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Evaluating the Acceptability and Usability of EASEL: A Mobile Application that Supports Guided Reflection for Experiential Learning Activities

Aim/Purpose: To examine the early perceptions (acceptability) and usability of EASEL (Education through Application-Supported Experiential Learning), a mobile platform that delivers reflection prompts and content before, during, and after an experiential learning activity. Background: Experiential learning is an active learning approach in which students learn by doing and by reflecting on the experience. This approach to teaching is often used in disciplines such as humanities, business, and medicine. Reflection before, during, and after an experience allows the student to analyze what they learn and why it is important, which is vital in helping them to understand the relevance of the experience. A just-in-time tool (EASEL) was needed to facilitate this. Methodology: To inform the development of a mobile application that facilitates real-time guided reflection and to determine the relevant feature set, we conducted a needs analysis with both students and faculty members. Data collected during this stage of the evaluation helped guide the creation of a prototype. The user experience of the prototype and interface interactions were evaluated during the usability phase of the evaluation study. Contribution: Both the needs analysis and usability assessment provided justification for continued development of EASEL as well as insight that guides current development. Findings: The interaction design of EASEL is understandable and usable. Both students and teachers value an application that facilitates real-time guided reflection. Recommendations for Practitioners: The use of a system such as EASEL can leverage time and location-based services to support students in field experiences. This technology aligns with evidence that guided reflection provides opportunities for metacognition. Recommendation for Researchers: Iterative prototyping, testing, and refinement can lead to a deliberate and effective app development process. Impact on Society: The EASEL platform leverages inherent functionality of mobile devices, such as GPS and persistent network connectivity, to adapt reflection tasks based on lo-cation or time. Students using EASEL will engage in guided reflection, which leads to metacognition and can help instructors scaffold learning Future Research: We will continue to advance the application through iterative testing and development. When ready, the application will be vetted in larger studies across varied disciplines and contexts.




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New Findings on Student Multitasking with Mobile Devices and Student Success

Aim/Purpose: This paper investigates the influence of university student multitasking on their learning success, defined as students’ learning satisfaction and performance. Background: Most research on student multitasking finds student multitasking problematic. However, this research is generally from 2010. Yet, today’s students are known to be digital natives and they have a different, more positive, relationship with mobile technologies. Based on the old findings, most instructors ban mobile technology use during instruction, and design their online courses without regard for the mobile technology use that happens regardless of their ban. This study investigates whether today’s instructors and learning management system interface designers should take into account multitasking with mobile technologies. Methodology: A quasi-experimental design was used in this study. Data were collected from 117 students across two sections of an introductory Management Information Systems class taught by the first author. We took multiple approaches and steps to control for confounding factors and to increase the internal validity of the study. We used a control group as a comparison group, we used a pre-test, we controlled for selection bias, and we tested for demographic differences between groups. Contribution: With this paper, we explicated the relationship between multitasking and learning success. We defined learning success as learning performance and learning satisfaction. Contrary to the literature, we found that multitasking involving IT texting does not decrease students’ learning performance. An explanation of this change is the change in the student population, and the digital nativeness between 2010s and 2020 and beyond. Findings: Our study showed that multitasking involving IT texting does not decrease students’ performance in class compared to not multitasking. Secondly, our study showed that, overall, multitasking reduced the students’ learning satisfaction despite the literature suggesting otherwise. We found that attitude towards multitasking moderated the relationship between multitasking and learning satisfaction as follows. Individuals who had a positive attitude towards multitasking had high learning satisfaction with multitasking. However, individuals who had positive attitude toward multitasking did not necessarily have higher learning performance. Recommendations for Practitioners: We would recommend both instructors and the designers of learning management systems to take mobile multitasking into consideration while designing courses and course interfaces, rather than banning multitasking, and assuming that the students do not do it. Furthermore, we recommend including multitasking into relevant courses such as Management Information Systems courses to make students aware of their own multitasking behavior and their results. Recommendation for Researchers: We recommend that future studies investigate multitasking with different instruction methods, especially studies that make students aware of their multitasking behavior and its outcomes will be useful for next generations. Impact on Society: This paper investigates the role of mobile multitasking on learning performance. Since mobile technologies are ubiquitous and their use in multitasking is common, their use in multitasking affects societal performance. Future Research: Studies that replicate our research with larger and more diverse samples are needed. Future research could explore research-based experiential teaching methods, similar to this study.




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Gamification of Statistics and Probability Education: A Mobile Courseware Approach

Aim/Purpose: The study examined how the developed mobile courseware can be used as instructional material to improve senior high school statistics and probability learning, particularly during distance learning caused by the COVID-19 pandemic. The study also aims to assess the gamified mobile courseware’s engagement, functionality, aesthetics, and information quality using the Mobile App Rating Scale (MARS) and a researcher-made Gamified Mobile Courseware Assessment Tool (GMCET). Background: The need to investigate the effectiveness of incorporating game-based elements into mathematics courses through innovative instructional materials inspired the study. The COVID-19 pandemic has made distance learning a necessity, and gamified mobile courseware is a potential solution to improve learning outcomes and engagement in mathematics courses. Methodology: The study employed a descriptive-evaluative method with quantitative and qualitative data to achieve its objectives. Five IT practitioners assessed the developed courseware using the MARS regarding engagement, functionality, aesthetics, and information. A researcher-made GMCET was also used to evaluate the app’s content quality, learning objectives, content presentation, learning assessment, and usability. Five math experts and 12 math teachers rated the app using the GMCET. The study used weighted mean to analyze the quantitative data and content analysis for the qualitative data. Contribution: The study provides insights into the strengths and weaknesses of gamified mobile courseware from the perspective of IT practitioners, math experts, and math teachers. The study’s findings can inform improvements in future iterations of courseware, and the study provides a valuable guide for practitioners looking to develop gamified mobile courseware for mathematics courses. Findings: The quantitative results based on the weighted mean indicate that the IT practitioners had a moderately positive perception of the developed courseware across all categories. At the same time, the math teachers and math experts showed highly positive perceptions of the gamified mobile courseware in Statistics and Probability, rating it highly across all categories. The qualitative data analysis through content analysis highlights the need for improving the user interface, usability, user experience design, user control, flexibility in interaction, data quality, reliability, and user privacy of the developed app. Recommendations for Practitioners: Practitioners can use the study’s findings to improve the design of gamified mobile courseware for mathematics courses and other content areas. The study recommends that practitioners focus on improving the user interface, usability, user experience design, user control, flexibility in interaction, data quality, reliability, and user privacy of gamified mobile courseware. Recommendation for Researchers: Future research can build on this study’s findings by exploring the use of gamified mobile courseware in other mathematical courses and other subject areas. Further research can also examine how gamified mobile courseware can improve learning outcomes for students with different learning needs. Impact on Society: The study’s findings could improve the effectiveness of gamified mobile courseware in enhancing student learning outcomes in mathematics courses. This can lead to better student performance, improved engagement, and increased interest in mathematics courses, positively impacting society. Future Research: Future research can explore using gamified mobile courseware in other mathematics courses and other subject areas. Additionally, future studies can examine how gamified mobile courseware can improve learning outcomes for students with different learning needs. Further research can also investigate the impact of gamified mobile courseware on student motivation, interest, and performance in mathematics courses.




