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Confirmation is based on a rational process of comparing initial expectations with actual experience. Based on the ECM, if users perceive a higher level of concurrence with their post-adoption expectations, they will tend to have a higher level of satisfaction and continuance intention (Bhattacherjee, 2001).
Confirmation is referred to as “the realization of the expected benefits of IS use” [15]. According to the cognitive dissonance theory ([10], [16]), users may experience cognitive dissonance if usefulness is disconfirmed during actual use. In order to avoid cognitive dissonance, users may adjust their perceptions of the perceived usefulness of a system to cope with what they feel
Numerous studies have applied the ECM to investigate IS continuance intention in different contexts. Kim (2010) integrate the ECM with the theory of planned behavior to predict a user’s continuance behavior toward mobile data service (MDS), where they find that user satisfaction, perceived usefulness, perceived enjoyment, subject norms, and perceived behavioral control significantly in
The essence of the expectation-confirmation model (ECM) is that actual consumption experience will be compared with original expectations and the resulting confirmation (when the experience is better than expected) or disconfirmation (when the experience fails to meet the expectation) will lead to satisfaction (when the expectation is met) or dissatisfaction (when the expectation is not met)
The expectation-confirmation model (Bhattacherjee, 2001) [10] is based on integrating the technology acceptance model (Davis, 1989) [11] with the expectation-confirmation theory [12] to understand users’ intention to continue using an information system (IS). The
AR is receiving much more attention, as seen in the increase in educational applications which provide interesting features, such as immersion, interaction and navigation. These are expected to improve students’ satisfaction and learning
According to Azuma [10], AR technology has three properties:
1. Combines real and virtual objects in a real environment
2. Aligns real and virtual objects with each other
3. Runs interactively in real time