Category Archives: Mobile

Learning from anywhere, anytime: The use of mobile technologies for educational purposes

This contribution is a excerpt from my latest article that was published by Springer’s Technology, Knowledge and Learning (Journal). The content has been adapted for this blog post.

Suggested citation: Camilleri, M.A. & Camilleri, A.C. (2022). Learning from anywhere, anytime: Utilitarian motivations and facilitating conditions to use mobile learning applications. Technology, Knowledge and Learninghttps://doi.org/10.1007/s10758-022-09608-8

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University students are using mobile technologies to improve their learning outcomes. In the past years, a number of academic authors contended that educational apps were supporting many students in different contexts Butler et al., 2021; Crompton & Burke, 2018; Hamidi & Chavoshi, 2018; Sung et al., 2016; Tosuntas et al., 2015). In the main, they maintained that ubiquitous technologies enable them to access learning management systems and to engage in synchronous conversations with other individuals (Camilleri & Camilleri, 2021).

One may argue that the m-learning paradigm is associated with the constructivist approaches (Chang et al., 2018), including those related with discovery-based learning (Camilleri & Camilleri, 2019c). Relevant theoretical underpinnings suggest that the use of mobile apps can improve the delivery of quality, student-centered education (Camilleri & Camilleri, 2021; Camilleri, 2021b; Chang et al., 2018; Crompton & Burke, 2018; Furió et al., 2015; Lameu, 2020; Nikolopoulou et al., 2021; Sung et al., 2016; Swanson, 2020). This research raises awareness on m-learning technologies that enable students to search for solutions for themselves through the Internet and via learning management systems. It also indicated that mobile apps like Microsoft Teams or Zoom, among others, allow them to engage in synchronous conversations with course instructors and with their peers, in real time.

This study explored the users’ perceptions about m-learning technologies. It validated key constructs from TAM Briz-Ponce et al., 2017; Cheung & Vogel, 2013; Granić & Marangunić, 2019; Ngai et al., 2007; Scherer et al., 2019; Thong Hong & Tam, 2002) and UTAUT (Gunasinghe et al., 2019; Yang et al., 2019), as shown in Table 1.

The descriptive statistics clearly indicated that the research participants felt that m-learning technologies were useful for them to continue their course programs. The principal component analysis confirmed that the students’ engagement with their educational apps was primarily determined by their ease of use. This is one of the main factors that influenced their intentions to engage with m-learning apps.

The findings revealed that higher education students were using m-learning apps as they considered them as useful tools to enhance their knowledge. Evidently, their perceptions about the ease of use of m-learning technologies were significantly correlated with their perceived usefulness. In addition, it transpired that both constructs were also affecting their attitudes towards usage, that in turn preceded their intentions to use m-learning apps.

The results also revealed that the respondents were satisfied by the technical support they received during COVID-19. Apparently, their university provided appropriate facilitating conditions that allowed them to engage with to m-learning programs during the unexpected pandemic situation and even when the preventative restrictions were eased.

The stepwise regression analyses shed light on the positive and significant relationships of this study’s research model. Again, these results have proved that the respondents were utilizing m-learning apps because their university (and course instructors) supported them with adequate and sufficient resources (i.e. facilitating conditions). The findings indicated that they were assisted (by their institution’s helpdesk) during their transition to emergency remote learning. In fact, the study confirmed that there was a positive and significant relationship between facilitating conditions and the students’ engagement with m-learning technologies.

On the other hand, this empirical research did not yield a statistically significant relationship between the students’ social influences and their intentions to use the mobile technologies. This is in stark contrast with the findings from past contributions, where other researchers noted that students were pressurized by course instructors to use education technologies (Camilleri & Camilleri, 2020; Teo & Zheng, 2014). The researchers presume that in this case, the majority of university students indicated that they were not coerced by educators or by their peers, to use m-learning apps. This finding implies that students became accustomed or habituated with the use of mobile technologies to continue their course programs.

This research builds on previous technology adoption models Davis et al., 1989; Venkatesh et al., 2003; 2012) to better understand the students’ dispositions to engage with m-learning apps. It integrated constructs from TAM with others that were drawn from UTAUT/UTAUT2. To the best of the researchers’ knowledge, currently, there are no studies that integrated facilitating conditions and social influences (from UTAUT/UTAUT2) with TAM’s perceived ease of use, perceived usefulness and attitudes. This contribution addresses this knowledge gap in academia. In sum, it raises awareness on the importance of providing appropriate facilitating conditions to students (and educators). This way, they will be in a better position to use educational technologies to improve their learning outcomes.

Practical implications

This research indicated that students held positive attitudes and perceptions on the use of m-learning technologies in higher educational settings. Their applications allow them to access course material (through Moodle or other virtual learning environments) and to avail themselves from video conferencing facilities from everywhere, and at any time. The respondents themselves considered the mobile technologies as useful tools that helped them improve their learning journeys, even during times when COVID-19’s preventative measures were eased. Hence, there is scope for university educators and policy makers to create and adopt m-learning approaches in addition to traditional teaching methodologies, to deliver quality education (Camilleri, 2021).

Arguably, m-learning would require high-quality wireless networks with reliable connections. Course instructors have to consider that their students are accessing their asynchronous resources as well as their synchronous apps (like Zoom or Microsoft Teams) on campus or in other contexts. Students using m-learning technologies should have appropriate facilitating conditions in place, including adequate Wi-Fi speeds (that enable access to high-res images, and/or interactive media, including videos, live streaming, etc.). Furthermore, higher education institutions ought to provide ongoing technical support to students and to their members of staff (Camilleri & Camilleri, 2021).

This study has clearly shown that the provision of technical support, as well as the utilization of user-friendly, m-learning apps, among other factors, would probably improve the students’ willingness to engage with these remote technologies. Thus, course instructors are encouraged to create attractive and functional online environments in formats that are suitable for the screens of mobile devices (like tablets and smartphones). There can be instances where university instructors may require technical training and professional development to learn how to prepare and share customized m-learning resources for their students.

Educators should design appealing content that includes a good selection of images and videos to entice their students’ curiosity and to stimulate their critical thinking. Their educational resources should be as clear and focused as possible, with links to reliable academic sources. Moreover, these apps could be developed in such a way to increase the users’ engagement with each other and with their instructors, in real time.

Finally, educational institutions ought to regularly evaluate their students’ attitudes and perceptions toward their m-learning experiences, via quantitative and qualitative research, in order to identify any areas of improvement.

Research limitations and future research directions

To date, there have been limited studies that explored the institutions’ facilitating conditions and utilitarian motivations to use m-learning technologies in higher education, albeit a few exceptions. A through review of the relevant research revealed that researchers on education technology have often relied on different research designs and methodologies to capture and analyze their primary data. In this case, this study integrated measures that were drawn from TAM and UTAUT. The hypotheses were tested through stepwise regression analyses. The number of respondents that participated in this study was adequate and sufficient for the statistical purposes of this research.

Future research could investigate other factors that are affecting the students’ engagement with m-learning technologies. For example, researchers can explore the students’ intrinsic and extrinsic motivations to use educational apps. These factors can also have a significant effect on their intentions to continue their learning journeys. Qualitative research could shed more light on the students’ in-depth opinions, beliefs and personal experiences on the usefulness and the ease of use of learning via mobile apps, including serious games and simulations. Inductive studies may evaluate the effectiveness as well as the motivational appeal of gameplay. They can possibly clarify how, where and when mobile apps can be utilized as teaching resources in different disciplines. They can also identify the strengths and weaknesses of integrating them in the curricula of specific subjects.

Prospective researchers can focus on the design, structure and content of m-learning apps that are intended to facilitate the students’ learning experiences. Furthermore, longitudinal studies may provide a better understanding of the students’ motivations to engage with such educational technologies. They can measure their progress and development, in the long term. The students’ perceptions, attitudes and intentions to use m-learning technologies can change over time, particularly as they become experienced users.

A prepublication of the full article is available here: https://www.researchgate.net/publication/360541461_Learning_from_anywhere_anytime_Utilitarian_motivations_and_facilitating_conditions_to_use_mobile_learning_applications

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Filed under Conferencing Technologies, Education, education technology, internet technologies, internet technologies and society, Learning management systems, Mobile, mobile learning, online streaming, Remote Learning

Using mobile learning for corporate training: A contextual framework

This is an excerpt from one my my latest chapters on the use of digital media.