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Faculty Perspectives on Web Learning Apps and Mobile Devices on Student Engagement

Aim/Purpose: The digital ecosystem has contributed to the acceleration of digital and mobile educational tools across institutions worldwide. The research displays educators’ perspectives on web applications on mobile devices that can be used to engage and challenge students while impacting their learning. Background: Explored are elements of technology in education and challenges and successes reported by instructors to shift learning from static to dynamic. Methodology: Insights for this study were gained through questionnaires and focus groups with university educators in the United Arab Emirates. Key questions addressed are (1) challenges/benefits, (2) types of mobile technology applications used by educators, and (3) strategies educators use to support student learning through apps. The research is assisted by focus groups and a sample of 42 completed questionnaires. Contribution: The work contributes to web/mobile strategic considerations in the classroom that can support student learning and outcomes. Findings: The results reported showcase apps that were successfully implemented in classrooms and provide a perspective for today’s learning environment that could be useful for instructors, course developers, or any educational institutions. Recommendations for Practitioners: Academics can integrate suggested tools and explore engagement and positive associations with tools and technologies. Recommendation for Researchers: Researchers can consider new learning applications, mobile devices, course design, learning strategies, and student engagement practices for future studies. Impact on Society: Digitization and global trends are changing how educators teach, and students learn; therefore, gaps need to be continually filled to keep up with the pace of ever-evolving digital technologies that can engage student learning. Future Research: Future research may focus on interactive approaches toward mobile devices in higher education learning and shorter learning activities to engage students.




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Advancing mobile open learning through DigiBot technology: a case study of using WhatsApp as a scalable learning tool

This article presents a case study that outlines the potential of DigiBot technology, an interactive automated response program, in mobile open learning (MOL) for business subjects. The study, which draws on a project implemented in Sub-Saharan Africa, demonstrates the applications of DigiBots delivered via WhatsApp to over 650,000 learners. Employing a mixed-methods approach, the article reports on live event tracking, qualitative observations from facilitators and learning technologists, and a learner survey (<i>N</i> = 304,000). The research offers practical recommendations and proposes a model for scalable DigiBot learning. Findings reveal that in this case, DigiBot MOL had the potential to effectively address two key obstacles in open learning: accessibility and scalability. Leveraging mobile platforms such as WhatsApp mitigates accessibility restrictions, particularly in resource-constrained contexts, while tailored micro-learning enhances scalability.




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Study on marketing strategy innovation of mobile payment service under internet environment

In order to overcome the problems of low efficiency, low user satisfaction and poor customer growth rate under the traditional marketing strategy, this paper studies the innovative strategy of mobile payment business marketing strategy under the internet environment. First of all, study the status quo of mobile payment business marketing in the internet environment, obtain mobile payment business data through questionnaire survey, and analyse the problems in mobile payment business marketing. Secondly, build a user profile of mobile payment business marketing, and classify user attributes, consumption characteristics and user activity through K-means clustering method; Finally, the marketing strategy is innovated from three aspects: product marketing, pricing marketing and channel marketing. The results show that the marketing benefit after the application of this strategy is 19.52 million yuan, the user satisfaction can reach 98.9%, and the customer growth rate can reach 21.3%, improving the marketing benefit of mobile payment business.




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Mobile wallet payments - a systematic literature review with bibliometric and network visualisation analysis over two decades

The study aims to review the literature on mobile wallet payment and align research trends using a systematic literature review with bibliometric and network visualisation analysis over two decades. It uses bibliometric analysis of the literature research retrieved from the Web of Science database. The study period was from 2001 to 2021, with 1,134 research papers. It also provides the indicators like citation trends, cited reference patterns, authorship patterns, subject areas published on the mobile wallet, top contributing authors, and highly cited research articles using the database. Furthermore, network visualisation analysis, like the co-occurrence of author keywords and keywords plus terms, has also been examined using VOSviewer software. The bibliometric analysis shows that the Republic of China dominates mobile wallet payment, and India is a significant contributor. Furthermore, the constructions of the network map using a co-citation analysis and bibliographic coupling shows an interesting pattern of mobile wallet payment.




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A Framework for Teaching Mobile and Wireless Technology




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Performance Analysis of Double Buffer Technique (DBT) Model for Mobility Support in Wireless IP Networks




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A Virtual Learning Environment for Mobile IP




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Remote Method Invocation and Mobil Agent: A Comparative Analysis




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Mobile Learning, Cognitive Architecture and the Study of Literature




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Teaching Mobile Communication in an e-Learning Environmnet




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Identification of Design Patterns for Mobile Services with J2ME




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Mobile Phones and Children: An Australian Perspective




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Usability Issues in Mobile-Wireless Information Systems




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A Strategic Review of Existing Mobile Agent-Based Intrusion Detection Systems




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Securing Control Signaling in Mobile IPv6 with Identity-Based Encryption




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Framework on Hybrid Network Management System Using a Secure Mobile Agent Protocol




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Routing Security in Mobile Ad-hoc Networks




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Cross-Platform Mobile App Software Development in the Curriculum




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Towards a Method for Mobile Learning Design




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Mobile Certificate Based Network Services




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Exploring the Addition of Mobile Access to a Healthcare Services Website




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The Use of Mobile Phones by South African University Students




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Campus Event App - New Exploration for Mobile Augmented Reality




