M-learning will play an increasingly significant role in the development of teaching and learning methods for higher education. However, the successful implementation of mlearning in higher education will be based on users' acceptance of this technology. Thus, the purpose of this paper is to study the factors that affect university students' intentions to accept m-learning. Based on the unified theory of acceptance and use of technology (UTAUT) (Venkatesh et al., 2003), this study proposes a model to identify the factors that influence the acceptance of m-learning in higher education and to investigate if prior experience of mobile devices affects the acceptance of m-learning. A structural equation model was used to analyse the data collected from 174 participants.The results indicate that performance expectancy, effort expectancy, influence of lecturers, quality of service, and personal innovativeness were all significant factors that affect behavioural intention to use m-learning. Prior experience of mobile devices was also found to moderate the effect of these constructs on behavioural intention. The results of this research extend the UTAUT in the context of m-learning acceptance by adding quality of service and personal innovativeness to the structure of UTAUT and provide practitioners and educators with useful guidelines for designing a successful mlearning system.
Phishing is an online identity theft that aims to steal sensitive information such as username, password and online banking details from its victims. Phishing education needs to be considered as a means to combat this threat. This paper reports on a design and development of a mobile game prototype as an educational tool helping computer users to protect themselves against phishing attacks. The elements of a game design framework for avoiding phishing attacks were used to address the game design issues. Our mobile game design aimed to enhance the users' avoidance behaviour through motivation to protect themselves against phishing threats. A think-aloud study was conducted, along with a pre-and post-test, to assess the game design framework though the developed mobile game prototype. The study results showed a significant improvement of participants' phishing avoidance behaviour in their post-test assessment. Furthermore, the study findings suggest that participants' threat perception, safeguard effectiveness, self-efficacy, perceived severity and perceived susceptibility elements positively impact threat avoidance behaviour, whereas safeguard cost had a negative impact on it.
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