Arab Academy Graduate School of Business Social Media Marketing Modeling & Theory Research Paper Under the Supervision of : Prof. Dr. Eng. Hesham Dinana Prepared by: Amani Gera Hala Riad Mohamed Abdel Wahab Reham El Kaliouby 2 Table of Contents & Figures & Tables Abstract ............................................................................................................................................ 2 Summary & Introduction ................................................................................................................. 4 Social Cognitive Theory .................................................................................................................... 6 Literature Review ............................................................................................................................. 9 Research Design ............................................................................................................................. 21 Data Analysis & Findings ................................................................................................................ 24 Discussion......................................................................................................................................40 Limitations, Conclusion & Recommendations...............................................................................42 Questionnaire................................................................................................................................44 References.....................................................................................................................................50 Figure (1) - Internet Usage Statistics……………………………………………..……………………………….……........5 Figure (2) - SCT..………………………………………………………………………..……………………………………..……....9 Figure (3) -Change in Internet use by age……………………………………………………..………………….……...10 Figure (4) - Fig2 Information internet use…………………………………………………………..…………………....17 Figure (5) - Fig3 Entertainment inter use……………………………………………………………..…………….….….18 Figure (6) - Fig4 Social internet use…………………………………………………………………………………....…….19 Figure (7) - Who is online……………………………………………………….…………………………………………...……20 Figure (8) – BBC Teen internet Usage………………………………………………………….……………….....……...29 Figure (9) - Gender differences and Internet usage……………………………………………………..…………..30 Figure (10) - Information seeking Internet Use Model……………………………………………………….......32 Figure (11) - Gender-info seeking bar chart………………………………………………………………………….....34 Figure (12) - Entertainment Internet Use Model………………………………………………………………….....35 Figure (13) - Entertainment –Gender Bar chart…………………………………………..……………………….....37 Figure (14) - Social Networking Internet Use Model………………………………………………..………….....38 Figure (15) – Gender-Social bar chart…………………………………………………………………..…………….......39 Table (1) - Operational definitions of variables………………………………………………………………………...15 Table (2) - Correlation Table Results............................................................................................25 Table (3) – Internet Use Table......................................................................................................26 Table (4) – Gender Table..............................................................................................................27 Table (5) – Gender-Internet use crosstabulation.........................................................................30 Table (6) – Mean and SD Table Results........................................................................................31 Table (7) - Hypothesized paths of Information Seeking...............................................................32 Table (8) - Gender * info seeking internet use Crosstabulation...................................................34 Table (9) - Hypothesized paths of Information Seeking...............................................................35 Table (10) - Hypothesized paths of Information Seeking.............................................................37 Table (11) - Gender * social internet use Crosstabulation...........................................................39 3 Abstract Purpose Understand the internet behaviour of teenagers through examining the relationships among social influence and self regulatory mechanisms. For this purpose three types of internet behaviours (information seeking, entertainment& social activities) have been addressed. In this research we have chosen the path analysis model of internet behaviour which is mainly built upon Bandura’s 1997 Social Cognitive Theory. Design methodology The Framework for conducting the research is a Hypothesis Testing and the Type of Investigation is a Corrlelational Type. In researching we used one method for data collection which is a questionnaire survey. It was composed of 20 questions attached with this report. Findings Research limitations/implications It is important to note that the findings of the current study relate to teens aged 14 to 17 who live in Cairo which is the most developed city in Egypt. These factors might limit the generalizability of the findings to a wider population, such as today’s Internet users. Also (N=50) limit it as well. 4 Future research on age differences in individuals’ preferences for using the Internet technology might prove fruitful. Consequently, because of the ever-changing nature of the Internet, what we learn today may not be valid a few years from now. Thus, ongoing research is necessary to keep abreast of it especially that marketing activities proves to be cost effective Keywords Teens’ internet use, Social media, Social networking, Social Marketing Paper type Research paper Summary This research addresses three types of internet behaviours of teenagers: information seeking, entertainment& social activities. In order to study these online behaviours, we examined the relationships among social influence & self regulatory models as mechanisms to the teenage behaviour of internet use. We have gathered information from 50 students from BBC INTERNATIONAL School. Using the path analysis model to test different types of internet use, we found that social influence greatly affects self regulation which in turn affects internet -use. 5 Introduction Since the development of the internet in mid 90’s, there has been a rapid increase of internet-usage all over the world. The internet became very popular in society due to its use for commercial as well as for scholarly purposes. In 2009 internet usage throughout the whole world was estimated at 1,596 million with 393 million users (48.9% penetration rate) in Europe alone. Statistics pose that there has been a growth in users between 2000 and 2009 of about 342% worldwide (Miniwatts Marketing Group, 2009) The following table represents internet usage around the world in proportion to world population. 