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Evolving Consumption Patterns of Various Information Media via Handheld Mobile Devices

This study examines diverse information media in order to identify those formats that are most suitable for consumption via handheld mobile devices, namely, smartphones and tablets. The preferences of the users are measured objectively by analyzing actual data of their relative use of handheld mobile devices and personal computing (PC) desktop devices, including laptops and notebooks, for consumption of information presented in various formats. Our findings are based on Google Analytics pageview data of five course Websites during a period of three semesters, by 11,557 undergraduate students. M-learning contexts were chosen, since in a learning environment the interests of information providers (i.e., the instructors) are in accord with those of the information consumers (i.e., the students), whereas in commercial settings there may be conflicts of interests. Our findings demonstrate that although about 90% of the pageviews were via PC devices, the rate of smartphone use for consuming learning content in diverse information media is gradually increasing as time goes by, whereas the rate of tablet use for these purposes is stagnant. The most promising direction for smartphone development, emanating from the findings, is online video content.




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The Use, Impact, and Unintended Consequences of Mobile Web-Enabled Devices in University Classrooms

The impact that mobile web-enabled devices have had on the lives and behavior of university students has been immense. Yet, many of the models used in the classrooms have remained unchanged. Although a traditional research approach of examining the literature, developing a methodology, and so on is followed, this paper’s main aim is to inform practitioners on observations and examples from courses which insist on and encourage mobiles in the classroom. The paper asked three research questions regarding the use, impact, and unintended consequences of mobile web-enabled devices in the classroom. Data was collected from observing and interacting with post graduate students and staff in two universities across two continents: Africa and Europe. The paper then focuses on observations and examples on the use, impact, and unintended consequences of mobile web-enabled devices in two classrooms. The findings are that all students used mobile web-enabled devices for a variety of reasons. The use of mobile devices did not negatively impact the class, rather students appeared to be more engaged and comfortable knowing they were allowed to openly access their mobile devices. The unintended consequences included the use of mobiles to translate text into home languages.




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Framework for Quality Metrics in Mobile-Wireless Information Systems




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Pedagogy for Mobile ICT Learning Using Video-Conferencing Technology




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Transaction Flow in Card Payment Systems Using Mobile Agents




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Mise en Scène: A Film Scholarship Augmented Reality Mobile Application




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An Examination of Home Internet and Mobile Device Use in the U.S.




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An Empirical Examination of Customers’ Mobile Phone Experience and Awareness of Mobile Banking Services in Mobile Banking in Saudi Arabia

Aim/Purpose: This work aims to understand why a disparity between the popularity of smart phones and the limited adoption of m-banking exists. Accordingly, this study investigates factors that affect a person’s decision to adopt m-banking services. Such an investigation seeks to determine if and to what extent customers’ mobile phone experience as well as their awareness of m-banking services influence their intention to use such services? Background: This study developed a conceptual model to determine the influence that users’ mobile phone experience as well as users’ awareness of m-banking services had on users’ behavioral intention to use m-banking in Saudi Arabia. Methodology: The quantitative method used to collect data was a survey questionnaire tech-nique. A questionnaire with non-structured (close-ended) questions was formulated. A random sample, targeting banking customers in Saudi Arabia, was selected. This study collected data using a cross-sectional survey. Of those surveyed, 389 provided valid responses eligible for data analysis. SPSS v.22 was used to analyze the data. Contribution: This study produced helpful results and a new m-banking conceptual model. The developed conceptual model focused integrally on users’ awareness and experience as antecedents of m-banking adoption and highlighted the im-portance of differentiating between measuring the users’ characteristics in adopting e-banking in general and m-banking services in particular. In addition, this type of model has the ability to synthesize new control variables as well as to study technology acceptance in developing countries. This study, based on an extended UTAUT model, set out to discover what factors might affect customers’ intentions to use m-banking in Saudi Arabia. Findings: The results show that service awareness has a direct effect on performance and effort expectancy, but not on perceived risk. Moreover, mobile phone experience fails to impact the relationships in the same hypothesized direction. As anticipated, performance expectancy, effort expectancy, and perceived risk have direct and significant effects on behavioral intentions to use m-banking. However, customer awareness fails to impact the relationships of performance expectancy, effort expectancy, and perceived risk on behavioral intentions to use m-banking. Recommendations for Practitioners: Banks should target customers by distributing useful information and applying measures to increase acceptance. Banks need to introduce something imaginative to convince bank customers to abandon existing service channels and adopt m-banking services. Banks should make m-banking services the easiest service for conducting bank transactions and/or help customers conduct transactions that they cannot do any other way. Recommendation for Researchers: Other factors, such as trust, culture, and/or credibility should be investigated along with user’s awareness and experience factors in m-banking services. There is a need to focus on a specific type of m-banking. Thus, it may be fruitful to study the adoption of different systems of m-banking services. Impact on Society: This study suggests that m-banking services should be designed and built based on a deep understanding of customers’ needs using extensive testing to assure that applications and sites function well in a mobile setting. Future Research: Future researchers should apply the conceptual model developed in this study in different settings, different countries, and to different technologies.




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A Cognitive Knowledge-based Framework for Social and Metacognitive Support in Mobile Learning

Aim/Purpose: This work aims to present a knowledge modeling technique that supports the representation of the student learning process and that is capable of providing a means for self-assessment and evaluating newly acquired knowledge. The objective is to propose a means to address the pedagogical challenges in m-learning by aiding students’ metacognition through a model of a student with the target domain and pedagogy. Background: This research proposes a framework for social and meta-cognitive support to tackle the challenges raised. Two algorithms are introduced: the meta-cognition algorithm for representing the student’s learning process, which is capable of providing a means for self-assessment, and the social group mapping algorithm for classifying students according to social groups. Methodology : Based on the characteristics of knowledge in an m-learning system, the cognitive knowledge base is proposed for knowledge elicitation and representation. The proposed technique allows a proper categorization of students to support collaborative learning in a social platform by utilizing the strength of m-learning in a social context. The social group mapping and metacognition algorithms are presented. Contribution: The proposed model is envisaged to serve as a guide for developers in implementing suitable m-learning applications. Furthermore, educationists and instructors can devise new pedagogical practices based on the possibilities provided by the proposed m-learning framework. Findings: The effectiveness of any knowledge management system is grounded in the technique used in representing the knowledge. The CKB proposed manipulates knowledge as a dynamic concept network, similar to human knowledge processing, thus, providing a rich semantic capability, which provides various relationships between concepts. Recommendations for Practitioners: Educationist and instructors need to develop new pedagogical practices in line with m-learning. Recommendation for Researchers: The design and implementation of an effective m-learning application are challenging due to the reliance on both pedagogical and technological elements. To tackle this challenge, frameworks which describe the conceptual interaction between the various components of pedagogy and technology need to be proposed. Impact on Society: The creation of an educational platform that provides instant access to relevant knowledge. Future Research: In the future, the proposed framework will be evaluated against some set of criteria for its effectiveness in acquiring and presenting knowledge in a real-life scenario. By analyzing real student interaction in m-learning, the algorithms will be tested to show their applicability in eliciting student metacognition and support for social interactivity.




