ICT103 – Business and Technical Communications Business Report 4.1 ASSESSMENT SCHEDULE Assessment tasks No Type Description ULO CLO GA Week % 4 Business Report Business Report LO1, LO2, LO3, LO4,...

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ICT103 – Business and Technical Communications Business Report 4.1 ASSESSMENT SCHEDULE



























Assessment tasks




No




Type




Description




ULO




CLO




GA




Week




%



4



Business


Report



Business


Report



LO1, LO2, LO3, LO4,



CLO1,


CLO6,


CLO7



GA2,


GA4



12



40

























ASSESSMENT 4: Business Report



Aim



Due Date



Word Count



Assessment Details







Answered 5 days AfterMay 18, 2022

Answer To: ICT103 – Business and Technical Communications Business Report 4.1 ASSESSMENT SCHEDULE Assessment...

Robert answered on May 24 2022
81 Votes
Student Name
Topic
Executive summary
There are different types of games which are not generally designed just for the purpose of entertainment but also to allow the players have more information about health, advertising, business, education, training country and politics. It is very important to have communication between the citizens and governmen
t through the electronic channels for delivering different type of services to develop the country because of the limitation in user experience, it knowledge and trust issues. The serious games actually have a great potential to improve the engagement of citizens in electronic services to help them in expanding their personal knowledge on the basis of security, services benefits and privacy. The purpose of writing this paper is to perform investigation over the extent to which we can extend the technology acceptance model and the trustworthiness model which can help the users to use serious game in the e-government services and help the citizen engagement and participation. In this research the author tried to communicate the benefits of the serious games in terms of perceived ease and perceived usefulness in TAM and to increase the trust between government and Internet to create a new conceptual model for the factors which invents adoption of new e-government initiatives by the citizens.
Contents
Executive summary    2
The introduction to the topic    3
The aim of the report    3
The background and scope    4
An overview of benefits and challenges    5
Conclusion    6
References    7
The introduction to the topic
There are many stakeholders who are involved in the services of e-government like the government employees, information technology developers, citizens and policymakers and each of them has different interest and objectives which can directly impact the success and uptake of the E-government services. The main goal of the government is to achieve large amount of engagement from the citizens to utilise the technological capabilities which can be unleashed by the different it channel adoption in the late 20th century and it can help the government to deliver different services and have better interaction with the citizens. There are many it government projects who have failed in achieving their goal specially in the developing countries where we have lack of knowledge for benefits of E government and shortage of the confidence for the citizens to use it facilities, let's trust for using eservices due to the security and privacy threats and low level trust in the government also. The technology acceptance model is mostly used for performing study about the user acceptance for the technology. It is based on the theory of some recent action which can hold the belief that can affect intentions and impact the behaviours for the acceptance and usage of any new technology. The major variables which are used in the technology acceptance machine is usefulness and perceived ease of use which can affect the attitude of someone, use of a technological system and intention for using an application like the E government application.
The aim of the report
In this report we will discuss about a model which will follow TM and TAM for explaining the intentions regarding engagement and actual usage of the services which can be assumed over for different angles which are perceived usefulness, trust of the Internet, perceived ease of use and the trust of government.
1. Perceived usefulness: the serious games can help to expand the user knowledge for...
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