Suggested citation: Butler, A., Camilleri, M. A., Creed, A., & Zutshi, A. (2021). The use of mobile learning technologies for corporate training and development: A contextual framework. In M. A. Camilleri (Ed.), Strategic corporate communication in the digital age. Bingley: Emerald, pp. 115-130. DOI: 10.1108/978-1-80071-264-520211007

Photo by Daniel Korpai on Unsplash

There are a number of factors that can have an effect on the successful implementation of mobile learning (m-learning) for training and development purposes, including their course content, learning outcomes, the users’ perceived ease of use, usefulness and enjoyment, among other issues.

The individuals’ accessibility to these technologies or their spatial environment can also have an effect on their engagement with m-learning. Moreover, there may be certain distractions in the environment that can disrupt m-learning and/or decrease their effectiveness.

Csikszentmihalyi’s (1975) flow theory suggests that individuals can be completely focused on specific tasks (Csikszentmihalyi, Aduhamdeh & Nakamura 2014). They may immerse themselves in their training and development through m-learning. Of course, they have to be in the right environment where there are no distractions. Hence, the contextual setting of m-learning can influence its effectiveness. For example, experiential learning theory suggests that individuals learn through their ongoing interactions with their surrounding environment as they find meanings to problems and develop their understanding (Illeris, 2007). Similarly, Kolb’s (1984) learning theory posits that knowledge may result from a combination of direct experiences and socially acquired understandings (Matthews & Candy 1999). Laouris and Eteokleous (2005) discuss about the critical factors that could influence the outcomes of m-learning.

Hence, this contribution builds on these theoretical insights and on the findings from this study. The authors of this chapter put forward a contextual framework for m-learning. They identify the specific factors, including; accessibility and cost; the usefulness of the learning content; the ease of use of the technology; time; extrinsic and intrinsic motivations (e.g. rewards and perceived enjoyment, among others); integration with other learning approaches; individual learning styles and predispositions; and spatial issues and the surrounding environment, as featured here:

A prepublication version of this contribution is available here: https://www.researchgate.net/publication/344337930_The_Use_of_Mobile_Learning_Technologies_for_Corporate_Training_and_Development_A_Contextual_Framework

The authors argue that these eight contextual factors can have an effect on the successful implementation of m-learning.

  1. Time: This relates to the time that the users dedicate to learn to use and to engage in m-learning.
  2. Spatial issues and the environment: These relate to the physical location of the user when they access m-learning content.
  3. The usefulness of the learning content: The learning content (video, audio, written, or a combination of these) has to be useful to improve the mobile users’ knowledge, skills and competences.
  4. Ease of use of the technology: The m-learning technology has to be easy to use. It may (not) be connected to wireless networks (if it is, there should not be connectivity problems when accessing the content). The m-learning technology may require passive or active learning (for example, reading and/or interacting through games).
  5. Individual learning styles and predispositions: The m-learning technology should consider the individuals’ age, cognitive knowledge (e.g. memory); skills; visual, auditory and/or kinaesthetic abilities, as well as their preferences toward certain technologies. The technology may require interaction with peers or facilitators in synchronous, or asynchronous modes (these issues will depend on the learning outcomes of the mentioned technology).
  6. Extrinsic and intrinsic motivations: Organisations and professionals should also consider extrinsic and intrinsic motivations to entice the mobile users to use the m-learning technology.
  7. Accessibility and cost: These relate to the accessibility and cost of the m-learning technology. It can be available through different mobile platforms. It may be used by wide range of users (who have different learning needs) for different purposes. The software and/or hardware ought to be reasonable priced.
  8. Integration with other learning approaches: The m-learning technology ought to be complemented and blended with offline teaching approaches.

This proposed framework represents different contextual factors that can have an effect on the successful implementation of learner-centred corporate education (see Grant, 2019; Janson, Söllner & Leimeister, 2019). These eight factors are influencing the effectiveness of m-learning during the training and development of human resources. Hence the arrows are pointing inwards. However, the factors in the outer circle are related to each other and they can lead to further considerations. M-leaners may choose a short video over a longer podcast to learning or revise depending on the content or their situation. There are innumerable other examples of contextual learning due to the diversity of people, organizations and learning resources, objects and opportunities. For example, time is related to the spatial issues and the environment. The mobile users will use their downtimes wisely at the office, at home, or whilst commuting to and from work if they engage with m-learning applications. Their down time may provide them with an opportunity to improve their learning journey.

Conclusions and implications

The contextual factors for mobile learning encompass a variety of dimensions including time, spatial issues and the environment, the usefulness of the learning content and the ease of use of the technology, individual learning styles and predispositions, extrinsic and intrinsic motivations, accessibility and cost, as well as integration with other learning approaches.  The authors posit that this comprehensive framework can support businesses in their human resources training and development. It enables them to identify all the contextual factors that can have an effect on the successful roll out of m-learning designs.

This chapter has featured a critical review of the relevant literature and has presented the findings from an empirical research. The data for this study was gathered through quantitative and qualitative methodologies. The researchers have disseminated a survey questionnaire among course participants and have organised semi-structured interview sessions with corporate training participants. In sum, this study reported that the younger course participants were more likely to embrace the m-learning technologies than their older counterparts. They suggested that they were using laptops, hybrids as well as smartphones and tablets to engage with m-learning applications at home and when they are out and about. These recent developments have led many businesses to utilize mobile technologies to engage with their employees or to use them for their training and development purposes.

Therefore, this contribution has identified the contextual factors that should be taken into account by businesses and/or by training organisations. Thus, the authors have presented their proposed framework for mobile learning. This framework is substantiated by their empirical research and by relevant theoretical underpinnings that are focused on m-learning.

The authors are well aware that every study has its inherent limitations. In this case, this sample was small, but it was sufficient for the purposes of this exploratory study. Future studies may include larger sampling frames and/or may use different research designs. The researchers believe that there is still a knowledge gap in academia on this topic. For the time being, just a few studies have explored the use of mobile learning among businesses. The mobile learning technologies can be rolled out for the training and development of corporate employees. The training organisations can encourage their course participants to engage in self-directed learning and development through formal, informal or micro learning contexts. Corporate educators and services providers of continuous professional training and development can use the mobile learning applications to improve the employees’ skills and competences. This may in turn lead to increased organisational productivities and competitiveness.

This chapter was published in Strategic Corporate Communication in the Digital Age.

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Filed under Business, corporate communication, digital media, Marketing, Mobile, mobile learning

A taxonomy of online marketing terms

This is an excerpt from one of my latest chapters on online marketing methods.

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Suggested Citation: Hajarian, M., Camilleri, M. A., Diaz, P., & Aedo, I. (2021). A taxonomy of online marketing methods for corporate communication. In M. A. Camilleri (Ed.), Strategic corporate communication in the digital age. Bingley: Emerald, pp. 235-250. DOI: 10.1108/978-1-80071-264-520211014

One of the well-known online marketing methods is the use of email marketing. It is one of the most popular digital tactics. Despite the current popularity of social media, many individuals still prefer to receive the news about the brands via emails (Camilleri, 2018a). Email marketing is very effective in terms of return on investment (ROI). However, there are many ways that can improve the email marketing performance (Conceição & Gama, 2019). Sahni, Wheeler and Chintagunta (2018) found that by personalizing email marketing (e.g. adding the name of the receiver to the email subject), the probability that the receiver reads the email increases by 20%. Conceição and Gama (2019) have developed a classification algorithm to predict the effectiveness of email campaign. The authors suggested that the open rates were based on the keywords that were featured inside the email. They maintained that the utilization of personalized messages and the inclusion of question marks in the subjects of the email can increase the chance of opening an email. Moreover, they hinted that there are specific times during the day where there are more chances that the marketing emails will be noticed and read by their recipients. These times can be identified by using data mining technologies.

