Ali Tarhini

2papers

2 Papers

CYJul 6, 2016
The Effects of Cultural dimensions and Demographic Characteristics on E-learning Acceptance

Ali Tarhini

This study aims to develop and test an amalgamated conceptual framework based on Technology Acceptance Model (TAM) and other models from social psychology, such as theory of reasoned action and TAM2 that captures the salient factors influencing the user adoption and acceptance of web-based learning systems. This framework has been applied to the study of higher educational institutions in the context of developing as well as developed countries (e.g. Lebanon and UK). Additionally, the framework investigates the moderating effect of Hofstedes four cultural dimensions at the individual level and a set of individual differences (age, gender, experience and educational level) on the key determinants that affect the behavioral intention to use e-learning. A total of 1197 questionnaires were received from students who were using web-based learning systems at higher educational institutions in Lebanon and the UK with opposite scores on cultural dimensions. Confirmatory Factor Analysis (CFA) was used to perform reliability and validity checks, and Structural Equation Modeling (SEM) in conjunction with multi-group analysis method was used to test the hypothesized conceptual model. Our findings suggest that individual, social, cultural and organizational factors are important to consider in explaining students behavioral intention and usage of e-learning environments. The findings of this research contribute to the literature by validating and supporting the applicability of our extended TAM in the Lebanese and British contexts and provide several prominent implications to both theory and practice on the individual, organizational and societal levels.

CYNov 23, 2015
Designing a mobile game to thwarts malicious IT threats: A phishing threat avoidance perspective

Nalin Asanka Gamagedara Arachchilage, Ali Tarhini, Steve Love

Phishing is an online identity theft, which aims to steal sensitive information such as username, password and online banking details from victims. To prevent this, phishing education needs to be considered. Game based education is becoming more and more popular. This paper introduces a mobile game prototype for the android platform based on a story, which simplifies and exaggerates real life. The elements of a game design framework for avoiding phishing attacks were used to address the game design issues and game design principles were used as a set of guidelines for structuring and presenting information. The overall mobile game design was aimed to enhance the user's avoidance behaviour through motivation to protect themselves against phishing threats. The prototype mobile game design was presented on MIT App Inventor Emulator.