Unified Theory Of Acceptance And Use Of Technology
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Unified Theory Of Acceptance And Use Of Technology
The unified theory of acceptance and use of technology (UTAUT) is a technology acceptance model formulated by Venkatesh and others in "User acceptance of information technology: Toward a unified view". The UTAUT aims to explain user intentions to use an information system and subsequent usage behavior. The theory holds that there are four key constructs: 1) performance expectancy, 2) effort expectancy, 3) social influence, and 4) enabling conditions. The first three are direct determinants of usage intention and behavior, and the fourth is a direct determinant of user behavior. Gender, age, experience, and voluntariness of use are posited to moderate the impact of the four key constructs on usage intention and behavior. The theory was developed through a review and consolidation of the constructs of eight models that earlier research had employed to explain information systems usage behaviour (theory of reasoned action, technology acceptance model, motivational model, theory of ...
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Technology Acceptance Model
The technology acceptance model (TAM) is an information systems theory that models how users come to accept and use a technology. The ''actual system use'' is the end-point where people use the technology. ''Behavioral intention'' is a factor that leads people to use the technology. The behavioral intention (BI) is influenced by the ''attitude'' (A) which is the general impression of the technology. The model suggests that when users are presented with a new technology, a number of factors influence their decision about how and when they will use it, notably: *''Perceived usefulness'' (PU) – This was defined by Fred Davis as "the degree to which a person believes that using a particular system would enhance their job performance". It means whether or not someone perceives that technology to be useful for what they want to do. *''Perceived ease-of-use'' (PEOU) – Davis defined this as "the degree to which a person believes that using a particular system would be free from effor ...
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Mobile Learning
M-learning or mobile learning is "learning across multiple contexts, through social and content interactions, using personal electronic devices". A form of distance education, m-learners use mobile device educational technology at their convenience time. M-learning technologies include handheld computers, MP3 players, notebooks, mobile phones, and tablets. M-learning focuses on the mobility of the learner, interacting with portable technologies. Using mobile tools for creating learning aids and materials becomes an important part of informal learning. M-learning is convenient in that it is accessible virtually anywhere. Sharing is almost instantaneous among everyone using the same content, which leads to the reception of instant feedback and tips. M-learning also brings strong portability by replacing books and notes with small devices filled with tailored learning contents. M-learning has the added benefit of being cost-effective, as the price of digital content on tablets is fal ...
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Lazy User Model
The lazy user model of solution selection (LUM) is a model in information systems proposed by Tétard and Collan that tries to explain how an individual selects a solution to fulfill a need from a set of possible solution alternatives. LUM expects that a solution is selected from a set of available solutions based on the amount of effort the solutions require from the user – the user is supposed to select the solution that carries the least effort. The model is applicable to a number of different types of situations, but it can be said to be closely related to technology acceptance models. The model draws from earlier works on how least effort affects human behaviour in information seeking and in scaling of language. Earlier research within the discipline of information systems especially within the topic of technology acceptance and technology adoption is closely related to the lazy user model. The model structure The model starts from the observation that there is a " user ...
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Coefficient Of Determination
In statistics, the coefficient of determination, denoted ''R''2 or ''r''2 and pronounced "R squared", is the proportion of the variation in the dependent variable that is predictable from the independent variable(s). It is a statistic used in the context of statistical models whose main purpose is either the prediction of future outcomes or the testing of hypotheses, on the basis of other related information. It provides a measure of how well observed outcomes are replicated by the model, based on the proportion of total variation of outcomes explained by the model. There are several definitions of ''R''2 that are only sometimes equivalent. One class of such cases includes that of simple linear regression where ''r''2 is used instead of ''R''2. When only an intercept is included, then ''r''2 is simply the square of the sample correlation coefficient (i.e., ''r'') between the observed outcomes and the observed predictor values. If additional regressors are included, ''R''2 ...
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Technology Acceptance Model
The technology acceptance model (TAM) is an information systems theory that models how users come to accept and use a technology. The ''actual system use'' is the end-point where people use the technology. ''Behavioral intention'' is a factor that leads people to use the technology. The behavioral intention (BI) is influenced by the ''attitude'' (A) which is the general impression of the technology. The model suggests that when users are presented with a new technology, a number of factors influence their decision about how and when they will use it, notably: *''Perceived usefulness'' (PU) – This was defined by Fred Davis as "the degree to which a person believes that using a particular system would enhance their job performance". It means whether or not someone perceives that technology to be useful for what they want to do. *''Perceived ease-of-use'' (PEOU) – Davis defined this as "the degree to which a person believes that using a particular system would be free from effor ...