Direct emails could be forwarded to specific users for different reasons. Evans, (2018) described advertising emails in three categories: (i) promotional emails that raise awareness about attractive offers, including discounts and reduced prices of products and services. This type of email is very helpful to increase sales and customer loyalty. Some innovative marketers are using disruptive technologies, including gamification to reward and incentivize online users to click their email links; (ii) electronic newsletters that are aimed at building consumer engagement. Hence, these emails ought to provide high-quality, interactive content to online users. These emails are also known as relational emails that are intended to build a rapport with online users; (iii) confirmation emails that are used to confirm to the customers that their online transactions were carried out successfully. These types of emails are very valuable in terms of branding and corporate image. In sum, the electronic newsletters are intended to redirect online users to the businesses’ websites.

Another major online marketing method is the social network marketing. Brands and corporations can feature their page on social media networks (e.g. Facebook or Instagram) to communicate with their customers and/or promote their products and services to their followers. This can result in an improved brand awareness and a surge in sales. On the other hand, customers can write their reviews about brands or even purchase products online (Smith, Hernández-García, Agudo Peregrina & Hair, 2016). Thus, social network marketing can have a positive impact on electronic positive eWOM advertising in addition to enhancing the customers’ loyalty (Smith et al, 2016).

There are other forms of social network marketing including influencer marketing, video marketing and viral marketing, among others. The social networks are providing various benefits to various marketers as they can use them to publish their content online. Their intention is to influence online users and to entice them to purchase their products or services. Liang, Wang and Zhao (2019) have developed a novel algorithm that can identify the effects of influencer marketing content. Notwithstanding, various social networks such as Facebook and Instagram are increasingly placing the businesses’ video ads for their subscribers. In both cases, the advertisers may use Facebook marketing (Instagram is owned by Facebook) to identify the most appropriate subscribers to serve their ads (Camilleri, 2019). The social networks are a very suitable place for targeted advertising because they have access to a wide range of user information such as their demographical details, and other relevant information (Hajarian, Bastanfard, Mohammadzadeh & Khalilian, 2019a). However, online users may not always be interested in the marketers’ social media messages. As a result, they may decide to block or filter ads (Camilleri, 2020).

One of the most profitable and interesting online marketing methods is the Electronic Word of Mouth (eWOM) (see Hajarian, Bastanfard, Mohammadzadeh & Khalilian, 2017). The internet users are increasingly engaging in eWOM. More individuals are sharing their positive or negative statements about products or services (Ismagilova, Dwivedi, Slade & Williams, 2017). Hence, the individual users’ reviews in online fora, blogs, and social media can be considered as eWOM. Ismagilova et al. (2017) stated that the businesses would benefit through positive eWOM as this would improve their positioning in their consumers’ minds. Moreover, eWOM is also useful to prospective consumers as they rely on the consumers’ independent comments about their experience with the businesses’ products or services. The consumers’ reviews and ratings can reduce the risk and search time of prospective consumers. In addition, individuals can use the review platforms to ask questions and/or interact with other users. These are some of the motivations that lure online users to engage in eWOM.

Influencer marketing is another type of online marketing that is conspicuous with the social media. The influencers may include those online users who are promoting products or brands to their audiences. Hence, influencer marketing is closely related to eWOM advertising. However, in this case, the influencer may be a popular individual including a celebrity, figurehead or an athlete who will usually have a high number of followers on social media. The influencers may be considered as the celebrities of online social networks. They are proficient in personal branding (Jin & Muqaddam, 2019). Hence, the social media influencers will promote their image like a brand. Thus, the influencer marketing, involves the cooperation of two brands, the social media influencer and the brand that s/he are promoting (Jin & Muqaddam, 2019). Social media influencers can charge up to $250,000 for each post (Lieber, 2018), although this depends on the number of their audience and the platform that they are active on. The influencers work on different topics such as lifestyle, fashion, comedy, politics and gaming (Stoldt, 2019). It is projected that influencer marketing will become a $5 to $10 billion market by 2020 (Mediakix, 2019). It is worth to mention that the gaming influencers are also becoming very successful in online marketing.

Viral marketing is another method of online marketing that can be performed by regular social media users (not necessarily influencers). The social media subscribers can disseminate online content, including websites, images and videos among friends, colleagues and acquaintances (Daif & Elsayed, 2019). Their social media posts may become viral (like a virus) if they are appreciated by their audiences. In this case, the posts will be shared and reshared by third parties. The most appealing or creative content can turn viral in different social media. For example, breaking news or emotional content, including humoristic videos have the potential to become viral content as they are usually appreciated and shared by social media users.

The social networks as well as the messengers like Facebook messenger, WhatsApp, et cetera are ideal vehicles of viral marketing as online users and their contacts are active on them. Similarly, other marketing methods such as email marketing can also be used as a tool for viral marketing. In viral marketing the influencers can play a very important role as they can spread the message among their followers. Hence, the most influential people could propagate online content that can turn viral. Nguyen, Thai and Dinh (2016) have developed algorithms that identify the most effective social media influencers that have more clout among their followers. In a similar way, businesses can identify and recruit influential social media users to disseminate their promotional content (Pfeiffer & Zheleva, 2018). Their viral marketing strategies may involve mass-marketing sharing incentives, where users receive rewards for promoting ads among their friends (Pfeiffer & Zheleva, 2018). There are business websites that are incentivizing online users, by offering financial rewards if they invite their friends to use their services. 

Videos are one of the best methods for marketing. Abouyounes (2019) estimated that over 80% of internet traffic was related to videos in 2019. He projected that US businesses will spend $28 billion on video marketing in 2020. The relevant literature suggests that individuals may be intrigued to share emotional videos. Such videos may even go viral (Nikolinakou & King, 2018). The elements of surprise, happiness as well as other factors such as the length of the video can affect whether a video turns viral or not. Abouyounes’s (2019) reported that the individuals would share a video with their friends if they found it to be interesting. Alternatively, they may decide to disseminate such videos on social media to share cognitive (informational) and/or emotional messages among their contacts. Hence, the term social video marketing refers to those videos that can increase the social media users’ engagement with video content. Over 77% of the business that have used social video marketing have reported a positive direct impact on their online metrics (Camilleri, 2017).

With the rise of social media, many online users have started to refine the content of their online messages to appeal to the different digital audiences. The online users’ content marketing involves the creation of relevant messages that are shared via videos, blogs and social media content. These messages are intended to stimulate the recipients’ interest. The content marketers’ aim is to engage with existing and potential customers (Järvinen & Taiminen, 2016). Therefore, their marketing messages ought to be relevant for their target audiences. The online users may not perceive that the marketed content is valuable and informative for them. Thus, the content should be carefully adapted to the targeted audience. The content marketers may use various interactive systems to engage with online users in order to gain their trust (Montero, Zarraonandia, Diaz, & Aedo, 2019; Díaz, Aedo & Zarraonandia, 2019a; Díaz, Zarraonandía, Sánchez-Francisco, Aedo & Onorati, 2019b; Díaz & Ioannou, 2019c; Baltes, 2015). To this end, the advertisers should analyze the interests of their target audience to better understand their preferred content. Successful content marketing relies on the creation of convincing and timely messages that appeal to online users. Zarrella (2013) study suggested that some Facebook and Twitter content is more effective during particular times of the day and in some days of the week.

Native advertising present promotional content including articles, infographics, videos, et cetera that are integrated within the platforms where they are featured (e.g. in search engines or social media). In 2014, various business invested more than $3.2 billion in this type of digital advertising (Wojdynski & Evans, 2016). Native ads may include banners or short articles that are presented in webpages. However, online users would be redirected to other webpages if they click on them. Parsana, Poola, Wang and Wang (2018) has explored the click-through rates (CTR) of native advertisements as they examined the historic data of online users. Other studies investigated how native ads were consistent in different situations and pages (Lin, 2018).

The advertorials are similar to native ads as they are featured as reports or as recommendations within websites. They are presented in such a way that the reader thinks that they are part of the news (Charlesworth, 2018). This type of advertising can be featured as video or infographic content that will redirect the online users to the advertisers’ websites. Besides, these ads may indicate a small “sponsored by” note that is usually ignored by the online users. In some regards, this is similar to the editorial content marketing, where editors write promotional content about a company or a website. However, in the case of editorial marketing, the main purpose is to educate or to inform the readers about a specific subject. Therefore, such a news item is usually presented free of charge as it appears at the discretion of the editor. Nevertheless, both advertorial and editorial marketing can have a positive impact on brand awareness and brand equity.