6 Figure (1) Internet Usage Statistics Internet grew rapidly to become a very important aspect in the lives of many people. It is estimated that as of 2009, a quarter of Earth's population uses the services of the Internet. Usage started with academics, businesses then moved to hobbyists and then the general public and now teens. Today's teens are growing up in a world where social media is everywhere. Regardless of whether or not they have access 7 to these technologies or how they engage with them, there is little doubt that social media is playing a significant role in the changing landscape of youth. The Internet is as much a part of teenagers’ lives as TV, school and books. It provides entertainment, social interaction and educational opportunities. We can expect the time teenagers spend online to increase along with expanded offerings on the Web, and the growing network of their friends and family who use the Web frequently. Young people are using websites like MySpace and Facebook, sharing photos, videos, music, ideas, and opinions online and connecting with a large group of peers in new and sometimes unexpected ways. In this study we are interested in understanding why teenagers use the internet & what are the different influences that affect their internet behaviour. The purpose of this paper is to understand the internet behaviour of teenagers through examining the relationships among social influence and self regulatory mechanisms. For this purpose three types of internet behaviours (information seeking, entertainment& social activities) have been addressed. In this research we have chosen the path analysis model of internet behaviour which is mainly built upon Bandura’s 1997 Social Cognitive Theory. First we are going to talk about the Social Cognitive Theory with its different concepts. Next we are going to mention a detailed literature review about the path analysis model that 8 is used for explaining internet behaviour. This review will also define the different constructs & variables of the model as well as the developed hypotheses. Third, we will mention the research design together with the data collection. Fourth, the analysis of our different findings will be made. Finally, we will present our conclusion & recommendations. Social Cognitive Theory In 1941 Miller and Dollard proposed the theory of social learning. In 1963 Bandura and Walters broadened the social learning theory with the principles of observational learning and vicarious reinforcement. Bandura provided his concept of self-efficacy in 1977, while he refuted the traditional learning theory for understanding learning. Social Cognitive Theory (SCT) deals with cognitive, emotional aspects and aspects of behavior for understanding behavioral change. The concepts of the SCT also provide ways for new behavioral research in many educational areas (Pajares 2002). The social cognitive theory explains how people acquire and maintain certain behavioral patterns, while also providing the basis for intervention framework for designing, strategies. implementing SCT provides and a evaluating programs. Evaluating behavioral change depends on the factors environment, mentioned, the people three and factors behavior. environment, As Bandura people and 9 behavior are constantly influencing each other (Pajares 2002). Social cognitive theory provides a comprehensive theoretical framework for understanding human behavior, social interaction and psychological well-being (Bandura, 1986; 1989; 1997) with which we propose to reformulate the relationship between Internet use, self regulation & social influence. The theory recognizes a variety of mechanisms that govern human behavior, including enactive learning (learning through one’s own experience), vicarious learning (learning by observing others), self-regulation (the practice of self control) and self-efficacy (or the belief in one's ability to perform a task successfully). The self-efficacy mechanism (Bandura, 1977; 1982; 1997) pertains since it describes the cognitive processes that relate the acquisition to the performance of new behaviors. This concept may explain the implications of the transition from novice to veteran Internet user for psychological well-being. Concepts of the Social Cognitive Theory According to Glanz et al (2002), SCT has several concepts as follows: Environment: Factors physically external to the person; Provides opportunities and social support. Environment refers to the factors that can affect a person’s behavior. There are social and physical environments. Social environment include family members, friends and colleagues. Physical 10 environment is the size of a room, the ambient temperature or the availability of certain foods. Situation: Perception of the environment; correct misperceptions and promote healthful forms. The situation refers to the cognitive or mental representations of the environment that may affect a person’s behavior. The situation is a person’s perception of the lace, time, physical features and activity. Environment and situation provide the framework for understanding behavior (Parraga, 1990). Behavior is not simply the result of the environment and the person, just as the environment is not simply the result of the person and behavior. The environment provides models for behavior. The concept of behavior can be viewed in many ways. Behavioral capability: Knowledge and skill to perform a given behavior; promote mastery learning through skills training. Behavioral capability means that if a person is to perform a behavior he must know what the behavior is and have the skills to perform it. Expectations: Anticipatory outcomes of a behavior to model positive outcomes of healthy behaviour. Expectancies: The values that the person places on a given outcome or incentives that present outcomes of change that have functional meaning. 11 Self-control: Personal regulation of goal-directed behavior or performance by providing opportunities for self-monitoring, goal setting, problem solving, and self-reward. Observational learning: Behavioral acquisition that occurs by watching the actions and outcomes of others’ behavior. It includes credible role models of the targeted behavior. This occurs when a person watches the actions of another person and the reinforcements that the person receives (Bandura, 1997). Reinforcements: Responses to a person’s behavior that increase or decrease the likelihood of reoccurrence through promoting self-initiated rewards and incentives. Self-efficacy: The person’s confidence in performing a particular behavior which should be approached in small steps to ensure success. Emotional coping responses: Strategies or tactics that are used by a person to deal with emotional stimuli to provide training in problem solving and stress management. Reciprocal determinism: The dynamic interaction of the person, the behavior, and the environment in which the behavior is performed. It considers multiple avenues to behavioral change, including environmental, skill, and personal change. 12 SCT Conceptual Factors Figure (2)- SCT Literature Review In general, the internet has become an important and permanent media outlet. In a study conducted by the National Telecommunications and Information Administration (2002), it was found that the chief uses of the internet are usually related to e-mail, instant messaging, information seeking (news, weather, sports, etc…), playing games, listening products& to services, radio& health& music, online government purchase services of search, school assignments, online banking, etc… Children and young adults on the other hand, have embraced the internet 13 in conducting their daily activities, and therefore, they use the internet in ways that differ from older adults. While older adults tend to use the internet to check for news, sports, weather, or research products and services, children and young adults are more likely to use the internet to complete school assignments or play games. Also, while very high percentages of all age groups – adults and children alike – use e-mail; older children and young adults are doing so at much higher levels. Children and young adults also use the Internet for communication and entertainment such as going to chat rooms, listening to the radio, and watching TV or movies. As for playing games, it peaks among teenagers 14-17 year olds (NTIA, 2000). The following charts show percentage of internet users by age groups & percentage of their change in usage throughout the period from 2000 to 2009 (Lenhart, Purcell, Smith & Zickuhr, 2010). 