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What is Technology Acceptance Models

Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning
Theories and models that explain the user acceptance of information systems.
Published in Chapter:
An Extended Acceptance Model for Augmented Reality Educational Applications
Alexandru Balog (National Institute for Research and Development in Informatics, Romania) and Costin Pribeanu (National Institute for Research and Development in Informatics, Romania)
DOI: 10.4018/978-1-5225-0125-1.ch022
Abstract
Augmented Reality (AR) combines 3D visualization, multimodal interaction, animation and direct manipulation in a hands-on learning experience that is able to enhance the students' motivation to learn. Designers and educators need a deeper understanding of the key factors that drive learners' acceptance and continuing interaction with an AR-based educational system. A concern for educators is to understand how these factors interact and to what extent each factor contributes to the acceptance of the AR technology. This work further extends the technology acceptance model by included three additional constructs that point to the ease of learning how to use an AR-based application (learnability), perceived efficiency, and cognitive absorption. The results show that the perceived enjoyment is the main determinant of the intention to use having a greater positive influence than the perceived usefulness. The perceived efficiency and perceived cognitive absorption have only indirect effects on the intention to use, which are mediated by the perceived usefulness and perceived enjoyment.
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