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ICT-Platform to Transform Car Dealerships to Regional Providers of Sustainable Mobility Services

Aim/Purpose: The topic of this study is the ICT-enabled transformation of car dealerships to regional providers of sustainable mobility (e.g., car sharing). Background: Car dealerships offer specific conditions that enable a sustainable mobility offer, based on individual motorized transport like car sharing. This is especially useful in small towns or rural areas where people’s mobility is strongly dominated by private cars, and public transport coverage is limited. However, these new mobility services are combined services with the need of a deep integration of information systems, and these services are not yet related to car dealerships and customer acquisition has to be supported. Methodology: An empirical study with an inductive approach was chosen. The study consists of interviews with three focus groups of different stakeholders of car dealerships. Within the frame of the research project, “ReCaB – Regional Car-Balancing” a qualitative research approach was chosen. Within a design science approach the existing SusCRM architecture was adapted based on the elaborated requirements. Contribution: A software architecture is proposed, where Customer Relationship Management (CRM) components to market new sustainable mobility offers are vital parts and existing information systems of car dealerships are integrated. Findings: The basic feasibility of the establishment and customer acceptance has been demonstrated, at least in the area of car sharing within ReCaB. The execution in the car sharing field has already started and a number of car dealerships are already bringing their own offers to market. Major findings for the SusCRM architecture have been elaborated in a design science approach in the national German research project “Showcase for electro mobility”. Recommendations for Practitioners: There is still no fully functional prototype developed for this specific use case and evaluated in the car dealership environment. An implementation only, based on own efforts, is difficult for car dealerships because of the dealership’s lack of know-how as well as tight IT budgets. However, this approach appears particularly successful in rural areas where public transport services are heavily declining. For full implementation, the presented ICT support is imperative. Recommendation for Researchers: The research on the retailer level, especially in combination with a digital trans-formation by the use of ICT systems, is still fragmentary. Research in this area that both addresses sustainability goals on a general level and supports economical goals on the company level of automotive retailers would be useful. Impact on Society: Creation of sustainable offers as a substitute or supplement for mobility based on their own car is a promising way to reduce negative effects of mobility. Enhancement of the mobility of the people in rural areas is leading to a more active lifestyle by reaching the leisure facilities, workplaces and educational institutions in a sustainable manner. Future Research: In terms of the fast changing mobility landscape, especially on a technical level with the development of autonomous vehicles and digitalization of entire businesses new solutions are becoming accessible, that have to be integrated in further research.




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Challenges in Contact Tracing by Mining Mobile Phone Location Data for COVID-19: Implications for Public Governance in South Africa

Aim/Purpose: The paper’s objective is to examine the challenges of using the mobile phone to mine location data for effective contact tracing of symptomatic, pre-symptomatic, and asymptomatic individuals and the implications of this technology for public health governance. Background: The COVID-19 crisis has created an unprecedented need for contact tracing across South Africa, requiring thousands of people to be traced and their details captured in government health databases as part of public health efforts aimed at breaking the chains of transmission. Contact tracing for COVID-19 requires the identification of persons who may have been exposed to the virus and following them up daily for 14 days from the last point of exposure. Mining mobile phone location data can play a critical role in locating people from the time they were identified as contacts to the time they access medical assistance. In this case, it aids data flow to various databases designated for COVID-19 work. Methodology: The researchers conducted a review of the available literature on this subject drawing from academic articles published in peer-reviewed journals, research reports, and other relevant national and international government documents reporting on public health and COVID-19. Document analysis was used as the primary research method, drawing on the case studies. Contribution: Contact tracing remains a critical strategy in curbing the deadly COVID-19 pandemic in South Africa and elsewhere in the world. However, given increasing concern regarding its invasive nature and possible infringement of individual liberties, it is imperative to interrogate the challenges related to its implementation to ensure a balance with public governance. The research findings can thus be used to inform policies and practices associated with contact tracing in South Africa. Findings: The study found that contact tracing using mobile phone location data mining can be used to enforce quarantine measures such as lockdowns aimed at mitigating a public health emergency such as COVID-19. However, the use of technology can expose the public to criminal activities by exposing their locations. From a public governance point of view, any exposure of the public to social ills is highly undesirable. Recommendations for Practitioners: In using contact tracing apps to provide pertinent data location caution needs to be exercised to ensure that sensitive private information is not made public to the extent that it compromises citizens’ safety and security. The study recommends the development and implementation of data use protocols to support the use of this technology, in order to mitigate against infringement of individual privacy and other civil liberties. Recommendation for Researchers: Researchers should explore ways of improving digital applications in order to improve the acceptability of the use of contact tracing technology to manage pandemics such as COVID-19, paying attention to ethical considerations. Impact on Society: Since contact tracing has implications for privacy and confidentiality it must be conducted with caution. This research highlights the challenges that the authorities must address to ensure that the right to privacy and confidentiality is upheld. Future Research: Future research could focus on collecting primary data to provide insight on contact tracing through mining mobile phone location data. Research could also be conducted on how app-based technology can enhance the effectiveness of contact tracing in order to optimize testing and tracing coverage. This has the potential to minimize transmission whilst also minimizing tracing delays. Moreover, it is important to develop contact tracing apps that are universally inter-operable and privacy-preserving.