14 Figure (3) Change in Internet use by age From our model it is suggested that information seeking, entertainment and social online activities are the primary internet uses. These uses or motivations for use are considered to have a great impact upon psychological wellbeing, addiction tendencies and cause for psychological stress. Therefore, the information seeking, entertainment & social online activities will be our dependent variable. Our model has also focused on teenagers as this age group is believed to have a significant percentage of internet usage. In our opinion, the gender is one of the important variables that should be considered. This is because we believe that males & females differ in their types of internet usage. According to the study conducted by NTIA (2000), more 15 males than females used the internet to check news, weather, and sports, but more females went online to find information on health services or practices. A larger percentage of male internet users reported using the internet for entertainmentoriented activities. Also a higher proportion of males versus females played games online and viewed television or movies or listened to the radio. As for social activities, such as chat rooms, males and females responded similarly for these categories. In general, although the aggregate rates of use and growth by gender have equalized, there are still genderrelated differences in internet use within various age groups. The gender variable is introduced in our model to discuss how types of internet usage differ between different genders (Eastin, 2005). This variable was not introduced in previous researches such as LaRose & Eastin (2004). As previously mentioned, the model studied in this article examines the relationships among social influence & self regulatory constructs as mechanisms to the behaviour of internet use of teenagers either to collect information, for entertainment, or for social activities. The social influence studied in this article presents three variables (social group success, prior experience & parental success). This social influence is important because when one observes the success of his/her social group (peers, friends, etc…), his/her own experience and that of parents in using the internet; all of this will increase one’s confidence & expectations & subsequently increase usage. This concept is 16 built upon Bandura’s research in 1997 which stated that efficacy beliefs are raised when an individual observes & regards others’ experiences as positive. At the same time, when individuals observe the failure of others; judgments of their own ability& expectations are lowered (Eastin, 2005). In another previous research done by LaRose & Eastin (2004), the experience variable was considered as a whole (social influence) & was proved to have a positive effect on self-efficacy which is in turn positively related to internet usage. This model discusses 3 types of experience in using the internet (information seeking, entertainment& social activities) (Eastin, 2005). Previous research on the social influence of parents & peers, has been conducted by Hanway (2003) who reported that although blacks and Hispanics were among the most rapidly growing groups of internet users, they still lagged significantly behind non-Hispanic white Americans in their internet use. The same is also cited between black teens and Hispanic teens, and white teens. The reasons for this gap, includes "network effects" that is, people begin to use new technologies when they see their family, friends, and their broader community adopting them. Regarding the self regulatory construct, it addresses two variables: 2005). In self-efficacy a previous & outcome research by expectations Bandura (Eastin, 1986, he separated the affective and behavioral outcomes into two distinct types: self-efficacy and outcome expectancy (Baker& Stone, 2008). Outcome expectations were also divided into 17 positive & negative outcome expectations. Positive outcome expectations include positive reaction of others, approval & social recognition while positive personal ones include self satisfaction, pride& self worth. Negative outcome expectations, on the other hand, reflect negative online experiences such as receiving unwanted mail or fraudulent information (Eastin, 2005). According to Bandura 1986, outcome expectancy is an individual’s belief that by accomplishing a task, a desired outcome is attained (Baker& Stone, 2008). In a Pew Research Center poll (Pew Research Center, 2000) most Internet users said that e-mail had improved their connections to family and friends, and those perceptions (positive expectations) increased the longer users had been on the Internet and the more they used it. At the same time, other scholars (such as Heim 1993& Stoll 1995) have warned about the potential harmful effects of online interpersonal communication, blaming online technology for disrupting real world networks. Nie and Erbring (2000) found that as Internet use increased, users were more likely to report a decrease in time spent talking to family and friends and attending social events (LaRose, Eastin & Gregg, 2001). This could, in our opinion, be considered a negative expectation that could decrease internet usage. This is because if users believed that increased usage would lead to fewer friends, for example, they would therefore decrease there usage. It could also be seen as a positive expectancy, 18 meaning that if users believed that going online would increase their friends they would certainly increase usage. Previous research by LaRose et al (2003) found that positive expected outcomes were significantly related to general internet use. As for negative outcome expectations, they are interpreted by LaRose et al (2001) in the framework of frustrations& stressors (e.g. bad information, spam, long download times, etc…). This model discusses how positive& negative outcome expectations (when broken into distinct behavioural models) produce significant relationships within the context of their predictors (Eastin, 2005). That is why this research addresses three types of outcome expectations (information, entertainment & social activities) while LaRose & Eastin (2004) discuss outcome expectations as one variable. Bandura 1986 defined self efficacy as an individual’s belief that he or she possesses the skills and abilities to successfully accomplish a specific task represents self-efficacy (Baker& Stone, 2008). In 1997 Bandura redefined self efficacy as the belief in one’s capabilities to organize & execute a required course of action to produce a certain outcome. It is considered as a form of self evaluation that influences decisions concerning different behaviours. Ajzen (1991) places self-efficacy as an important variable in dealing with the internet. This is because the internet represents a complex technology that requires skill& training to successfully operate (Eastin, 2005). 