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Parsimonious
Occam's razor, Ockham's razor, or Ocham's razor ( la, novacula Occami), also known as the principle of parsimony or the law of parsimony ( la, lex parsimoniae), is the problem-solving principle that "entities should not be multiplied beyond necessity". It is generally understood in the sense that with competing theories or explanations, the simpler one, for example a model with fewer parameters, is to be preferred. The idea is frequently attributed to English Franciscan friar William of Ockham (), a scholastic philosopher and theologian, although he never used these exact words. This philosophical razor advocates that when presented with competing hypotheses about the same prediction, one should select the solution with the fewest assumptions, and that this is not meant to be a way of choosing between hypotheses that make different predictions. Similarly, in science, Occam's razor is used as an abductive heuristic in the development of theoretical models rather than as a rigorou ...
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Independent Variables
Dependent and independent variables are variables in mathematical modeling, statistical modeling and experimental sciences. Dependent variables receive this name because, in an experiment, their values are studied under the supposition or demand that they depend, by some law or rule (e.g., by a mathematical function), on the values of other variables. Independent variables, in turn, are not seen as depending on any other variable in the scope of the experiment in question. In this sense, some common independent variables are time, space, density, mass, fluid flow rate, and previous values of some observed value of interest (e.g. human population size) to predict future values (the dependent variable). Of the two, it is always the dependent variable whose variation is being studied, by altering inputs, also known as regressors in a statistical context. In an experiment, any variable that can be attributed a value without attributing a value to any other variable is called an ind ...
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Self-efficacy
In psychology, self-efficacy is an individual's belief in their capacity to act in the ways necessary to reach specific goals. The concept was originally proposed by the psychologist Albert Bandura. Self-efficacy affects every area of human endeavor. By determining the beliefs a person holds regarding their power to affect situations, self-efficacy strongly influences both the power a person actually has to face challenges competently and the choices a person is most likely to make. These effects are particularly apparent, and compelling, with regard to investment behaviors such as in health, education, and agriculture. A strong sense of self-efficacy promotes human accomplishment and personal well-being. A person with high self-efficacy views challenges as things that are supposed to be mastered rather than threats to avoid. These people are able to recover from failure faster and are more likely to attribute failure to a lack of effort. They approach threatening situations with ...
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Mobile Internet
The mobile web refers to mobile browser-based World Wide Web services accessed from handheld mobile devices, such as smartphones or feature phones, through a mobile or other wireless network. History and development Traditionally, the World Wide Web has been accessed via fixed-line services on laptops and desktop computers. However, the web is now more accessible by portable and wireless devices. Early 2010 ITU (International Telecommunication Union) report said that with current growth rates, web access by people on the go via laptops and smart mobile devices was likely to exceed web access from desktop computers within the following five years. In January 2014, mobile internet use exceeded desktop use in the United States. The shift to mobile Web access has accelerated since 2007 with the rise of larger multitouch smartphones, and since 2010 with the rise of multitouch tablet computers. Both platforms provide better Internet access, screens, and mobile browsers, or applica ...
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Gender
Gender is the range of characteristics pertaining to femininity and masculinity and differentiating between them. Depending on the context, this may include sex-based social structures (i.e. gender roles) and gender identity. Most cultures use a gender binary, in which gender is divided into two categories, and people are considered part of one or the other (boys/men and girls/women);Kevin L. Nadal, ''The SAGE Encyclopedia of Psychology and Gender'' (2017, ), page 401: "Most cultures currently construct their societies based on the understanding of gender binary—the two gender categorizations (male and female). Such societies divide their population based on biological sex assigned to individuals at birth to begin the process of gender socialization." those who are outside these groups may fall under the umbrella term ''non-binary''. Some societies have specific genders besides "man" and "woman", such as the hijras of South Asia; these are often referred to as ''third gende ...
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Social Networks
A social network is a social structure made up of a set of social actors (such as individuals or organizations), sets of dyadic ties, and other social interactions between actors. The social network perspective provides a set of methods for analyzing the structure of whole social entities as well as a variety of theories explaining the patterns observed in these structures. The study of these structures uses social network analysis to identify local and global patterns, locate influential entities, and examine network dynamics. Social networks and the analysis of them is an inherently interdisciplinary academic field which emerged from social psychology, sociology, statistics, and graph theory. Georg Simmel authored early structural theories in sociology emphasizing the dynamics of triads and "web of group affiliations". Jacob Moreno is credited with developing the first sociograms in the 1930s to study interpersonal relationships. These approaches were mathematically formalize ...
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Instant Messaging
Instant messaging (IM) technology is a type of online chat allowing real-time text transmission over the Internet or another computer network. Messages are typically transmitted between two or more parties, when each user inputs text and triggers a transmission to the recipient(s), who are all connected on a common network. It differs from email in that conversations over instant messaging happen in real-time (hence "instant"). Most modern IM application (computing), applications (sometimes called "social messengers", "messaging apps" or "chat apps") use push technology and also add other features such as emojis (or graphical smileys), file transfer, chatbots, voice over IP, or Videotelephony, video chat capabilities. Instant messaging systems tend to facilitate connections between specified known users (often using a contact list also known as a "buddy list" or "friend list"), and can be standalone applications or integrated into e.g. a wider social media platform, or a website ...
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