interactions with restaurant staff.
Findings
Findings indicate that e-tablet menus are significantly superior to the traditional paper-based menu across all parameters. Restaurateurs should be cognizant of customization options to significantly enhance order information quality, improve customer service and boost sales.
Research limitations/implications
The findings support the idea that the use of technology does help to enhance the service experience, specifically the ordering experience for the customer.
Practical implications
Electronic tablets have the ability to transfer greater levels of information in an interactive manner thereby enhancing the role of the menu in the merchandising of a restaurant's offerings.
Originality/value
Although there is evidence of the importance of restaurant menus to the success of restaurants, little is known about the influence of the use of electronic menus on the ordering experience. This study provides findings that focus on the usability of menus and their impact on the ordering experience.
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Dezhi Wu, Jingjun (David) Xu and Sue Abdinnour
The paper aims to investigate how a tablet's design features, namely, its navigation design and visual appearance, influence users' enjoyment, concentration and control, when…
Abstract
Purpose
The paper aims to investigate how a tablet's design features, namely, its navigation design and visual appearance, influence users' enjoyment, concentration and control, when using tablets for problem-solving, and thereafter how their core flow experiences impact their perceived performance and efficiency with problem-solving.
Design/methodology/approach
This study uses a field survey approach to engage 87 participants in a decision sciences class to use eTextbooks and a few other associated educational apps including CourseSmart app for e-notes and highlighting, sketchbook app and a calculator app in tablets to resolve class problems at a large US university.
Findings
This study finds that the tablet's interface design features (navigation and visual appearance) make users engrossed in their problem-solving processes with perceived enjoyment, concentration and control. This, in turn, impacts their perceived performance and efficiency. Moreover, visual appearance plays the most significant role in arousing users' affective emotions (i.e. enjoyment), while interface navigation is crucial to engage users' deep concentration (i.e. cognition) and control for problem-solving.
Practical implications
Modern tablets are being used widely in various sectors. More in-depth user flow experience design associated with tablet use for problem-solving contexts should be further advocated in order to provide more engaging and meaningful flow experiences to users.
Originality/value
This study shows that the design of the tablet interface can engage users in problem-solving processes in both affective and cognitive ways. It provides valuable insights on tablet interface design for problem-solving.
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Jo Ann E. Brown and Barbara Jo White
Leaders model behaviors they want followers to emulate, and they use various technologies to enhance their message, but which tools are most effective? Using two studies, this…
Abstract
Purpose
Leaders model behaviors they want followers to emulate, and they use various technologies to enhance their message, but which tools are most effective? Using two studies, this paper sets out to compare the effectiveness of newer and older computer technologies used by leaders for describing and demonstrating desired behaviors.
Design/methodology/approach
The first study, an interdisciplinary experimental design, involved 110 students across two college campuses and data were analyzed using a 2 (modeling and no modeling)×2 (older and newer technology) between‐subjects ANOVA. The second study further explored modeling with both technologies on one campus, and data were analyzed with independent samples t‐tests.
Findings
Newer technology was more effective than older technology in increasing desired behaviors but only when coupled with modeling of those behaviors by the leader. However, after the novelty of the new technology had worn off, no significant difference in production of desired behaviors was observed.
Practical implications
Justifying the expense of purchasing new technology to replace functional older equipment is an important consideration for businesses and universities. Organizational leaders need factual, unbiased data to guide their decisions about allocating limited financial resources.
Originality/value
The studies were designed to provide decision‐makers with some much‐needed empirical data.
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Robert Garrick, Larry Villasmil, Elizabeth Dell and Rhiannon Hart
This chapter reviews student engagement and learning over of a six year study period (>500 students) in a technology rich learning environment. The technology rich learning…
Abstract
This chapter reviews student engagement and learning over of a six year study period (>500 students) in a technology rich learning environment. The technology rich learning environment in this project consists of tablet PCs for each student (1:1 environment), visually immersive multiple projection screens, and collaborative digital inking software. This chapter reviews the education problem being addressed, and the learning theory used as a lens to focus specific active learning pedagogical techniques to address the educational problem. From this problem-based learning theory grounded approach, the features desired in a technology rich learning environment were developed. The approach is shared in this chapter with specific detailed examples to allow others to implement technology rich learning environments with active learning pedagogical approaches to address specific education problems in their institution. The technology rich learning environment implemented and studied includes multiple hardware/software pieces to create a system level solution versus a single device or single app solution.
Yueh-Min Huang and Pei Hsuan Lin
Advances in technology have led to continuous innovations in teaching and learning methods. Ubiquitous-learning (u-learning) practices are still in the development stages. The…
Abstract
Purpose
Advances in technology have led to continuous innovations in teaching and learning methods. Ubiquitous-learning (u-learning) practices are still in the development stages. The current lack of effective learning strategy tools means that students often experience difficulty focusing on the learning objectives. Little research has been done on the educational benefits of integrating augmented reality (AR) technology running on tablet PCs (TPCs), either in the classroom or in a u-learning environment. Still, classroom instruction using TPCs has been shown to be attractive to students and able to effectively increase their motivation to learn. The paper aims to discuss these issues.