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The Effect of Visual Appeal, Social Interaction, Enjoyment, and Competition on Mobile Esports Acceptance by Urban Citizens

Aim/Purpose: This study investigated a model of mobile esports acceptance among urban citizens based on an extended Technology Acceptance Model (TAM). Background: Currently, esports are increasingly popular and in demand by the public. Supported by the widespread development of mobile devices, it has become an interactive market trend to play games in a new model, mobile esports. Methodology: This study collected data from 400 respondents and analyzed it using partial least squares-structural equation modeling (PLS-SEM). Contribution: This study addresses two research gaps. The first gap is limited esports information systems studies, particularly in mobile esports acceptance studies. The second gap is limited exploration of external variables in online gaming acceptance studies. Thus, this study proposed a TAM extended model by integrating the TAM native variables with other external variables such as visual appeal, enjoyment, social interaction, and competition to explore mobile esports acceptance by urban citizens. Findings: Nine hypotheses were accepted, and four were rejected. The visual appeal did not affect the acceptance. Meanwhile, social interaction and enjoyment significantly affected both perceived ease of use and usefulness. However, perceived ease of use surprisingly had an insignificant effect on attitude toward using mobile esports. Moreover, competition significantly affected the acceptance, particularly on perceived usefulness. Recommendations for Practitioners: Fresh and innovative features, such as new game items or themes, should be frequently introduced to enhance players’ continued enjoyment. Moreover, mobile esports providers should offer a solid platform to excite players’ interactions to increase the likelihood that users feel content. On the other hand, the national sports ministry/agency or responsible authorities should organize many esports competitions, big or small, to search for new talents. Recommendation for Researchers: Visual appeal in this study did not influence the perceived ease of use or usefulness. However, it could affect enjoyment. Thus, it would be worth revisiting the relationship between visual appeal and enjoyment. At the same time, perceived ease of use is a strong driver for the continued use of most online games, but not in this study. It could indicate significant differences between mobile esports and typical online games, one of which is the different purposes. Users might play online games for recreational intention, but players would use mobile esports to compete, win, or even get monetary rewards. Therefore, although users might find mobile esports challenging and hard to use, they tend to keep playing it. Thus, monetary rewards could be considered a determinant of the continuation of use. Impact on Society: Nowadays, users are being paid for playing games. It also would be an excel-lent job if they become professional esports athletes. This study investigated factors that could affect the continued use of mobile esports. Like other jobs, playing games professionally in the long term could make the players tedious and tired. Therefore, responsible parties, like mobile esports providers or governments, could use the recommendations of this study to promote positive behavior among the players. They will not feel like working and still con-sider playing mobile esports a hobby if they happily do the job. In the long run, the players could also make a nation’s society proud if they can be a champion in prestigious competitions. Future Research: A larger sample size will be needed to generalize the results, such as for a nation. It is also preferable if the sample is randomized systematically. Future works should also investigate whether the same results are acquired in other mobile esports. Furthermore, to extend our knowledge and deepen our understanding of the variables that influence mobile esports adoption, the subsequent research could look at other mobile esports acceptability based on characteristics of system functionality and moderator effects. Finally, longitudinal data-collecting approaches are suggested for future studies since behavior can change over time.




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The Relationship Between Critical Success Factors, Perceived Benefits, and Usage Intention of Mobile Knowledge Management Systems in the Malaysian Semiconductor Industry

Aim/Purpose: This study examined the relationship between critical success factors (CSFs), perceived benefits, and usage intention of Mobile Knowledge Management Systems (MKMS) via an integrated Technology Acceptance Model (TAM) and Information Systems Success Model (ISSM). Background: This study investigates the CSFs (i.e., Strategic Leadership, Employee Training, System Quality, and Information Quality) that impact the usage intention of KMS in mobile contexts which have been neglected. Since users normally consider the usefulness belief in a system before usage, this study examines the role of perceived benefits as a mediator between the CSFs and usage intention. Methodology: A survey-based research approach in the Malaysian semiconductor industry was employed via an integrated model of TAM and ISSM. At a response rate of 59.52%, the findings of this study were based on 375 usable responses. The data collected was analyzed using the Partial Least Squares with SmartPLS 3.0. Contribution: This study contributes to the body of knowledge in the areas of mobile technology acceptance and knowledge management. Specifically, it helps to validate the integrated model of TAM and ISSM with the CSFs from knowledge management and information system. In addition, it provides the would-be adopters of MKMS with valuable guidelines and insights to consider before embarking on the adoption stage. Findings: The findings suggest that Employee Training and Information Quality have a positive significant relationship with Perceived MKMS Benefits. On the contrary, Strategic Leadership, System Quality, and Perceived User-friendliness showed an insignificant relationship with Perceived MKMS Benefits. Additionally, Employee Training and Information Quality have an indirect relationship with MKMS Usage Intention which is mediated by Perceived MKMS Benefits. Recommendations for Practitioners: The findings are valuable for managers, engineers, KM practitioners, KM consultants, MKMS developers, and mobile device producers to enhance MKMS usage intention. Recommendation for Researchers: Researchers would be able to conduct more inter-disciplinary studies to better understand the relevant issues concerning both fields – knowledge management and mobile computing disciplines. Additionally, the mediation effect of TAM via Perceived Usefulness (i.e., perceived MKMS benefits) on usage intention of MKMS should be further investigated with other CSFs. Future Research: Future studies could perhaps include other critical factors from both KM and IS as part of the external variables. Furthermore, Perceived Ease of Use (i.e., Perceived User-friendly) should be tested as a mediator in the future, together with Perceived Usefulness (i.e., perceived MKMS Benefits) to compare which would be a more powerful predictor of usage intention. Moreover, it may prove interesting to find out how the research framework would fit into other industries to verify the findings of this study for better accuracy and generalizability.




