Online ISSN: 2515-8260

Keywords : Theory of Planned Behaviour

Examining Students’ Intentions to Use Energy Energy -Efficient Products: An Application of Theory of Planned Behaviour

Norazah Mohd Suki; Norbayah Mohd Suki; Iwan Harsono

European Journal of Molecular & Clinical Medicine, 2020, Volume 7, Issue 3, Pages 860-868

Energy-efficient products can reduce the threat of global climate. This research aims to examine students’ intentions to use energy-efficient products by using theory of planned behaviour as the guiding principle. Data were analysed using descriptive analysis via the Statistical Package for Social Sciences (SPSS). The results of descriptive analysis revealed that of the twenty-six items assessed, two statements which represented the environmental awareness factor were the top important aspects highlighted by the respondents in respect to positive perception towards energy-efficient products. They reported that “the main cause of the climate change is a lack of environmental risk perceptions”. This is followed by statement “current environmental situations are very serious for our future”. Moreover, belief factor is also strongly upholding by the participants in this research. They asserted that reliability is important when considering energy-efficient products. Indeed, they strongly believe that environment is important when considering energy-efficient products. The findings advanced body of knowledge on student intentions to use energy-efficient products, which is not much enclosed in the literature in Malaysian context. Direction for future research is also furnished.

Theory Of Planned Behaviour – Assessing The Factors That Influence The Intention To Perform An In-Games Purchase By The Tertiary Learners In Johor

Krishnaveni Sritharan; Mangair Karasi Manickam; Phua Cun Uei

European Journal of Molecular & Clinical Medicine, 2020, Volume 7, Issue 8, Pages 427-434

Malaysia has been encouraging the rapid growth of virtual gaming; as it has been making a significant contribution to the economy. The gaming industry has changed its strategy to gain a competitive advantage by selling in-game purchase to their clients to give either an aesthetic appearance to the characters in the games or to enhance the playing experiences. This research intended to assess the factors that influence the intention of tertiary learners in Johor to perform an in-game purchase. A quantitative method of research was conducted on 384 purposive samples utilising a 5-point Likert scale questionnaire which measured both the independent and dependant variables. SmartPLS 2.0 and SPSS 22 was utilised to analyse the data. The results indicate that Attitude and Perceived Behavioural Control has a strong significant influence on the intention to perform the in-game purchase. Furthermore, coefficient values for Subjective Norms showed less significant influence than Attitude and Perceived Behavioural Control. This implies that the respondents were less influenced by any important person or group of people to do an in-game purchase.