Various technologies companies including Google and Facebook are providing location-based marketing opportunities to many businesses. However, this innovative marketing approach relies on the individuals’ willingness to share their location data with their chosen mobile applications (apps). For example, foursquare, among other apps, can send messages to its mobile users (if they enable location sharing). It can convey messages about the users favorite spots, including businesses, facilities, et cetera, when they are located in close proximity to them (Guzzo, D’Andrea, Ferri & Grifoni, 2012).

Currently, the messengers are growing at a very fast pace. It may appear that they are becoming more popular than the social networks. Messengers such as WhatsApp, Viber, Telegram, Facebook Messenger, WeChat, and QQ, among others, have over 4.6 billion active users in a month (Mehner, 2019). This makes them a very attractive channel for online marketing. Since messengers can provide a private, secure connection between the business and their customers, they are very useful tools for marketing purposes. Moreover, the messengers can be used in conjunction with other advertisement methods like display (or banner) marketing, viral marketing, click-to-message ads, et cetera. Online or mobile users can use the messengers to communicate with a company representative (or bot) on different issues. They may even raise their complaints through such systems. Some messengers like Apple Business Chat and WeChat, among others have also integrated in-app payments. Hence, the messengers have lots of possible features and can be used to improve the business-to-consumer (B2C) relationships. In addition, other messengers like Skype, Google Meet, Zoom, Microsoft Teams, Webex, et cetera can provide video conferencing platforms for corporations and small businesses. These systems have become very popular communication tools during COVID-19.

Other online marketing approaches can assist corporations in building their brand equity among customers. Various businesses are organizing virtual events and webinars to engage with their target audience. They may raise awareness about their events by sending invitations (via email) to their subscribers (Harvey & An, 2018). The organization of the virtual meetings are remarkably cheaper than face-to-face meetings (Lande, 2011). They can be recorded and/or broadcast to wider audiences through live streaming technologies via social media (Veissi, 2017). Today, online users can also use Facebook, Instagram and LinkedIn live streaming facilities to broadcast their videos in real time and share them amongst their followers.

The display (or banner) marketing may usually comprise promotional videos, images and/or textual content. They are usually presented in webpages and applications. Thus, online banners may advertise products or services on internet websites to increase brand awareness (Turban et al, 2018). The display ads may be created by the website owners themselves. Alternatively, they may have been placed by Google Adsense on behalf of their customers (advertisers).

The display advertisements may also be featured in digital and mobile games. Such online advertisements are also known as in-game marketing.  The digital ads can be included within the games’ apps and/or may also be accessed through popular social networks. The in-game marketing may either be static (as the ads cannot be modified after the game was released) or dynamic (where new ads will be displayed via Internet connections) (Terlutter & Capella, 2013). Lewis and Porter (2010) suggested that in-game advertising should be harmonious with the games’ environments. There are different forms of advertisements that can be featured in games. For instance, advergames are serious games that have been developed in close collaboration with a corporate entity for advertising purposes (Terlutter & Capella, 2013), e.g. Pepsi man game for PlayStation.

The latest online marketing technologies are increasingly using interactive systems like augmented reality. These innovations are being utilized to enhance the businesses’ engagement with their consumers (Díaz et al., 2019b). The augmented reality software can help the businesses to promote their products (Turban et al, 2018). For example, IKEA (the furnishing company) has introduced an augmented reality application to help their customers to visualize how their products would appear in their homes. Similarly, online fashion stores can benefit from augmented reality applications as their customers can customize their personal avatars with their appearance, in terms of size, length and body type, to check out products well before they commit to purchase them (Montero et al., 2019).

The banner advertising was one of the earliest forms of digital marketing. However, there were other unsophisticated online marketing tactics that were used in the past. Some of these methods are still being used by some marketers. For instance, online users can list themselves and/or their organization in an online directory. This marketing channel is similar to the traditional yellow pages (Guzzo et al., 2012). The online directory has preceded the search engine marketing (SEM). This form of online advertising involves paid advertisements that appear on search engine results pages (like native ads). Currently, SEM is valued at $70 billion market by 2020 (Aswani, Kar, Ilavarasan & Dwivedi, 2018). The advertisements may be related to specific keywords that are used in search queries. SEM can be presented in a variety of formats, including small, text-based ads or visual, product listing ads. The advertisers bid on the keywords that are used in the search engines. Therefore, they will pay the search engines like Google and Bing to feature their ads alongside the search results.

The search engine optimization (SEO) is different than SEM. The individuals or organizations do not have to pay the search engine for traffic and clicks. SEO involves a set of practices that are intended to improve the websites’ visibility within the search results of search engines. The search engines algorithms can optimize the search results of certain websites, (i) if they have published relevant content, (ii) if they regularly update their content, and (iii) if they include link-worthy sites. Although, SEO is a free tool, Google AdWords and Bing ads are two popular search engine marketing platforms that can promote websites in their search engines (through their SEM packages). Various researchers have relied on different scientific approaches to optimise the search engine results of their queries. For example, Wong, Collins and Venkataraman, (2018) have used machine learning methods to identify which ad placements and biddings were yielding the best return of investment from Google Adwords.

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A useful book on corporate communications through digital media

This authoritative book features a broad spectrum of theoretical and empirical contributions on topics relating to corporate communications in the digital age. It is a premier reference source and a valuable teaching resource for course instructors of advanced, undergraduate and post graduate courses in marketing and communications. It comprises fourteen engaging and timely chapters that appeal to today’s academic researchers including doctoral candidates, postdoctoral researchers, early career academics, as well as seasoned researchers. All chapters include an abstract, an introduction, the main body with headings and subheadings, conclusions and research implications. They were written in a critical and discursive manner to entice the curiosity of their readers.

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Chapter 1 provides a descriptive overview of different online technologies and presents the findings from a systematic review on corporate communication and digital media. Camilleri (2020) implies that institutions and organizations ought to be credible and trustworthy in their interactive, dialogic communications during day-to-day operations as well as in crisis situations, if they want to reinforce their legitimacy in society. Chapter 2 clarifies the importance of trust and belonging in individual and organizational relationships. Allen, Sven, Marwan and Arslan (2020) suggest that trust nurtures social interactions that can ultimately lead to significant improvements in corporate communication and other benefits for organizations. Chapter 3 identifies key dimensions for dialogic communication through social media. Capriotti, Zeler and Camilleri (2020) put forward a conceptual framework that clarifies how organizations can enhance their dialogic communications through interactive technologies. Chapter 4 explores the marketing communications managers’ interactive engagement with the digital media. Camilleri and Isaias (2020) suggest that the pace of technological innovation, perceived usefulness, ease of use of online technologies as well as social influences are significant antecedents for the businesses’ engagement with the digital media. Chapter 5 explains that the Balanced Scorecard’s (BSC) performance management tools can be used to support corporate communications practitioners in their stakeholder engagement. Oliveira, Martins, Camilleri and Jayantilal (2020) imply that practitioners can use BSC’s metrics to align their communication technologies, including big data analytics, with organizational strategy and performance management, in the digital era. Chapter 6 focuses on UK universities’ corporate communications through Twitter. Mogaji, Watat, Olaleye and Ukpabi (2020) find that British universities are increasingly using this medium to attract new students, to retain academic employees and to promote their activities and events. Chapter 7 investigates the use of mobile learning (m-learning) technologies for corporate training. Butler, Camilleri, Creed and Zutshi (2020) shed light on key contextual factors that can have an effect on the successful delivery of continuous professional development of employees through mobile technologies.