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Adoption of Mobile Commerce and Mobile Payments in Ghana: An Examination of Factors Influencing Public Servants

Aim/Purpose: Mobile commerce adoption is low in developing countries; hence, public servants may not consider mobile commerce and mobile payments. Understanding the factors that influence mobile commerce and mobile payments in their context will aid in promoting those services. Background: The study investigates the factors that influence public servants’ mobile commerce and mobile payments in Ghana. Hence, it provides some understanding of the various aspects of mobile commerce and mobile payments adoption, such as acceptance, use, and eventual adoption into the user’s daily life, and how that affects their behaviour. Methodology: The research was conducted by surveying the factors influencing public servants’ adoption of mobile commerce and payments in Ghana. A cross-sectional survey was undertaken to put the research model to the test to measure the constructs and their relationships. Contribution: The study confirmed previous findings and created a new conceptual model for mobile commerce and mobile payment adoption and usage in the Ghanaian context. Findings: The variables of performance expectancy, trust, and facilitating conditions have a significant positive influence on behavioural intention. The factors of effort expectation and social influence have a significant negative impact. Price value and perceived reliability are latent variables that do not affect behavioural intention. Behavioural intention and facilitating conditions significantly influence the actual use behaviour of mobile commerce and mobile payment users. Recommendations for Practitioners: Mobile commerce is emerging as a new mode of transactions, with firms providing enabling platforms for users. Mobile commerce could become the most acceptable application for the next generation of mobile platform applications. This study offers insights into the fluidity of the mobile environment, with implications that spell out what will be effective mobile commerce services that will continue to be relevant. Mobile applications are attractive to people because they provide a better user experience. These mobile applications have been optimised to provide a fast, easy and delightful experience. Mobile commerce and mobile payment service providers can attract and retain more users if attention is paid to performance expectancy, trust, and facilitating conditions since they influence individuals’ decisions to adopt. Mobile technology is almost ubiquitous, influencing both online sales and in-store sales. With the right mobile commerce platform and features, businesses can expect to increase in-store and online sales, catering to a more extensive clientele. Mobile devices are the primary means that most customers use to look up information about products they see in stores, such as product reviews and pricing options. This study indicates that mobile commerce service providers can achieve a more extensive customer base by promoting performance expectancy, trust, and behavioural intentions. Recommendation for Researchers: Despite the numerous studies in the mobile commerce literature, few have used integrated models of perceived reliability, trust, and price value or methods to evaluate these factors in the emerging mobile commerce industry. Also, it combines mobile commerce and mobile payments, which very few that we know of have done. Impact on Society: Ghana is already in a cash-lite economy. Thus, the study is appropriate with the result of trust being a significant factor. It implies that people will begin using mobile commerce and mobile payments with a bit of drive to bring about this drive quickly. Future Research: Future research could further test the adapted model with moderating factors of age, gender, and education to delve deeper into the complexities of mobile commerce and mobile payments.




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Adoption of Mobile Commerce Services Among Artisans in Developing Countries

Aim/Purpose: This paper aims to analyze how artisans in Ghana are incorporating mobile commerce into their everyday business and how perceived usefulness, perceived ease of use, subjective norms, age, gender, expertise, and educational level affected the adoption and usage of m-commerce. Background: This study integrates well-established theoretical models to create a new conceptual model that ensures a comprehensive mobile commerce adoption survey. Methodology: A cross-sectional survey was conducted to measure the constructs and their relations to test the research model. Contribution: The study’s findings confirmed previous results and produced a new conceptual model for mobile commerce adoption and usage. Findings: Except for gender, perceived ease of use, and subjective norms that did not have specific effects on mobile commerce adoption, age, educational level, perceived usefulness, expertise, attitude, and behavioral intention showed significant effects. Recommendations for Practitioners: First of all, mobile commerce service providers should strategically pay critical attention to customer-centered factors that positively affect the adoption of mobile commerce innovations than focusing exclusively on technology-related issues. Mobile service providers can attract more users if they carefully consider promoting elements like perceived usefulness and perceived ease of use which directly or indirectly affect the individuals’ decision to adopt information technology from consumer perspectives. Second, mobile commerce service providers should strategically focus more on younger individuals since, per the research findings, they are more likely to adopt mobile commerce innovations than the older folks in Ghana. Third, service providers should also devise strategies to retain actual users of m-commerce by promoting elements like behavioral intentions and attitude, which according to the research findings, have a higher predictive power on actual usage of m-commerce. Recommendation for Researchers: The conceptual model developed can be employed by researchers worldwide to analyze technology acceptance research. Impact on Society: The study’s findings suggested that mobile commerce adoption could promote a cashless society that is convenient for making buying things quicker and easier. Future Research: The research sample size could be increased, and also the study could all sixteen regions in Ghana or any other country for a broader representation.




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Dark Side of Mobile Phone Technology: Assessing the Impact of Self-Phubbing and Partner-Phubbing on Life Satisfaction

Aim/Purpose: The study aims to explore the attributes of self-phubbing and partner-phubbing, as well as their impact on marital relationship satisfaction and the quality of communication. Furthermore, it aims to comprehend how these characteristics could impact an individual’s total level of life satisfaction. Background: The study aims to establish a clear association between specific mobile phone usage behaviors and their subsequent impact on relationship satisfaction and the quality of communication. This study investigates the effects of two types of behaviors on interpersonal relationships: self-phubbing, which refers to an individual being deeply absorbed in their own mobile phone use, and partner-phubbing, which refers to witnessing one’s partner being deeply absorbed in a mobile device. Methodology: This study utilizes a quantitative approach. The poll involved 150 smartphone users in Malaysia who are in relationships, and they participated by completing a questionnaire. The data analysis was performed using the Partial Least Squares-based Structural Equation Modeling method. Contribution: This research addresses the gap and gives insight into the consequences of self and partner phubbing and its impact on the relationship and life satisfaction among partners by providing a research model that was validated with primary data. Findings: The results of this survey show that smartphone conflicts harm relationship satisfaction but not communication quality. It was revealed that communication quality does not directly bring a negative impact on life satisfaction, but it directly affects relationship satisfaction, which, in turn, harms life satisfaction. Recommendations for Practitioners: The findings of this study can be used by practitioners to improve relationship counseling and therapy. Through the integration of the notion of phubbing and its impact on relationship happiness, couples can receive guidance on how to reduce the tension that arises from using smartphones. Recommendation for Researchers: Previous research was conducted exclusively on only an individual’s phubbing behavior, but limited work was done on the partner’s phubbing behavior. Future researchers can enhance this model by identifying more factors. Impact on Society: This study addresses broader societal ramifications in addition to the dynamics of particular relationships. This study promotes a more mindful use of smartphones by exposing the complex relationships between technology use, relationship happiness, and general life contentment. This will ultimately lead to healthier relationships and improved societal well-being. Future Research: In the future, we are going to implement an artificial neural network approach to test this data to predict the most important factors that influence phubbing.




