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19:52
19:52
19:52

Technology Acceptance Model: Factors Impacting Actual Use of Technology in Healthcare Settings

Many businesses turn to new technologies to gain efficiencies, reduce costs and/or improve business service levels. Unfortunately, simply implementing a technology within the business does not translate to these desired benefits; end-user acceptance and actual use of the technology is critical to reap the desired benefits. Yet, gaining user acceptance and maximizing the use of a technology has proven to be a challenging task and therefore has been a research topic of high interest. The Technology Acceptance Model (TAM) has become a popular tool used to predict user acceptance and use of a technology. Though popular, studies have indicated that there are differences between the intended use of a technology (derived from the TAM) and the actual use of the technology by its end users. It would be beneficial to research into possible common reasons why actual use of technology in the healthcare industry may be lower than the predicted use. With this knowledge, an extended TAM version may be created and used in the healthcare setting to increase the amount of end-user acceptance and use of a technology.

Added: 1448 days ago by judyva11

Views: 4442 | Comments: 0 | Not yet rated

 
00:29.7
00:29.7
00:29.7

National Palace Museum (NPM) Adventure-30-second video

This research designs a method to embed game elements into museum learning to provide students personalized learning experience and activities in a museum. A mobile educational role playing game called National Palace Museum Adventure has been implemented and a pilot has been conducted to evaluate the effectiveness of doing informal learning in the museum via the game-playing. The results show that the game does engage students doing learning activities in the museum continuously and help students learn the knowledge embedded in the artifacts. Many interesting and important findings have been found. For instance, the game does keep the students from leaving the museum and does keep them learning and playing in the museum. Moreover, the students do learn the knowledge associate with the artifacts but at meanwhile the students do treat the game a game. With such finding, museums and exhibitions may consider to provide their visitors similar mobile role playing game apps to not only make visitors learn something while visiting the places but also make them come again and again to make informal learning continue and life-long.

Added: 1516 days ago by maiga

Views: 718 | Comments: 0 | Not yet rated

 
18:24
18:24
18:24

Academic education of software engineering practices: towards planning and improving capstone courses based upon intensive coaching and team routines,

Stettina, Christoph Johann; Zhao Zhou; Back, Thomas; Katzy, Bernhard, "Academic education of software engineering practices: towards planning and improving capstone courses based upon intensive coaching and team routines," Software Engineering Education and Training (CSEE&T), 2013 IEEE 26th Conference on , vol., no., pp.169,178, 19-21 May 2013 doi: 10.1109/CSEET.2013.6595248 keywords: {Concrete;Educational institutions;Information exchange;Planning;Software;Software engineering}, URL: http://0-ieeexplore.ieee.org.aupac.lib.athabascau.ca/stamp/stamp.jsp?tp=&arnumber=6595248&isnumber=6595226

Added: 1520 days ago by rkvirani

Views: 45657 | Comments: 0 | Not yet rated

 
18:40
18:40
18:40

An intelligent agent-based architecture for strategic inform

Shirazi, M., Soroor, J.,

Added: 3461 days ago by kerir

Views: 673 | Comments: 0 | Not yet rated