19 Standing at the very core of social cognitive theory, are self- efficacy beliefs. Self-efficacy beliefs provide the foundation for human motivation, well-being, and personal accomplishment. This is because unless people believe that their actions can produce the outcomes they desire, they have little incentive to act or to persevere in the face of difficulties. Bandura's Much empirical contention that evidence self-efficacy now supports beliefs touch virtually every aspect of people's lives—whether they think productively, self-debilitatingly, optimistically; how well they pessimistically motivate themselves or and persevere in the face of adversities; their vulnerability to stress and depression, and the life choices they make. Selfefficacy is also a critical determinant of self-regulation (Pajares, 2002). In a research done by (LaRose, Eastin & Gregg, 2001), they state that within social cognitive theory self-efficacy is an important mediating factor between social behavior and depression. In their model, they addressed depression, stress & experience & how self-efficacy may mediate the effect of both stress and social support on depression. They added that the stress resulting from problems in using internet (slow downloads and unwanted e-mail) could be a significant source of depression. This could mean that these users never achieved the levels of self-efficacy required to control Internet-related stress (LaRose, Eastin & Gregg, 2001). This, in our opinion, could in turn reduce their internet usage. In their opinion, usage as well as prior Internet experience 20 increased self-efficacy, which in turn decreased stress encountered online, a contributor to general life hassles related to depression (LaRose, Eastin & Gregg, 2001). Self-efficacy and outcome expectancy have separate impacts on behavior and effect. However, self-efficacy typically has a larger effect than outcome expectancy (Bandura, 1986). Generally, self-efficacy has a direct impact on outcome expectancy (Stone & Henry, 2003). In self-efficacy theory, four groups of constructs are proposed to directly impact selfefficacy and outcome expectancy. These constructs are past experience or mastery with the task, vicarious experience performing the task, emotional or physiological arousal regarding the task, and social persuasion to perform the task. These constructs impact attitudes toward the task, behavioral intentions to perform the task and ultimately task performance through self-efficacy and outcome expectancy (Baker& Stone, 2008). This research shows that besides its effect on internet use, self efficacy is considered a causal antecedent to both positive& negative outcome expectations. For example, positive self efficacy beliefs are thought to increase positive expectations while negative expectations are thought to decrease as users become more efficacious and confident in their internet usage (Eastin, 2005). 21 The model presented in this article seeks to prove several relationships within two contexts of internet use. The first context is the information seeking internet use model, the second construct is entertainment internet use& the third is the social internet use. Previous research has proved the positive relationship between prior experience & internet self efficacy (Staples et al, 1998). Building upon these previous researches, it is expected that information, influence entertainment corresponding self & social efficacy experience models. It is will also believed that the social influence variables (social group seeking success, prior experience & parental success) positively affect the self regulation variables (information efficacy & positive& negative outcome expectations) which in turn affect type of internet use. T his is because according to Fulk (1993), technology use in general is positively influenced by peers& co-workers. This study seeks to explore the social influence of peers & parents on information seeking, entertainment & social activities internet use (Eastin, 2005). Below is a table of operational definitions for all the model variables. 22 Variable Positive and negative outcome expectations Operational defintion Positive outcome expectations include positive reaction of others, approval & social recognition while positive personal ones include self satisfaction, pride& self worth. Negative outcome expectations, on the other hand, reflect negative online experiences. Self efficacy An individual’s belief that he or she possesses the skills and abilities to successfully accomplish a specific task represents 23 self-efficacy (Baker& Stone, 2008). In 1997 Bandura redefined self efficacy as the belief in one’s capabilities to organize & execute a required course of action to produce a certain outcome. Self-Regulation Experience: The practice of self control. includes actual & vicarious experience. Social group & parental Success Social influence& success of peers & parents on internet use of teenagers. Table (1) Operational definitions of variables Hypotheses From the above discussions we have come up with several hypotheses for each type of internet use (information seeking, entertainment& social activities). For the information seeking internet use we have developed the following hypotheses: H1: Social group information seeking success is positively related to information efficacy. H2: Social group information seeking success is positively related to positive information expectations. 24 H3: Social group information seeking success is negatively related to negative information expectations. H4: Information experience is positively related to information efficacy. H5: Parental information seeking success is positively related to information efficacy. H6: Parental information seeking success is positively related to positive & negative information expectations. H7: Information Efficacy is positively related to information internet use H8: Positive information expectations are positively related to information internet use. H9: Negative information expectations are negatively related to information internet use. H10: Information efficacy is positively related to positive information expectations. H11: Information efficacy is negatively related to negative information expectations. H12: Gender is related to type of internet use. These hypotheses could be better understood from the following model of information seeking internet use: 25 For the entertainment internet use we have developed the following hypotheses: H1: Entertainment social group success is positively related to entertainment efficacy. H2: Entertainment social group success is positively related to positive entertainment expectations. H3: Entertainment social group success is negatively related to negative entertainment expectations. H4: Entertainment experience is positively related to entertainment efficacy. 26 H5: Parental entertainment success is positively related to entertainment efficacy. H6: Parental entertainment success is positively related to positive entertainment expectations. H7: Parental entertainment success is negatively related to negative H8: entertainment expectations. Entertainment efficacy is positively related to entertainment internet use H9: Positive entertainment expectations are positively related to entertainment internet use. H10: Negative entertainment expectations are negatively related to entertainment internet use. H11: Entertainment efficacy is positively related to positive entertainment expectations. H12: Entertainment efficacy is negatively related to negative entertainment expectations. H13: Gender is related to type of internet use. These hypotheses could be better understood from the following model of entertainment internet use: 27 For the social activities internet use we have developed the following hypotheses: H1: Social group success in social activities is positively related to social efficacy H2: Social group success in social activities is positively related to positive social expectations. H3: Social group success in social activities is negatively related to negative social expectations. H4: Social activities experience is positively related to social efficacy. H5: Parental social success is positively related to social efficacy. 