Chapter 8 evaluates the effects of influencer marketing on consumer-brand engagement on Instagram. Rios Marques, Casais and Camilleri (2020) identify two types of social media influencers. Chapter 9 explores in-store communications of large-scale retailers. Riboldazzi and Capriello (2020) use an omni-channel approach as they integrate traditional and digital media in their theoretical model for informative, in-store communications. Chapter 10 indicates that various corporations are utilizing different social media channels for different purposes. Troise and Camilleri (2020) contend that they are using them to promote their products or services and/or to convey commercial information to their stakeholders. Chapter 11 appraises the materiality of the corporations’ integrated disclosures of financial and non-financial performance. Rodríguez-Gutiérrez (2020) identifies the key determinants for the materiality of integrated reports.Chapter 12 describes various electronic marketing (emarketing) practices of micro, small and medium sized enterprises in India. Singh, Kumar and Kalia (2020) conclude that Indian owner-managers are not always engaging with their social media followers in a professional manner. Chapter 13 suggests that there is scope for small enterprises to use Web 2.0 technologies and associated social media applications for branding, advertising and corporate communication. Oni (2020) maintains that social media may be used as a marketing communications tool to attract customers and for internal communications with employees. Chapter 14 shed light on the online marketing tactics that are being used for corporate communication purposes. Hajarian, Camilleri, Diaz and Aedo (2020) outline different online channels including one-way and two-way communication technologies.

Endorsements

“Digital communications are increasingly central to the process of building trust, reputation and support.  It’s as true for companies selling products as it is for politicians canvasing for votes.  This book provides a framework for understanding and using online media and will be required reading for serious students of communication”.

Dr. Charles J. Fombrun, Former Professor at New York University, NYU-Stern School, Founder & Chairman Emeritus, Reputation Institute/The RepTrak Company.

“This book has addressed a current and relevant topic relating to an important aspect of digital transformation. Various chapters of this book provide valuable insights about a variety of issues relating to “Strategic Corporate Communication in the Digital Age”. The book will be a useful resource for both academics and practitioners engaged in marketing- and communications-related activities. I am delighted to endorse this valuable resource”.

Dr. Yogesh K. Dwivedi, Professor at the School of Management at Swansea University, UK and Editor-in-Chief of the International Journal of Information Management.

“This title covers a range of relevant issues and trends related to strategic corporate communication in an increasingly digital era. For example, not only does it address communication from a social media, balanced scorecard, and stakeholder engagement perspective, but it also integrates relevant contemporary insights related to SMEs and COVID-19. This is a must-read for any corporate communications professional or researcher”.

Dr. Linda Hollebeek, Associate Professor at Montpellier Business School, France and Tallinn University of Technology, Estonia.

“Corporate communication is changing rapidly, and digital media represent a tremendous opportunity for companies of all sizes to better achieve their communication goals. This book provides important insights into relevant trends and charts critical ways in which digital media can be used to their full potential” 

Dr. Ulrike Gretzel, Director of Research at Netnografica and Senior Fellow at the Center for Public Relations, University of Southern California, USA.

“This new book by Professor Mark Camilleri promises again valuable insights in corporate communication in the digital era with a special focus on Corporate Social Responsibility. The book sets a new standard in our thinking of responsibilities in our digital connected world”. 

Dr. Wim Elving, Professor at Hanze University of Applied Sciences, Groningen, The Netherlands. 

References

Allen, K.A. Sven, G.T., Marwan, S. & Arslan, G. (2020). Trust and belonging in individual and organizational relationships. In Camilleri, M.A. (Ed.), Strategic Corporate Communication in the Digital Age, Emerald, UK.

Butler, A. Camilleri, M.A., Creed, A. & Zutshi, A. (2020). The use of mobile learning technologies for corporate training and development: A contextual framework. In Camilleri, M.A. (Ed.), Strategic Corporate Communication in the Digital Age, Emerald, UK.

Camilleri, M.A. (2020). Strategic dialogic communication through digital media during COVID-19. In Camilleri, M.A. (Ed.), Strategic Corporate Communication in the Digital Age, Emerald, UK.

Camilleri, M.A. & Isaias, P. (2020). The businesses’ interactive engagement through digital media. In Camilleri, M.A. (Ed.), Strategic Corporate Communication in the Digital Age, Emerald, UK.

Capriotti, P., Zeler, I. & Camilleri, M.A. (2020). Corporate communication through social networks: The identification of key dimensions for dialogic communication. In Camilleri, M.A. (Ed.), Strategic Corporate Communication in the Digital Age, Emerald, UK.

Hajarian, M., Camilleri, M.A.. Diaz, P & Aedo, I. (2020). A taxonomy of online marketing methods for corporate communication. In Camilleri, M.A. (Ed.), Strategic Corporate Communication in the Digital Age, Emerald, UK.

Mogaji, E., Watat, J.K., Olaleye, S.A. & Ukpabi, D. (2020). Recruit, retain and report: UK universities’ strategic communication with stakeholders on Twitter. In Camilleri, M.A. (Ed.), Strategic Corporate Communication in the Digital Age, Emerald, UK.

Oliveira, C., Martins, A., Camilleri, M.A. & Jayantilal, S. (2020). Using the balanced scorecard for strategic communication and performance management. In Camilleri, M.A. (Ed.), Strategic Corporate Communication in the Digital Age, Emerald, UK.

Oni, O. (2020). Small and medium sized enterprises’ engagement with social media for corporate communication. In Camilleri, M.A. (Ed.), Strategic Corporate Communication in the Digital Age, Emerald, UK.

Riboldazzi, S. & Capriello, A. (2020). Large-scale retailers, digital media and in-store communications. In Camilleri, M.A. (Ed.), Strategic Corporate Communication in the Digital Age, Emerald, UK.

Rios Marques, I., Casais, B. & Camilleri, M.A. (2020). The effect of macro celebrity and micro influencer endorsements on consumer-brand engagement on Instagram. In Camilleri, M.A. (Ed.), Strategic Corporate Communication in the Digital Age, Emerald, UK.

Rodríguez-Gutiérrez, P. (2020). Corporate communication and integrated reporting: the materiality determination process and stakeholder engagement in Spain. In Camilleri, M.A. (Ed.), Strategic Corporate Communication in the Digital Age, Emerald, UK.

Singh, T., Kumar, R. & Kalia, P. (2020). E-marketing practices of micro, small and medium sized enterprises. Evidence from India. In Camilleri, M.A. (Ed.), Strategic Corporate Communication in the Digital Age, Emerald, UK.

Troise, C. & Camilleri, M.A. (2020). The use of the digital media for marketing, CSR communication and stakeholder engagement. In Camilleri, M.A. (Ed.), Strategic Corporate Communication in the Digital Age, Emerald, UK.

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Filed under Analytics, Big Data, Business, corporate communication, Corporate Social Responsibility, COVID19, CSR, digital media, Integrated Reporting, internet technologies, internet technologies and society, Marketing, Mobile, mobile learning, online, performance management, Small Business, SMEs, social media, Stakeholder Engagement, Sustainability, Web

The online users’ engagement with e-Government services

This is an excerpt from my latest academic contribution.

How to Cite: Camilleri, M.A. (2019). The online users’ perceptions toward electronic government services. Journal of Information, Communication & Ethics in Society. 10.1108/JICES-09-2019-0102


tech

Several governments around the globe are utilizing the digital and mobile technologies to enhance the provision of their public services (EuroParl, 2015; Zuiderwijk Janssen & Dwivedi. 2015). Digital and mobile services are the facilitating instruments that are enabling all levels of the governments’ operations, to better service their citizens, big businesses, small enterprises and non-profit organizations (Wirtz & Birkmeyer, 2018; Rana & Dwivedi, 2015; Evans & Campos, 2013). The-governments are increasingly relying on ICT, including computers, websites and business process re-engineering (BPR) to engage with online users (Isaías, Pífano & Miranda, 2012; Weerakkody, Janssen & Dwivedi, 2011). Hence, the delivery of e-government and m-government services may usually demand the public service to implement specific transformational processes and procedures that are ultimately intended to add value to customers (Pereira, Macadar, Luciano & Testa, 2017).  Previously, the-governments’ consumers relied on face-to-face interactions or on telephone communications to engage with their consumers. Gradually, many governments had introduced interactive communications as departments and their officials started using the emails to engage with online users. Today, citizens and businesses can communicate and interact with the-government departments and agencies in real-time, through virtual call centers, via instant-messaging (IM), graphical user interfaces (GUI) and audio/video presentations.