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Investigating Factors Affecting the Intention to Use Mobile Health from a Holistic Perspective: The Case of Small Cities in China

Aim/Purpose: This study aims to develop a comprehensive conceptual framework that incorporates personal characteristics, social context, and technological features as significant factors that influence the intention of small-city users in China to use mobile health. Background: Mobile health has become an integral part of China’s health management system innovation, the transformation of the health service model, and a necessary government measure for promoting health service parity. However, mobile health has not yet been widely adopted in small cities in China. Methodology: The study utilized a quantitative approach whereby web-based questionnaires were used to collect data from 319 potential users in China using China’s health management system. The data was analyzed using the PLS-SEM (the partial least squares-structural equation modeling) approach. Contribution: This study integrates the protection motivation theory (PMT), which compensates for the limitations of the unified theory of acceptance and use of technology theory (UTAUT) and is a re-examination of PMT and UTAUT in a small city context in China. Findings: The findings indicate that attitude and perceived vulnerability in the personal characteristic factors, social influence and facilitating conditions in the social context factors, and performance expectancy in the technological feature factors influence users’ intention to use mobile health in small cities in China. Recommendations for Practitioners: This study provides feasible recommendations for mobile health service providers, medical institutions, and government agencies based on the empirical results. Recommendation for Researchers: As for health behavior, researchers should fully explain the intention of mobile health use in terms of holism and health behavior theory. Impact on Society: This study aims to increase users’ intention to use mobile health in small cities in China and to maximize the social value of mobile health. Future Research: Future research should concentrate on the actual usage behavior of users and simultaneously conduct a series of longitudinal studies, including studies on continued usage behavior, abandonment behavior, and abandoned-and-used behavior.




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The Segmentation of Mobile Application Users in The Hotel Booking Journey

Aim/Purpose: This study aims to create customer segmentation who use Online Travel Agent (OTA) mobile applications in Indonesia throughout their hotel booking journey. Background: In the context of mobile hotel booking applications, research analyzing the customer experience at each customer journey stage is scarce. However, literature increasingly acknowledges the significance of this stage in comprehending customer behavior and revenue streams. Methodology: This study employs a mixed-method and exploratory approach by doing in-depth interviews with 20 participants and questionnaires from 207 participants. Interview data are analyzed using thematic analysis, while the questionnaires are analyzed using descriptive statistics. Contribution: This study enriches knowledge in understanding customer behavior that considers the usage of mobile apps as a segmentation criterion in the hotel booking journey. Findings: We developed four user personas (no sweat player, spotless seeker, social squad, and bargain hunter) that show customer segmentation based on the purpose, motivation, and actions in each journey stage (inspiration, consideration, reservation, and experience). Recommendations for Practitioners: The resulting customer segmentation enables hospitality firms to improve their current services by adapting to the needs of various segments and avoiding unanticipated customer pain points, such as incomplete information, price changes, no social proof, and limited payment options. Recommendation for Researchers: The quality and robustness of the customer segment produced in this study can be further tested based on the criteria of homogeneity, size, potential benefits, segment stability, segment accessibility, segment compatibility, and segment actionability. Impact on Society: This study has enriched the existing literature by establishing a correlation between user characteristics and how they use smartphones for tourism planning, focusing on hotel booking in mobile applications. Future Research: For future research, each customer segment’s demographic and behavioral factors can be explored further.




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A Model Predicting Student Engagement and Intention with Mobile Learning Management Systems

Aim/Purpose: The aim of this study is to develop and evaluate a comprehensive model that predicts students’ engagement with and intent to continue using mobile-Learning Management Systems (m-LMS). Background: m-LMS are increasingly popular tools for delivering course content in higher education. Understanding the factors that affect student engagement and continuance intention can help educational institutions to develop more effective and user-friendly m-LMS platforms. Methodology: Participants with prior experience with m-LMS were employed to develop and evaluate the proposed model that draws on the Technology Acceptance Model (TAM), Task-Technology Fit (TTF), and other related models. Partial Least Squares-Structural Equation Modeling (PLS-SEM) was used to evaluate the model. Contribution: The study provides a comprehensive model that takes into account a variety of factors affecting engagement and continuance intention and has a strong predictive capability. Findings: The results of the study provide evidence for the strong predictive capability of the proposed model and supports previous research. The model identifies perceived usefulness, perceived ease of use, interactivity, compatibility, enjoyment, and social influence as factors that significantly influence student engagement and continuance intention. Recommendations for Practitioners: The findings of this study can help educational institutions to effectively meet the needs of students for interactive, effective, and user-friendly m-LMS platforms. Recommendation for Researchers: This study highlights the importance of understanding the antecedents of students’ engagement with m-LMS. Future research should be conducted to test the proposed model in different contexts and with different populations to further validate its applicability. Impact on Society: The engagement model can help educational institutions to understand how to improve student engagement and continuance intention with m-LMS, ultimately leading to more effective and efficient mobile learning. Future Research: Additional research should be conducted to test the proposed model in different contexts and with different populations to further validate its applicability.




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Use of Mobile Health Applications by Lay Users in Kuwait