28 H6: Parental social success is positively related to positive social expectations. H7: Parental social success is negatively related to negative social expectations. H8: Social efficacy is positively related to social internet use. H9: Positive social expectations are positively related to social internet use. H10: Negative social expectations are positively related to social internet use. H11: Social efficacy is positively related to positive social expectations. H12: Social efficacy is negatively related to negative social expectations. H13: Gender is related to type of internet use. These hypotheses could be better understood from the following model of social activities internet use: 29 30 BBC INTERNATIONAL SCHOOL as a case study for teens’ (14-17) use of internet for the three major purposes (information seekingentertainment and social networking) Figure (7): Who is online? Our purpose in exploring Teen’s relationship to using the internet is through the study of students of BBC INTERNATIONAL SCHOOL (INTERNATIONAL DIPLOMA) on 31 how they explore and use the internet and taking into consideration the differences in Gender. To examine how these teens are broadly relating to computer based web applications. In researching Teens and the Internet in this way, we fully recognize that our population sample is an ‘already connected’ one, and therefore one which is not representative of all BBC INTERNATIONAL SCHOOL teens. However, as mentioned above, the intention is that this case study will comprise one part of a wider research investigation into Teens and Internet use. At this stage therefore, we are not seeking to draw any conclusions about Adults and their relationships to Internet use in general. Rather, the Teens and the internet use are of specific and particular interest to us (1) because of the success of the internet in attracting teens; and (2) because students are at least minimally computer literate and provide the opportunity to explore how such teens relate to computer based web applications communication. Generally we regard the internet and its applications as facilitating a unique opportunity to explore teens’ use of online communication, and specifically the benefits that teens are receiving from the use of this particular internet and social networking websites. Research Design In light of the issues surrounding teen’s relationship to the internet use, these are some of the questions that were 32 formulated to be addressed by the research into teen’s engagement with the internet and their use of different web applications: 1. Is there a difference between Gender and each of the three forms of internet use? 2. Which form of internet use specifically attracts them more? 3. Whether their experience plays an important role in their self efficacy for using the internet or they are subjected to the peers or parents’ influence as well? The Framework for conducting the research is a Hypothesis Testing and the Type of Investigation is a Corrlelational Type and the Researcher Interference is Minimal. The study setting is a NON-Contrived environment because the questionnaire was conducted by the students themselves who represent the right sample age for the research. The Unit of Analysis was for individuals and the Time Horizon was a Cross-Sectional one as the questionnaire was conducted in one day and that is different from the longitudinal time horizon. In researching we used one method for data collection which is a questionnaire survey. It was composed of 20 questions attached with this report. 33 The Questionnaire The questionnaire is decomposed of twenty questions that mostly were extracted mainly from an online survey of the following web address: http://pro20.sgizmo.com/survey.php?SURVEY=5UGXZ8529Y8 W4U4W3I8K8BVR5IV5ZK-14897767956039&pswsgt=1245670677&sg_r=http%3A%2F%2Fwww.g oogle.com.eg%2Fsearch%3Fhl%3Den%26source%3Dhp%26q%3D social%2Bmedia%2Bsurvey%2Bquestionnaire%26meta%3D%26 rlz%3D1R2ADFA_enEG369%26aq%3D2%26oq%3Dsocial%2Bm edia%2Bsurve&sg_g=ea4a89fb1dfd1134ff52323fab1ef505&_c sg=34nttuUpWBm4c&notice=DO-NOT-DISTRIBUTE-THISLINK Other sources of the constructed questionnaire: http://www.haverford.edu/psych/ddavis/webforms/p314.cyb er.02.q1.html http://www.idemployee.id.tue.nl/g.w.m.rauterberg/ibq/ibq_en gl.html The questionnaire was conducted at the BBC INTERNATIONAL SCHOOL before checking the amendments 34 of it by Prof. Dr. Eng. Hesham Dinana. The comments were received later and it included changing the peers and parental questions into a likert 5 scale questionnaire instead of the nominal scale. The Sample The amended questionnaire is attached with the report in the appendix. In order to have a complete fifty samples answering the questionnaire, seventy two copies were 35 distributed among the International Diploma at BBC INTERNATIONAL SCHOOL of Grade 9, 10 & 11 and their ages is ranging between 14 and 17. This sample age represents the targeted segment intended to be tested for the three forms of internet use model. After collecting back the questionnaire, we found that fifty respondents were best collected as we left the ones that had some questions missed. Measures The scale, which consists of 21 items which are our variables we are measuring, was designed in order to measure the Internet attitudes of the BBC INETERNATIONAL SCHOOL students by Tavsancıl and Keser (2002). The participants mostly responded to the statements using a fivepoint Likert scale ranging from 1 (Strongly Disagree) to 5 (Strongly Agree) as it is shown in the Questionnaire appendix. The validity and reliability studies were carried out by Tavsancıl and Keser (2002), and the Cronbach Alpha internal consistency coefficient was found to be 0.89. The reliability study of this survey of internet attitudes was found to be 0.91. Data Analysis & Findings 36 In this quantitative study, surveys were used to determine the role of Internet usage and Internet attitudes in teens (N=50). Firstly, Pearson’s correlation coefficient was calculated to determine the correlation relationships between the three forms of internet usage. Secondly, Descriptive Analysis was conducted to compare the mean and the standard deviation between variables in each of the three forms of the model in terms of gender. Lastly, the multiple Regression Analysis of variance and Beta were performed to compare the Internet usage frequency of the three specific activities of using the internet (seeking information, entertainment and social networking) in terms of gender variable. For statistical analysis SPSS 18.0 package program was used. 37 Table (2) - Correlation Table Results Correlation of information seeking Variables 1. Gender 2. info seeking internet use 3. info seeking self efficacy 4. +ve expectations on 1 2 3 .041 1.000 -.231 .339* 6 7 8 1.000 .500** .162 .288* -.153 -.169 -.091 -.034 7. parents on seeking info -.021 8. peers on seeking info seeking info .305* 1.000 -.307* 1.000 -.162 .074 -.034 1.000 .118 .102 .334* -.030 -.235 1.000 -.043 -.100 -.171 .103 .000 -.437** 4 5 6 seeking info 6. experience 5 1.000 -.083 5. -ve expectations on 4 1.000 Correlation of entertainment Variables 1. Gender 2. entertainment internet use 3. entertainment self 1 2 3 7 8 1.000 -.135 1.000 -.102 .054 4. +ve expectations on entertainment -.122 .155 .100 5. -ve expectations on entertainment .179 -.165 -.088 6. experience -.091 -.065 .257 .309* .113 1.000 7. parents on entertainment .085 .109 -.347* .110 .249 -.205 8. peers on entertainment .194 -.123 -.228 .235 .133 -.073 efficacy 1.000 1.000 .076 1.000 1.000 .169 1.000 38 Correlation of Social Networking Variables 1 2 3 4 5 6 1. Gender 1.000 2. social internet use -.291* 1.000 3. social self efficacy -.235 .433** 1.000 4. +ve expectations on social -.205 .311* .540** 5. -ve expectations on social .042 .276 .155 6. experience -.091 .100 .181 -.080 -.001 1.000 7. parents on social .067 .069 .115 -.230 .086 -.174 8. peers on social .184 -.107 -.209 .380** -.098 -.047 7 8 1.000 1.000 .215 1.000 -.163 1.000 Results Table (2) contains correlation matrices for the three sets of variables. All models are based on separate list wise deletions, consequently, the sample size did not vary between sets of variables(N=500). Overall, 100% of the participants reported having a profile on Facebook, and 100% had everyday Internet access. Sixty percent reported their Internet use occurred for more than