In the past, the-governments’ services were operated in administrative silos of information (EuroParl, 2017). However, the electronic governance involves the data exchange between the-government and its stakeholders, including the businesses as well as the general public (Pereira et al., 2017; Rana & Dwivedi, 2015; Chun et al., 2010). The advances in interactive technologies have brought significant improvements in the delivery of service quality to online users of the Internet (Sá, Rocha & Cota, 2016; Isaías et al., 2012). As a result, the e-government and m-government services have become refined and sophisticated. Thus, the provision of online services is more efficient and less costly when compared to the offline services.

However, there are still many citizens and businesses who for various reasons may not want to engage with the-governments’ electronic and/or mobile services (Shareef, Kumar, Dwivedi & Kumar, 2016; 2014). This argumentation is conspicuous with the digital divide in society as not everyone is benefiting from an equitable access and democratic participation in the Internet or from the e-government systems (Ebbers, Jansen & van Deursen, 2016; Friemel, 2016; Luna-Reyes, Gil-Garcia & Romero, 2012; Isaías, Miranda & Pífano, 2009). The low usage of e-government systems impedes the ability of many governments to connect to citizens (Danila & Abdullah, 2014). Mensah (2018) held that the government authorities should promote the utilization of user-friendly mobile applications as the majority of citizens are increasingly engaging with their smartphones for different purposes, including to access information and services. Many countries around the world have introduced online government portals can be accessed through desktop computers as well as via mobile-friendly designs (Camilleri, 2019a; Ndou, 2004). Massey et al. (2019) posited that the government’s electronic services can be integrated among different devices in order to ensure an effective service delivery. These authors also maintained that the citizens are increasingly relying on the features of the mobile technologies as they are always connected to wireless networks. Their portable, mobile devices can provide access to a wide array of public information at any time and in any place (Camilleri & Camilleri, 2019; Wirtz & Birkmeyer, 2018; Sareen, Punia, & Chanana, 2013).

In a similar vein, many citizens may easily access their respective government’s online portal via virtual, open networks. They can also receive instantaneous messages and responses from the governments’ public service systems in their mobile devices, including smart phones or tablets (Shareef et al., 2016). Therefore, m-governance can possibly enhance the quality of the public services in terms of improved efficiency and cost savings (Madden, Bohlin, Oniki, & Tran, 2013). Notwithstanding, in the near future, the government’s electronic systems will be in a better position to exceed their citizens’  expectations, in terms of quality of service (Li & Shang, 2019). The advances in technology, including the increased massive wireless data traffic from different application scenarios, as well as the efficient resource allocation schemes will be better exploited to improve the capacity of online and mobile networks (Zhang, Liu, Chu, Long, Aghvami & Leung, 2017). For instance, the fifth generation (5G) of mobile communication systems is expected to enhance  the citizens’ service quality as they may offer higher mobile connection speeds, capacities and reduced latencies (Osseiran, Boccardi, Braun, Kusume, Marsch, Maternia & Tullberg, 2014; Zhang et al., 2017).

Nevertheless, despite these technological breakthroughs, there are many citizens who are still reluctant to use the-governments’ electronic and/or mobile services as they hold negative perceptions toward public administration (Wirtz & Birkmeyer, 2018; Shareef, Dwivedi, Stamati, & Williams, 2014). These individuals are not comfortable to share their personal information online (Van Deursen & Van Dijk, 2014). They may perceive that e-government and/or m-government platforms are risky and unsecure (Conradie & Choenni, 2014; Bélanger & Carter, 2008). Consequentially, they will decide not to upload their data as they suspect that it can be used by third parties (Picazo-Vela et al., 2012; Bélanger & Carter, 2008).

References (these are all the references that appeared in the bibliography section of the full paper).

Al-Hujran, O., Al-Debei, M. M., Chatfield, A., & Migdadi, M. (2015), “The imperative of influencing citizen attitude toward e-government adoption and use”, Computers in human Behavior, Vol 53, pp. 189-203.

Ajzen, I. (1991), “The theory of planned behavior”, Organizational Behavior and Human Decision Processes, Vol. 50, No. 2, pp. 179-211.

Bélanger, F. and Carter, L. (2008), “Trust and risk in e-government adoption”, The Journal of Strategic Information Systems, Vol. 17, No. 2, pp. 165-176.

Camilleri, M. A. and Camilleri, A.C. (2017a), “The technology acceptance of mobile applications in education”, In 13th International Conference on Mobile Learning (Budapest, April 10th). Proceedings, International Association for Development of the Information Society.

Camilleri, M.A., and Camilleri, A.C. (2017b), “Digital learning resources and ubiquitous technologies in education”, Technology, Knowledge and Learning, Vol. 22, No. 1, pp. 65-82.

Camilleri, M. A. (2019a), “Exploring the Behavioral Intention to Use e-Government Services: Validating the Unified Theory of Acceptance and Use of Technology”. 9th International Conference on Internet Technologies & Society, Lingnan University, Hong Kong. IADIS.

Camilleri, M. (2019b), “The SMEs’ technology acceptance of digital media for stakeholder engagement”, Journal of Small Business and Enterprise Development, Vol. 26 No. 4, pp. 504-521.

Camilleri, M.A. and Camilleri, A.C. (2019), “The Students’ Readiness to Engage with Mobile Learning Apps”, Interactive Technology and Smart Education”, available at: DOI: 10.1108/ITSE-06-2019-0027 (accessed 5 September 2019).

Carter, L. and Bélanger, F. (2005), “The utilization of e‐government services: citizen trust, innovation and acceptance factors”, Information Systems Journal, Vol. 15, No. 1, pp. 5-25.

Chun, S., Shulman, S., Sandoval, R. and Hovy, E. (2010), “Government 2.0: Making connections between citizens, data and government”, Information Polity, Vol. 15, Nos. (1, 2), pp. 1-9.

Conradie, P. and Choenni, S. (2014), “On the barriers for local government releasing open data”, Government Information Quarterly, Vol. 31, pp. S10-S17.

Davis, F.D. (1989), “Perceived usefulness, perceived ease of use, and user acceptance of information technology”, MIS Quarterly, pp. 319-340.

Davis, F.D., Bagozzi, R.P. and Warshaw, P.R. (1989), “User acceptance of computer technology: a comparison of two theoretical models”, Management Science, Vol. 35, No. 8, pp. 982-1003.

Davis, F. D., Bagozzi, R.P. and Warshaw, P.R. (1992), “Extrinsic and intrinsic motivation to use computers in the workplace”, Journal of Applied Social Psychology, Vol. 22, No. 14, pp. 1111-1132.

Ebbers, W. E., Jansen, M. G. and van Deursen, A. J. (2016), “Impact of the digital divide on e-government: Expanding from channel choice to channel usage”, Government Information Quarterly, Vol. 33, No. 4, pp. 685-692.

EU (2018), “EU Data Protection Rules”, https://ec.europa.eu/commission/priorities/justice-and-fundamental-rights/data-protection/2018-reform-eu-data-protection-rules/eu-data-protection-rules_en

EuroParl (2015), “e-government: Using technology to improve public services and democratic participation”, available at: http://www.europarl.europa.eu/RegData/etudes/IDAN/2015/565890/EPRS_IDA(2015)565890_EN.pdf (accessed 12 August 2019).

EuroParl (2017), “The role of e-government in deepening the single market”, available at: http://www.europarl.europa.eu/RegData/etudes/BRIE/2017/608706/EPRS_BRI(2017)608706_EN.pdf (accessed 12 August 2019).

Evans, A. M. and Campos, A. (2013), “Open government initiatives: Challenges of citizen participation”, Journal of Policy Analysis and Management, Vol. 32, No. 1, pp. 172-185.

Fishbein, M. and Ajzen, I. (1975), “Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research”, Reading, MA, USA: Addison-Wesley.

Fornell, C. and Larcker, D.F. (1981), “Evaluating structural equation models with unobservable variables and measurement error”, Journal of Marketing Research, Vol. 48, pp. 39-50.

Friemel, T. N. (2016), “The digital divide has grown old: Determinants of a digital divide among seniors”, New Media & Society, Vol. 18, No. 2, pp. 313-331.

Isaías, P., Miranda, P. and Pífano, S. (2009), “Critical success factors for web 2.0–A reference framework”, In International Conference on Online Communities and Social Computing (pp. 354-363). Berlin,Germany: Springer.

