Near field communication mobile payment (NMP) is simple to use and beneficial to consumers, yet its adoption among consumers in Malaysia is still at the beginning stage and the adoption rate is relatively lower compared to other countries in the world. The aim of this study is to identify factors that affect the adoption intention of NMP among consumers in Malaysia, by using Faculty of Computer and Mathematical Sciences (FSKM), UiTM Shah Alam as the case study for this research. The quantitative data analysis approach is used in this study. There were 150 questionnaires analyzed using the SPSS. This research identified three factors that affect the adoption intention of NMP which are perceived usefulness, perceived cost and compatibility. By understanding the factors affecting the intention to adopt NMP, financial technology companies can focus to provide the solutions according to market interest, needs and readiness.
The involvement of the elderly in the activities is low compare to younger adult due to their frailty. This paper presents intrinsic motivations for productive ageing where it highlights the factors that motivate the elderly to participate in the activities. There are thirteen elderly respondents came from the people in the urban Klang Valley. The qualitative data analysis approach is used in this study. There are five intrinsic factors, which, consist of Autonomy, Competence, Relatedness, Curiosity and Altruism that motivate the participation of the elderly in volunteering, caregiving and self-development activities in this study. This research focuses on activities that resulted intrinsic values and not on monetary value like most of past researchers. Intrinsic motivation features are significant features in ICT as the identification of the ICT features is based on motivation to use the ICT.
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Design that evoked emotions are one of the main concerning issues in developing mobile applications for online learning in general and for augmented reality (AR) based mobile learning applications in specific. Emotional design could attract users by creating different feelings while using AR-based mobile learning applications. Suitable emotions related to design could motivate students towards fascinating learning experiences. The aim of this research is to evaluate the emotional responses of the students based on different designs in AR-based mobile learning applications using Kansei engineering technique. In this research, about thirty-two students from secondary school were involved in an experiment to identify the Kansei (emotion) words for AR-based mobile applications. The data gathered were analysed using factor analysis (FA), principal component analysis (PCA), and partial least square (PLS) analysis. The results revealed four important pillars of emotions or known as Kansei semantic space such as challenging-thinking, motivated, humorous, preoccupied and also touched as an additional pillar. Based on the PLS analysis of design elements of AR-based mobile learning applications suggested specific design and emotions based on the pillars. In conclusion, this research is motivated to give affective formulae that would guide the design of AR-based mobile learning materials in the future.
The recent COVID-19 pandemic situation has caused abrupt transition to a smart learning environment, leaving many students to swiftly adjust to these changes. While academics believe that student engagement is essential for learning, the problem of participation in online learning appears to be unresolved due to many obstacles faced by students such as lack of IT infrastructures and lack of motivation due to non-physical interaction. The purpose of this study is to investigate factors of students' participation in the smart learning environment which can help to develop successful online courses by taking into account all of the aspects that influence students' intentions. Using surveys as the instrument, this study will be using Technology Acceptance Model (TAM) to evaluate student's intention to participate in Smart Learning Environment. The survey was distributed randomly and based on the results of responses from 383 students, Perceived Usefulness (PU) and Perceived Easeof-Use (PE) were predictors of high intention to attend online class. In other sense, Compatibility (CO) and Perceived Knowledge (PK) results shows that it does not influences students' desire to take the online course, however it is critical that university must brace for any possible threats in the future for these two variables.
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