four hours a day. Table (3) – Internet Use Table internet use Cumulative Frequency Valid Percent Valid Percent Percent 3 11 19.3 22.0 22.0 4 9 15.8 18.0 40.0 39 5 30 52.6 60.0 Total 50 87.7 100.0 50 100.0 Total 100.0 Table (4) - Gender Table Gender Cumulative Frequency Valid Percent Valid Percent Percent Male 22 38.6 44.0 44.0 Female 28 49.1 56.0 100.0 Total 50 87.7 100.0 50 100.0 Total The males were 44% and the females were 56% from the sample as shown in Table 2. A total of six outcome expectancies were measured. These included three positive and three negative expectancy values for information, entertainment, and social uses. Items created for each of the outcome expectancies were taken from the research of LaRose et al. Each construct was measured using five-point Likert-type items, which ranged from very much (score = 5) to not at all (score = 1). Positive outcome expectancies: The information outcome expectancy construct included three items which assessed the likelihood of obtaining information on the Internet (α= 0.81, M = 16.36, SD = 5.11). The entertainment outcome 40 expectancy construct was measured with six-items which assessed the likelihood of being entertained while on the Internet (α = 0.76, M = 29.12, SD = 7.72). Social expectancies were constructed using also a five Likert-type items. This construct measured the perceived likelihood of joining new networks and making new friends over the Internet (α = 0.73, M = 19.34, SD = 7.22). Negative outcome expectancies: Adopting items from the Charney and Greenberg (2002) Internet frustration scales and LaRose et al., the information (α = 0.71, M = 12.10, SD = 4.67) and entertainment (α = 0.71, M = 12.66, SD = 4.94) constructs were created with three items, while the social expectancies construct was composed of two items (α = 0.70, M = 5.80, SD = 3.81). Internet self-efficacy judgments: Using the concept driving the general measure of Internet self-efficacy created by Eastin and LaRose, three Internet self-efficacy constructs were measured with Likert- type items ranging from Strongly Disagree (score 1) to Strongly Agree (score 5). Information seeking efficacy consisted of five items measuring belief in ability to seek and obtain information available on the Internet (α = 0.84, M = 24.60, SD = 7.23). Entertainment efficacy was constructed using a six item measure to assess a person’s belief in his/her ability to be 41 entertained while on the Internet (α = 0.92, M = 28.88, SD = 10.68). The Social efficacy construct contained five items measuring a person’s belief in his/her ability to obtain and secure social contact via the Internet (α = 0.82, M = 28.69, SD = 9.53). Information seeking Internet use was measured with two items assessing how often a person used the Internet to gather information whether everyday or less than once a month and how many hours if used per day (M = 0.72, SD = 0.36). Entertainment use was measured with six items assessing how much time was spent using the Internet to play video games, listen to music, and watch movies on an average (M = 0.78, SD = 0.46). Finally, Social Internet use was measured with four items assessing how often a person used the Internet to talk with other people through Facebook or other social media profiles and how many friends with a five-likert scale (more than 200+ indicates score 5) (M = 0.96, SD = 0.50). All usage items were measured with open-ended questions. After summing and summarizing each measure, 21 variables were produced summarizing all the variables that need to be analyzed. 42 Then the .xls file was imported to SPSS 18.0 and the scale was assigned nominal to the gender variable only. Figure (8) – BBC Teen internet Usage Teen Internet Usage 4.8 4.6 4.4 Males 4.2 Females 4 3.8 3.6 Info seeking Entertainment Social 43 Figure (9) Gender differences and Internet usage Gender * internet use Crosstabulation Count internet use 3 Gender Total 4 5 Total Male 5 6 11 22 Female 6 3 19 28 11 9 30 50 Table (5) – Gender- Internet use CrossTabulation 44 Table (6) - Mean and Standard deviation Tables Results Descriptive Statistics N Minimum Maximum Mean Std. Deviation Gender 50 1 2 1.56 .501 internet use 50 3 5 4.38 .830 +ve expectations on entertainment 50 1 5 4.28 .948 +ve expectations on seeking info 50 1 5 4.18 1.004 +ve expectations on social 50 1 5 3.70 1.111 -ve expectations on seeking info 50 1 5 2.28 1.294 -ve expectations on social 50 1 5 3.28 1.126 entertainment self efficacy 50 3 5 4.66 .593 social self efficacy 50 2 5 4.18 .873 social internet use 50 2 5 4.36 .851 info seeking internet use 50 1 5 4.04 .880 entertainment internet use 50 2 5 4.48 .735 experience 50 1 5 4.72 .970 parents on seeking info 50 1 5 1.88 1.223 parents on entertainment 50 1 3 1.90 .863 parents on social 50 1 5 2.04 1.142 peers on seeking info 50 1 5 4.00 1.069 peers on entertainment 50 1 5 4.34 .939 peers on social 50 1 5 4.26 1.046 Valid N (listwise) 50 45 Figure (10)-Information seeking Internet Use Model Peers on information seeking -.031 -.089 +ve outcome expectations on information seeking Gender .467 .041 .162 Information Seeking Internet use .270 Information Seeking Efficacy -.155 Experience Self .111 -.169 .320 Parents on information seeking .026 .036 -ve outcome expectations on information seeking .019 Table (7) - Hypothesized paths of Information Seeking Hypothesized paths of Information Seeking Expected sign H1a Gender → information seeking internet use + H1b +ve outcome expectations → information internet use Information seeking self efficacy → information internet use -ve outcome expectations → information internet use + H1c H1d + + H1e H1f H1g H1h H1i Peers success → +ve outcome expectations Parents success → +ve outcome expectations Peers success → information self efficacy Experience → information self efficacy Parents success → information self efficacy + + + + + H1j Peers success → -ve outcome expectations + H1k H1l H1m Parents success → -ve outcome expectations information self efficacy → +ve outcome expectations information self efficacy → -ve outcome expectations + + - Beta Significance Level .041 .779 .467 .001 .270 .035 .036 .784 .839 -.031 .320 -.089 -.155 .026 .111 .042 .586 .305 .875 .493 .019 .908 .162 .262 -.169 .240 46 The data fit the information use model: From (β= 0.467) relationship it between shows that positive there outcome is a significant expectations on information seeking and the dependent variable we are investigating which is the information seeking internet usage. Also, the more the information self efficacy the less is the negative outcome expectations for information seeking and this is justified through (β=-.169). However, neither peers’ success nor experience influenced the information seeking self efficacy. Parents’ success was the one who influenced the BBC students to gain more self efficacy in information seeking from the internet and this was opposing the model of 2005 in USA and we can rely the differences between the models due to different criteria. One of which is that the Egyptian culture plays an important role in shaping students and how they behave. Parents may not be so influential in other cultures, but in Egypt; parents can have significant influence especially when they guide their kids on how to use the internet and how to search for the information in particular. 