Isaías, P., Pífano, S. and Miranda, P. (2012), “Web 2.0: Harnessing democracy’s potential”, In Public Service, Governance and Web 2.0 Technologies: Future Trends in Social Media (pp. 223-236). Hershey, USA: IGI Global.

Jaeger, P. and Matteson, M. (2009), “e-Government and Technology Acceptance: The Case of the Implementation of Section 508 Guidelines for Websites”, Electronic Journal of E-Government, Vol. 7, No. 1, pp. 87-98.

Kline, R.B. (2005), “Principles and practice of structural equation modeling” (2nd ed.). New York, USA: Guilford Press.

Layne, K. and Lee, J. (2001), “Developing fully functional E-government: A four stage model”, Government Information Quarterly, Vol. 18, No. 2, pp. 122-136.

Lee, J. B. and Porumbescu, G. A. (2019), “Engendering inclusive e-government use through citizen IT training programs”, Government Information Quarterly, Vol. 36, No. 1, pp. 69-76.

Li, Y. and Shang, H. (2019), “Service quality, perceived value, and citizens’ continuous-use intention regarding e-government: Empirical evidence from China”, Information & Management, https://www.sciencedirect.com/science/article/pii/S0378720617306912

Luna-Reyes, L. F., Gil-Garcia, J. R. and Romero, G. (2012), “Towards a multidimensional model for evaluating electronic government: Proposing a more comprehensive and integrative perspective”, Government Information Quarterly, Vol. 29, No. 3, pp. 324-334.

Madden, G., Bohlin, E., Oniki, H. and Tran, T. (2013), “Potential demand for m-government services in Japan”, Applied Economics Letters, Vol. 20, No. 8, pp. 732-736.

Mensah, I. K. (2018), “Citizens’ Readiness to adopt and use e-government services in the city of Harbin, China”, International Journal of Public Administration, Vol. 41, No. 4, pp. 297-307.

Mossey, S., Bromberg, D. and Manoharan, A. P. (2019), “Harnessing the power of mobile technology to bridge the digital divide: a look at US cities’ mobile-government capability”, Journal of Information Technology & Politics, Vol. 16, No. 1, pp. 52-65.

Ndou, V. (2004), “E–Government for developing countries: opportunities and challenges”, The electronic journal of information systems in developing countries, Vol 18, No. 1, pp. 1-24.

Osseiran, A., Boccardi, F., Braun, V., Kusume, K., Marsch, P., Maternia, M. and Tullberg, H. (2014), “Scenarios for 5G mobile and wireless communications: the vision of the METIS project”, IEEE Communications Magazine, Vol. 52, No. 5, pp. 26-35.

Park, S.Y., Nam, M.W. and Cha, S. B. (2012), “University students’ behavioral intention to use mobile learning: Evaluating the technology acceptance model”, British Journal of Educational Technology, Vol. 43, No. 4, pp. 592-605.

Pereira, G. V., Macadar, M. A., Luciano, E. M. and Testa, M. G. (2017), “Delivering public value through open government data initiatives in a Smart City context”, Information Systems Frontiers, Vol. 19, No. 2, pp. 213-229.

Picazo-Vela, S., Gutiérrez-Martínez, I. and Luna-Reyes, L. F. (2012), “Understanding risks, benefits, and strategic alternatives of social media applications in the public sector”, Government Information Quarterly, Vol. 29, No. 4, pp. 504-511.

Rana, N. P., Dwivedi, Y. K. and Williams, M. D. (2013), “Analysing challenges, barriers and CSF of e gov adoption”, Transforming Government: People, Process and Policy, Vol. 7, No. 2, pp. 177-198.

Rana, N. P. and Dwivedi, Y.K. (2015), “Citizen’s adoption of an e-government system: Validating extended social cognitive theory (SCT)”, Government Information Quarterly, Vol. 32, No. 2, pp. 172-181.

Sá, F., Rocha, Á. and Cota, M. P. (2016), “From the quality of traditional services to the quality of local e-Government online services: A literature review”, Government Information Quarterly, Vol. 33, No. 1, pp. 149-160.

Scott, M., DeLone, W. and Golden, W. (2016), “Measuring e-government success: a public value approach”, European Journal of Information Systems, Vol. 25, No. 3, pp. 187-208.

Shareef, M. A., Dwivedi, Y. K., Stamati, T. and Williams, M. D. (2014), “SQ m gov: a comprehensive service-quality paradigm for mobile-government”, Information Systems Management, Vol. 31, No. 2, pp. 126-142.

Shareef, M. A., Kumar, V., Dwivedi, Y. K. and Kumar, U. (2016), “Service delivery through mobile-government (m gov): Driving factors and cultural impacts”, Information Systems Frontiers, Vol. 18, No. 2, pp. 315-332.

Sharma, R., Yetton, P. and Crawford, J. (2009), “Estimating the effect of common method variance: The method—method pair technique with an illustration from TAM Research”, MIS Quarterly, Vol. 33, No. 3, pp. 473-490.

Van Deursen, A. and Van Dijk, J. (2011), “Internet skills and the digital divide”, New Media & Society”, Vol. 13 No. 6, pp. 893-911.

Van Deursen, A. J., & Van Dijk, J. A. (2014), “The digital divide shifts to differences in usage”, New Media & Aociety, Vol. 16 No. 3, pp. 507-526.

Venkatesh, V., Morris, M.G., Davis, G.B. and Davis, F.D. (2003), “User acceptance of information technology: Toward a unified view”, MIS Quarterly, pp. 425-478.

Venkatesh, V., Thong, J.Y. and Xu, X. (2012), “Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology”, MIS Quarterly, pp. 157-178.

Wang, Y.S. and Shih, Y.W. (2009), “Why do people use information kiosks? A validation of the Unified Theory of Acceptance and Use of Technology”, Government Information Quarterly, Vol. 26, No. 1, pp. 158-165.

Weerakkody, V., Janssen, M. and Dwivedi, Y.K. (2011), “Transformational change and business process reengineering (BPR): Lessons from the British and Dutch public sector”, Government Information Quarterly, Vol. 28, No. 3, pp. 320-328.

Wirtz, B. W. and Birkmeyer, S. (2018), “Mobile-government Services: An Empirical Analysis of Mobile-government Attractiveness”, International Journal of Public Administration, Vol. 41, No. 16, pp. 1385-1395.

Zhang, H., Liu, N., Chu, X., Long, K., Aghvami, A. H., & Leung, V. C. (2017). Network slicing based 5G and future mobile networks: mobility, resource management, and challenges. IEEE Communications Magazine55(8), 138-145.

Zuiderwijk, A., Janssen, M. and Dwivedi, Y.K. (2015), “Acceptance and use predictors of open data technologies: Drawing upon the unified theory of acceptance and use of technology”, Government Information Quarterly, Vol. 32, No. 4, pp. 429-440.

 

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Filed under e government, internet technologies, internet technologies and society, Mobile, online

Key Terms in Education Technology Literature

This is an excerpt from one of my latest contributions, entitled: “The Use of Mobile Learning Technologies in Primary Education”.

edtech(The Image has been adapted from Buzzle.com)

 

  • The ‘Constructivist-Based learning’ is a learning theory claiming that individuals construct their knowledge and understandings through experiencing things.
  • The ‘Digital Learning Resources’ include digitally formatted, educational materials like; graphics, images or photos, audio and video, simulations and animation technologies, that are used to support students to achieve their learning outcomes.
  • The ‘Digital Games-Based Learning’ (DGBL) involves the use of educational video games that can be accessed through computer-based applications. DGBL are usually aimed to improve the students’ learning outcomes by balancing educational content and gameplay.
  • The ‘Discovery-Based Learning’ is a constructivist-based approach to education as students seek to learn through continuous inquiry and experience.
  • The ‘Learning Outcomes’ are assessment tools that measure the students’ achievement at the end of a course or program.
  • ‘Mobile Learning’ (M-Learning) is a term that describes how individuals learn through mobile, portable devices, including smart phones, laptops and/or tablets.
  • The ‘Serious Games’ refer to games that are used in industries like; education, health care, engineering, urban planning, politics and defence, among other areas. Such games are usually designed for training purpose other than pure entertainment.
  • The ‘Ubiquitous Technology’ involves the use of wireless sensor networks that disseminate information in real time, from virtually everywhere.