Design/methodology/approach
This paper uses a TPC game (an app called SkyView) to help young students understand the theory and practically implement the astronomy concepts of prograde and retrograde motion. The study design is based on the use of AR technology, and the authors divide students into “tablet PC application” (experimental group) and “astrolabe” (control group) games. The authors investigate whether the experimental group surpasses the control group in terms of learning motivation, flow experience (FE), self-efficacy regarding technology, self-efficacy regarding science, positive feelings about the learning experience, and satisfaction with the learning approach (SL).
Findings
The findings show that students in the experimental group performed better in regards to learning achievement. In general, the improved FE helped students enjoy the learning activity to the point that they did not notice the passage of time. In regards to SL, the findings show that the students in the experimental group had an increased willingness to use the TPC to learn.
Originality/value
There is a lack of research investigating the effects of the FE with tangible and AR technology in learning environments. The results of this study show the responses and performance of elementary students who participated in such a learning experience, in terms of their feelings regarding the method and tools, and in terms of their motivation, willingness to learn, and actual learning achievement.
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Helena Van Kerrebroeck, Kim Willems and Malaika Brengman
A major factor hampering the continuing and explosive rise of e-commerce, particularly for experience goods, is the lack of tactile information that could help to reduce…
Abstract
Purpose
A major factor hampering the continuing and explosive rise of e-commerce, particularly for experience goods, is the lack of tactile information that could help to reduce uncertainty in consumer purchase decision making online. The purpose of this paper is to identify the specific touch-related properties worthwhile to enable in online retailing and the type of customer value that can be provided, as well as the drivers and barriers for consumer acceptance toward touch-enabling technologies for online shopping.
Design/methodology/approach
By means of consumer focus groups, the authors address the research questions regarding touch-related properties, their value to consumers, and the drivers and barriers for consumer acceptance by taking into consideration two specific touch-enabling technologies.
Findings
The study reveals that touch-enabling technologies can provide utilitarian and hedonic value to consumers, mainly at the pre-purchase stages in the path-to-purchase. Valuable applications conceived by consumers primarily pertain to offering information on material and geometric product properties. A hurdle for consumer adoption seems to be the necessity of a dedicated output device, such as a glove.
Research limitations/implications
Due to the early development stage of the new technologies under investigation, this study is exploratory in nature. The findings should be validated in the future, once these technologies actually get introduced for online marketing purposes.
Practical implications
This study aims to raise awareness among online retailers about marketing opportunities comprised of touch-enabling technology.
Originality/value
The authors provide a first outlook with regard to future consumer acceptance of touch-enabling technologies in online shopping and how and when such technologies can provide consumer value.
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Ashley Butler, Mark Anthony Camilleri, Andrew Creed and Ambika Zutshi
This chapter presents a thorough review on the mobile learning concept. It also explores how businesses are using mobile learning (m-learning) technologies for the training and…
Abstract
This chapter presents a thorough review on the mobile learning concept. It also explores how businesses are using mobile learning (m-learning) technologies for the training and development of their human resources. The research involved semi-structured interviews and an online survey. The research participants were expected to share their opinions about the costs and benefits of using m-learning applications (apps). The findings reported that the younger course participants were more likely to embrace the m-learning technologies than their older counterparts. They were using different mobile devices, including laptops, hybrids as well as smartphones and tablets to engage with m-learning applications at work, at home and when they are out and about. This contribution has identified the contextual factors like the usefulness and the ease of use of m-learning applications (apps), individual learning styles and their motivations, time, spatial issues, integration with other learning approaches as well as the cost and accessibility of the m-learning technology. In conclusion, this contribution identifies future research avenues relating to the use of m-learning technologies among businesses and training organizations.
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– The purpose of this paper is to highlight some of the apps currently available that can assist library personnel in reference and information services.
Abstract
Purpose
The purpose of this paper is to highlight some of the apps currently available that can assist library personnel in reference and information services.
Design/methodology/approach
Initially, 101 apps were identified as possible options for reference and information services. Through various evaluation methods, the list was reduced to 25 apps. Apps were excluded due to cost, function, reviews, currency and usability. Other apps were merely excluded due to time and length concerns of the publication.
Findings
Overall, the apps included could be utilized by library staff in reference and information service, though not all are ideal in all library settings due to the requirement of subscriptions and user audiences.
Originality/value
While there have been in recent years quite a few articles and books published on apps for librarians, there is very little published on how exactly librarians can use apps to answer reference questions and assist patrons. This article does not attempt to answer the greater question of app application in reference services, but does attempt to identify and evaluate apps that could be used in those instances. With more research and tablet and app training, librarians can begin to more effectively utilize apps at the service desk.
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