47 Figure (11)-Gender-info seeking bar chart Gender * info seeking internet use Crosstabulation Count info seeking internet use 1 Gender Total 2 3 4 5 Total Male 0 0 7 8 7 22 Female 1 1 2 15 9 28 1 1 9 23 16 50 48 Table (8) - Gender * info seeking internet use Crosstabulation Figure (12) - Entertainment Internet Use Model Peers on Entertainment .222 +ve outcome expectations on Entertainment Gender .166 -.167 .135 -.135 .100 Entertainment Internet use .022 Entertainment Self Efficacy .187 Experience .072 Parents on Entertainment .094 .026 -.135 -.088 -ve outcome expectations on Entertainment -.135 -.175 -.135 .233 49 Table (9) - Hypothesized paths of Information Seeking Hypothesized paths of Entertainment Expected sign H2a Gender → Entertainment internet use + H2b + H2c H2d +ve outcome expectations → Entertainment internet use Entertainment self efficacy → Entertainment internet use -ve outcome expectations → Entertainment internet use H2e H2f H2g H2h H2i Peers success on → +ve outcome expectations Parents success → +ve outcome expectations Peers success → Entertainment self efficacy Experience → Entertainment self efficacy Parents success → Entertainment self efficacy + + + + + H2j Peers success → -ve outcome expectations + H2k H2l H2m Parents success → -ve outcome expectations + + Entertainment self efficacy → -ve outcome expectations Significance Level -.135 .350 .166 .258 .022 .879 -.175 .222 .231 .128 .072 -.167 .187 -.280 .094 .617 .223 .175 .048 .513 .233 + Entertainment self efficacy → +ve outcome expectations Beta .109 .162 + .489 -.088 - .541 The data fit the entertainment use model: From (β= 0.222) relationship it between shows that positive there outcome is a significant expectations on entertainment and the peers’ success influence independent variable. (β= -0.88) proves that it is logical that when Entertainment self efficacy increases, negative outcome expectations for entertainment decreases. The entertainment self efficacy was not that significant on the dependent variable of entertainment internet use (β= 0.022). Also the negative outcome expectations for the entertainment has a negative 50 Beta coefficient with the independent variable of entertainment use of the internet (β= -.175) in which it proves the hypothesis. However, the mostly significant independent variable on the entertainment self efficacy is the peers’ success influence like we mentioned before and this is more explained in the discussion below as it is influenced by different factors. The experience had little significance on the entertainment self efficacy (β= .187) which means that teens rely mostly on their peers to download images, games and videos from the internet. The gender differences in the entertainment model hadn’t any significance on the entertainment independent variable of using the internet (β= .135) which means that both genders are engaged in using the internet for entertainment the same attitude and direction. Figure (13) - Entertainment –Gender Bar chart 51 Figure (14) - Social Networking Internet Use Model .351 Peers on Social +ve outcome expectations on Social .120 Gender .071 -.291 -.135 .540 Social use .363 Social Efficacy .193 Experience -.173 Parents on Social -.086 -.180 Self Internet -.135 .155 -.135 .024 -ve outcome expectations on Social -.135 .072 Table (10) - Hypothesized paths of Information Seeking Hypothesized paths of Social Expected sign H3a Gender → Social internet use + H3b +ve outcome expectations → Social internet use + H3c H3d Social seeking self efficacy → Social internet use -ve outcome expectations → Social internet use + + H3e H3f Peers success on → +ve outcome expectations Parents success → +ve outcome expectations + + Beta Significance Level -.291 .041 .071 .651 .363 .022 .204 .351 .129 .205 -.173 .012 .120 H3g H3h H3i Peers success → Social self efficacy Experience → Social self efficacy Parents success → Social self efficacy + + + H3j Peers success → -ve outcome expectations + H3k H3l H3m Parents success → -ve outcome expectations Social self efficacy → +ve outcome expectations Social self efficacy → -ve outcome expectations + + - .193 -.180 -.086 .215 .184 .414 .561 .072 .624 .540 .000 .155 .282 52 The data fit the entertainment use model: From (β= 0.363) it shows that there is a significant relationship between the social self efficacy and the independent variable of the Social internet use and this proves our hypothesis more than the previous study in 2005. However, the positive outcome expectations were of lower significance in using the internet for social networking (β= 0.071). The influence of the peers’ success is well noted as the majority has indicated that their peers influence them for engaging in the social networking websites like Facebook, twitter and youtube…etc. Surprisingly, it is also noted that the increase in the social self efficacy doesn’t decrease the negative outcome expectations from using the social media websites as they indicated in their questionnaire that they dislike that they are deprived from their privacy and they also dislike the requests from unknown people who would like to add them in their profile (β= 0.155). The experience also is of lower significance as (β= 0.193) on the social self efficacy which indicates that prior experience to using the social media websites doesn’t resemble any significance and it is absolutely logical and this coincides with the SCT of Bandura in which individuals observe their 53 colleagues to gain vicarious experience and that strengthen the self efficacy. There is a significant influence on the positive social outcome expectation from the social self efficacy (β= 0.540). In our study, the gender (β=- 0.291) was noticed to have an interesting difference than the previous study of 2005. Males were the ones more engaged in social media websites significantly more than the females. This was the opposite in the previous study of 2005. 54 Figure (15) – Gender-Social bar chart Gender * social internet use Crosstabulation Count social internet use 2 Gender 3 4 5 Total Male 0 1 6 15 22 Female 2 5 8 13 28 2 6 14 28 50 Total Table (11) - Gender * social internet use Crosstabulation Discussion From these data, unlike the previous model that was tested in 2005; support was found for the information seeking, entertainment and social networking models of Internet use for teens. This is not surprising as each of these uses is considered a prominent and potentially difficult type of Internet use that would require an individual to constantly reevaluate his or her perceived ability from direct and indirect (vicarious) experiences. Just as expected, while social influence models such as peer and parental success and experience influenced the initial cognitive mechanisms of self-efficacy and outcome 55 expectations, not all behaviors are influenced the same. For example, peer success had a relatively substantial influence on the entertainment expectancy measures but almost no relationship in the information seeking and the social model. However, Parental influences demonstrate a similar picture, appearing only to impact negative expectancies in the entertainment alone which concludes that peers are a powerful influence on using the internet for entertainment, positive expectancies in the information and social models, and efficacy perceptions only in the information seeking model. Although self-efficacy increases positive expectations and decreases the likelihood of perceiving negative outcomes from use in all three models, standardized coefficients ranged from a +.540 to -.169. These findings support the notion that the general construct of Internet use as well as social and cognitive influences miss important and substantial differences by behavior, and thus, could provide misleading or incomplete results. Furthermore, the bivariate and modeled relationships among the information seeking self-regulation variables and information seeking behavior support the idea that rather than looking directly at web experience and recall researchers should consider the mediating effects of selfefficacy when exploring variables such as cognitive load and 56 disorientation within the context of online learning (further discussed below). Although parental influence is present, the dominant influence on self-regulation appears