 

ADDITIONAL READING

  1. Bakker, M., van den Heuvel-Panhuizen, M., & Robitzsch, A. (2015). Effects of playing mathematics computer games on primary school students’ multiplicative reasoning ability. Contemporary Educational Psychology40, 55-71.
  2. Blatchford, P., Baines, E., & Pellegrini, A. (2003). The social context of school playground games: Sex and ethnic differences, and changes over time after entry to junior school. British Journal of Developmental Psychology21(4), 481-505.
  3. Bottino, R. M., Ferlino, L., Ott, M., & Tavella, M. (2007). Developing strategic and reasoning abilities with computer games at primary school level. Computers & Education49(4), 1272-1286.
  4. Camilleri, M.A. & Camilleri, A. (2017). The Students’ Perceptions of Digital Game-Based Learning. In Pivec, M. & Grundler, J. (Ed.)11th European Conference on Games Based Learning (October). Proceedings, pp. 52-62, H JOANNEUM University of Applied Science, Graz, Austria, pp 56-62. http://toc.proceedings.com/36738webtoc.pdf https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3087801
  5. Camilleri, A.C. & Camilleri, M.A. (2019). The Students Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games. In Shun-Wing N.G., Fun, T.S. & Shi, Y. (Eds.) 5th International Conference on Education and Training Technologies (ICETT 2019). Seoul, South Korea (May, 2019). International Economics Development and Research Center (IEDRC). https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3339158
  6. Camilleri, A.C. & Camilleri, M.A. (2019). The Students’ Perceived Use, Ease of Use and Enjoyment of Educational Games at Home and at School. 13th Annual International Technology, Education and Development Conference. Valencia, Spain (March 2019). International Academy of Technology, Education and Development (IATED). https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3339163
  7. Camilleri, M.A. & Camilleri, A.C. (2019). Student-Centred Learning through Serious Games. 13th Annual International Technology, Education and Development Conference. Valencia, Spain (March 2019). International Academy of Technology, Education and Development (IATED). https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3339166
  8. De Aguilera, M., & Mendiz, A. (2003). Video games and education:(Education in the Face of a “Parallel School”). Computers in Entertainment (CIE)1(1), 1-14.
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The Students’ Engagement with Mobile Learning Technologies

These are excerpts from our latest academic article.

How to Cite: Camilleri, M.A. & Camilleri, A.C. (2019). The Students’ Readiness to Engage with Mobile Learning Apps. Interactive Technology and Smart Education. https://www.emerald.com/insight/content/doi/10.1108/ITSE-06-2019-0027/full/html


Hand-held mobile devices such as smart phones and tablets allow individuals, including students, to access and review online (educational) content from virtually anywhere. The mobile applications (apps) can provide instant access to the schools’ learning resources (Camilleri & Camilleri, 2019b; Sánchez & Isaías, 2017; Cheon, Lee, Crooks & Song, 2012). Therefore, they are increasingly being utilized in the context of primary education to improve the student experience. Relevant theoretical underpinnings reported that more primary level students are utilizing mobile learning technologies to engage with their instructors (Rodríguez, Riaza & Gómez, 2017; Sánchez & Isaías, 2018). Notwithstanding, it is much easier for the younger pupils to mobile apps to read eBooks, as hard-copy textbooks need to be carried in their bags. Arguably, the proliferation of portable technologies like tablets are lighter and less bulky than laptop computers. Hence, primary school students can easily use mobile technologies anywhere, beyond the traditional classroom environment (Rodríguez et al., 2017). Currently, there is a wide variety of educational apps that are readily available on a wide array of mobile devices (Chee, Yahaya, Ibrahim &Hasan, 2017; Domingo & Garganté, 2016). Such interactive technologies can improve the delivery of quality education as teachers provide direct feedback to their students, in real time. Some of the mobile apps can even engage primary school students in immersive learning experiences (Camilleri & Camilleri,2019c; Isaias, Reis, Coutinho & Lencastre, 2017).

On the other hand, other academic literature posited that some students may not want to engage in mobile learning. Very often, commentators implied that the mobile technologies have their own limitations (Cheon et al., 2012; Wang, Wu & Wang, 2009). A few practitioners contended that mobile devices had small screens with low resolutions. Alternatively, some argued about their slow connection speeds, or pointed out that they lacked standardization features  (Sánchez & Isaías, 2017; Camilleri & Camilleri,2017).

As a matter of fact, Android, Apple and Microsoft Windows have different operating systems. As a result, learning apps may have to be customized to be compatible with such systems. Moreover, individuals, including primary school students may hold different attitudes towards the use of mobile devices. There may be students who may be motivated to engage with mobile technologies (Sánchez & Isaias, 2018; Ciampa, 2014) as they use these devices to play games, watch videos, or to chat with their friends, online (Wang et al., 2009). In this case, the primary school students may use their mobile devices for hedonic reasons, rather than to engage in mobile learning activities. Such usage of the mobile technologies can possibly result in undesired educational outcomes. Nevertheless, those primary level students who already own or have instant access to a mobile device may easily become habitual users of this technology; as they use it for different purposes. However, there is still limited research in academia that explores these students’ readiness to engage in mobile learning at home, and at school.


Results

The findings in this study are consistent with the argument that digital natives are increasingly immersing themselves in digital technologies (Bourgonjon et al., 2010), including educational games (Camilleri & Camilleri,2019; Ge & Ifenthaler, 2018; Carvalho et al., 2015, Wouters et al., 2013). However, the results have shown that there was no significant relationship between the perceived ease of the gameplay and the children’s enjoyment in them. Furthermore, the stepwise regression analysis revealed that there was no significant relationship between the normative expectations and the children’s engagement with the educational apps; although it was evident (from the descriptive statistics) that the parents were encouraging their children to play the games at home and at school. This research relied on previously tried and tested measures that were drawn from the educational technology literature in order to explore the hypothesized relationships. There is a common tendency in academic literature to treat the validity and reliability of quantitative measures from highly cited empirical papers as given.

Future studies may use different sampling frames, research designs and methodologies to explore this topic. To the best of our knowledge, there is no other empirical study that has validated the technology acceptance model within a primary school setting. Further work is needed to replicate the findings of this research in a similar context.


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Camilleri, A.C., and Camilleri, M.A. (2019b), “Mobile Learning via Educational Apps: An Interpretative Study”. In Shun-Wing N.G., Fun, T.S. & Shi, Y. (Eds.) 5th International Conference on Education and Training Technologies (ICETT 2019). Seoul, South Korea (May, 2019). International Economics Development and Research Center (IEDRC).

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Related Publications

Camilleri, M.A. & Camilleri, A.C. (2019). The Acceptance and Use of Mobile Learning Applications in Higher Education. In Pfennig, A. & Chen, K.C. (Eds.) 3rd International Conference on Education and eLearning (ICEEL2019), Barcelona, Spain.

Camilleri, A.C. & Camilleri, M.A. (2019). The Students’ Perceived Use, Ease of Use and Enjoyment of Educational Games at Home and at School. 13th Annual International Technology, Education and Development Conference. Valencia, Spain (March, 2019). International Academy of Technology, Education and Development (IATED).Download this paper

Camilleri, M.A. & Camilleri, A. (2017). The Students’ Perceptions of Digital Game-Based Learning. In Pivec, M. & Grundler, J. (Ed.) 11th European Conference on Games Based Learning  (October). Proceedings, pp. 52-62, H JOANNEUM University of Applied Science, Graz, Austria, pp 56-62. http://toc.proceedings.com/36738webtoc.pdf Download this paper

Camilleri, M.A. & Camilleri, A. (2017). Measuring The Educators’ Behavioural Intention, Perceived Use And Ease Of Use Of Mobile Technologies. In Wood, G. (Ed) Re-connecting management research with the disciplines: Shaping the research agenda for the social sciences (University of Warwick, September). Proceedings, pp., British Academy of Management, UK. http://conference.bam.ac.uk/BAM2017/htdocs/conference_papers.php?track_name=%20Knowledge%20and%20Learning Download this paper

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