Aim/Purpose: This study aims to explore the use of mobile health applications (mHealth apps) by lay users in Kuwait. Specifically, it seeks to: (i) identify and highlight the impact of factors that contribute to their use of mHealth apps and (ii) validate a model of these users’ usage of mHealth apps. Background: The advancement of information technologies has paved the way for efficiency and effectiveness in healthcare sectors in developed countries. Kuwait has attempted to revolutionise healthcare systems through mobile applications of information technology solutions to educate users on better methods of receiving customised health services. However, end-user usage of mHealth apps remains in the infancy in developing countries, including Kuwait. Lay users are often vulnerable and frequently overlooked by researchers and health technology providers. Methodology: A cross-sectional study was conducted among 225 lay users of mHealth apps in Kuwait using an online questionnaire to achieve the study objectives. A purposive sampling method utilising convenience and snowballing sampling techniques was used in which all the respondents were lay users. Descriptive statistics, Pearson correlation, and regression analyses were employed to analyse the collected data. Contribution: The study contributes to the extant literature on health informatics and mHealth by providing a comprehensive understanding of how technological, social, and functional factors are related to mHealth apps in the context of developing countries. It identifies key drivers of mHealth app use, suggests expanding the TAM model, and facilitates comparisons with developed countries, addressing gaps in mHealth research. Findings: Four factors (i.e., perceived trust (PT), perceived ease of use (PEU) and behaviour control (PBC), perceived usefulness (PU), and subjective norms (SN)) were identified that influence the use of mHealth apps. These four identified factors also contributed to lay users’ use of these mHealth apps. Among these four factors, perceived trust (PT) was the main contributor to lay users’ use of these mHealth apps. Recommendations for Practitioners: Based on the empirical results, this study provides feasible recommendations for the government, healthcare providers, and developers of mHealth apps. The findings urge developers to enhance app functionality by prioritising privacy and security to build user trust while outlining guidelines for future development focused on user-centric design and compliance with data privacy regulations. Additionally, the government should establish supportive policies and funding, ensure regulatory oversight, and promote public awareness to foster trust. Healthcare providers should integrate mHealth apps into their services, train staff for practical use, gather users’ feedback, and collaborate with developers to create tailored healthcare solutions. Future Research: Additional research is required to apply probability sampling techniques and increase the sample size to generate more reliable and generalisable findings. Additionally, the young age segment must be considered here, and research must be extended to consider the moderating role of demographic factors like age, gender, and educational levels to better understand the adoption of mHealth apps.




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Continuous Use of Mobile Banking Applications: The Role of Process Virtualizability, Anthropomorphism and Virtual Process Failure Risk

Aim/Purpose: The research aims to investigate the factors that influence the continuous use of mobile banking applications to complete banking monetary transactions. Background: Despite a significant increase in the use of mobile banking applications, particularly during the COVID-19 pandemic, new evidence indicates that the use rate of mobile banking applications for operating banking monetary transactions has declined. Methodology: The study proposed an integrated model based mainly on the process virtualization theory (PVT) with other novel factors such as mobile banking application anthropomorphism and virtual process failure risk. The study model was empirically validated using structural equation modeling analysis on quantitative data from 484 mobile banking application users from Jordan. Contribution: The study focuses on continuing use or post-adoption behavior rather than pre-adoption behavior. This is important since the maximum and long-term viability, as well as the financial investment in mobile banking applications, depend on regular usage rather than first-time use or initial experience. Findings: The results indicate that process virtualizable and anthropomorphism have a strong positive impact on bank customers’ decisions to continue using mobile banking applications to complete banking monetary transactions. Meanwhile, the negative impact of virtualization process failure risk on continuous use has been discovered. The found factors explain 67.5% of the variance in continuous use. Recommendations for Practitioners: The study identified novel, significant factors that affect bank customers’ decisions to use mobile banking applications frequently, and these factors should be examined, matched, satisfied, or addressed when redesigning or upgrading mobile applications. Banks should provide users with clear directions, processes, or tutorials on how to complete monetary transactions effectively. They should also embrace Artificial Intelligence (AI) technology to improve their applications and products with anthropomorphic features like speech synthesizers, Chatbots, and AI-powered virtual bank assistants. This is expected to help bank customers conduct various banking services conveniently and securely, just as if interacting with real people. The study further recommends that banks create and publish clear norms and procedures, as well as promote tolerance and protect consumers’ rights when the process fails or mistakes occur. Recommendation for Researchers: The study provides measurement items that were specifically built for the context of mobile banking applications based on PVT notions. Researchers are invited to reuse, test, and modify existing measurement items, as well as submit new ones if necessary. The study model does not consider psychological aspects like trust and satisfaction, which would provide additional insight into factors affecting continuing use. Researchers could potentially take a different approach by focusing on user resistance and non-adoption. Impact on Society: Financial inclusion is problematic, particularly in underdeveloped nations. According to financial inclusion research, Jordanians rarely utilize mobile banking apps. Continuous usage of mobile banking applications will be extremely beneficial in closing the financial inclusion gap, particularly among women. Furthermore, it could help the country’s efforts to transition to a digital society. Future Research: The majority of study participants are from urban areas. Future studies should focus on consumers who live in rural areas. It was also suggested that the elderly be targeted because they may have different views/perspectives on the continued use of mobile banking applications.




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Continued Usage Intention of Mobile Learning (M-Learning) in Iraqi Universities Under an Unstable Environment: Integrating the ECM and UTAUT2 Models

Aim/Purpose: This study examines the adoption and continued use of m-learning in Iraqi universities amidst an unstable environment by extending the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) and Expectation-Confirmation Model (ECM) models. The primary goal is to address the specific challenges and opportunities in Iraq’s higher education institutions (HEIs) due to geopolitical instability and understand their impact on student acceptance, satisfaction, and continued m-learning usage. Background: The research builds on the growing importance of m-learning, especially in HEIs, and recognizes the unique challenges faced by institutions in Iraq, given the region’s instability. It identifies gaps in existing models and proposes extensions, introducing the variable “civil conflicts” to account for the volatile context. The study aims to contribute to a deeper understanding of m-learning acceptance in conflict-affected regions and provide insights for improving m-learning initiatives in Iraqi HEIs. Methodology: To achieve its objectives, this research employed a quantitative survey to collect data from 399 students in five Iraqi universities. PLS-SEM is used for the analysis of quantitative data, testing the extended UTAUT2 and ECM models. Contribution: The study’s findings are expected to contribute to the development of a nuanced understanding of m-learning adoption and continued usage in conflict-affected regions, particularly in the Iraqi HEI context. Findings: The study’s findings may inform strategies to enhance the effectiveness of m-learning initiatives in Iraqi HEIs and offer insights into how education can be supported in regions characterized by instability. Recommendations for Practitioners: Educators and policymakers can benefit from the research by making informed decisions to support education continuity and quality, particularly in conflict-affected areas. Recommendation for Researchers: Researchers can build upon this study by further exploring the adoption and usage of m-learning in unstable environments and evaluating the effectiveness of the proposed model extensions. Impact on Society: The research has the potential to positively impact society by improving access to quality education in regions affected by conflict and instability. Future Research: Future research can expand upon this study by examining the extended model’s applicability in different conflict-affected regions and assessing the long-term impact of m-learning initiatives on students’ educational outcomes.




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Mobile Culture in College Lectures: Instructors’ and Students’ Perspectives




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Faculty Usage of Social Media and Mobile Devices: Analysis of Advantages and Concerns