to come from peers especially in the entertainment and social models; thus, we return to potential Internet effects implications. In agreement with Nathanson who found that peer mediation facilitates antisocial exposure and potential negative outcomes of media, it is possible that negative outcomes of certain Internet behaviors such as self-removal from the information society due to perceived inabilities to gather relevant information is in part attributed to peer influence as it relates to self-efficacy development. If this is the case, this project makes it possible to look at potential knowledge gaps being created between groups of youths. What is commonly understood as the digital divide could in fact be an efficacy issue driven by social influence. Perhaps as youths observe peers struggling to orient themselves to information online, efficacy levels and subsequent use decrease. Experimentally, this would position self-efficacy and its development as an important moderating component to research investigating psychological divides as well as more traditional models of communication such as information processing of online information. For example, it has been argued that disorientation while information seeking online increases cognitive load, subsequently decreasing recall and 57 potential future use of the Internet as an information resource. Further Eveland and Dunwoody reasoned that performance increases because level of expertise dulls “the impact of complex Web designs” allowing users to focus on their task. However, according to the current definition of self-efficacy and previous findings that suggest increases in self-efficacy levels increase use and performance in online environments, the casual link being inferred between experience and performance could have less to do with cognitive load and more to do with online information seeking self-efficacy. Driving this study was the idea that testing Internet use within task specific models such as information seeking, entertainment, or social use would provide greater explanatory power than previous general use models. This is not the case for any of the three models tested here. However, considering that both direct and indirect relationships were evaluated in each model, this conclusion needs an explanation. While LaRose et al. explained a relatively large amount of variance in overall Internet use through multiple regression analysis (R2 =0.60), the current study accounts for significant portions of variance within each modeled dependent measure. Understanding that this comparison is not equivalent, it does demonstrate a different picture of the three models and their 58 predictive power. Moreover, the three models produced stronger bivariate relationships than the previously obtained in past researches. Our study however, proved the social model which was a failure in the previous research of 2005 and that could be attributed to different reasons. One of which is that at the time of the previous research in 2005, the number of social networking websites were not as huge as they are in 2010. Facebook that started in 2006 is the most popular of use among teens; and as we mentioned above, 100% of the (N=50) use Facebook. This indicates how rapid the social media growth among teens. Finally, this study set out with the idea that people use the Internet differently, for different reasons, and with different influences. This is supported by the current data. As pointed out, obvious and subtle differences can be observed among the direct and indirect relationships within the three models. Additionally, while the three uses were found to be significantly correlated (r information, entertainment = 0.14; r information, social = 0.21; r entertainment, social = 0.14), none of them reached what is considered substantial. This suggests that individuals are customizing their time online, which indicates general measures of use will fail to capture accurately what influences online use and outcomes from that use. Moreover, this would explain why researchers measuring Internet use with a mixed bag of application 59 variables (i.e., time spend chatting or time spent playing games) have had a hard time achieving high reliability coefficients when creating a general use variable. Limitations, Conclusion & Recommendations Variables that should be considered when addressing internet usage in Egypt: 1- Education Educational attainment also factors into computer and Internet use. The higher a person’s level of education, the more likely he or she will be a computer or Internet user. 2- Income of household Income of household could affect the availability & therefore easy access of computers at home which could in turn reduce usage. 3- Urban or Rural Location of the Household could affect teen internet usage in Egypt (percentage, type, gender related issues) either positively or negatively. 60 4- Language One could point to metrics that suggest a predominance of English language sites on the Internet. The Organization for Economic Cooperation and Development, for example, reports that more than 94 percent of links to pages on secure servers were in English in July 2000 especially in commerce, not to mention other Internet traffic (e-mail and other online communications) which is also mainly in English. We believe that this could also affect internet usage in Egypt. It is widely known that the average amount of time spent on the Internet is rapidly increasing, and that the starting age of Internet users is steadily decreasing (Kraut et al, 1998, Nie & Erbring, 2000). As time moves forward, the Internet is becoming a larger factor in the lives of people at progressively younger ages. Thus, parents, psychologists, educators, technology creators and lawmakers must become aware of the potential risks and rewards of this phenomenon (Cooper, 2003, 127). It is important to note that the findings of the current study relate to teens aged 14 to 17 who live in Cairo which is the most developed city in Egypt. These factors might limit the generalizability of the findings to a wider population, such as today’s Internet users. Future research on age differences in individuals’ preferences for using the Internet technology might prove fruitful. Consequently, because of the everchanging nature of the Internet, what we learn today may 61 not be valid a few years from now. Thus, ongoing research is necessary to keep abreast of it. Teen Internet Use Survey This questionnaire is a part of the research for social networking in the Arab Academy Graduate School of Business. The results of this survey will be used for academic purposes only. The survey is anonymous and does not require any personal details to be submitted. Estimated time for this questionnaire completion is 10-15 minutes. Aggregated research data will be available for you upon survey completion. The research team greatly appreciates your help and support with this research and thanks you for your valuable contribution! Get Started! 1. Your gender: Male Female 2. How often do you use the internet? 62 Every day More than Once a Once a Less than once a week week month once a month 3. If you use it every day how many hours do you use it for? Less than 1–2 2–3 3–4 More than 1 hour a day hours hours hours 4 hours a day 4. How much you expect good things from using the internet? Tick ( ) for each Somewhat Very Much 5. How much you expect bad things from using the internet? Tick ( ) for each Somewhat Not at all Not Really Undecided Very Much Not at all Not Really Undecided Having fun Increase my knowledge Get updated info about celebrities (singers, actors, football players) Find old friends Join new networks It takes too long to download games& music Difficulty in finding useful information Too much information on the internet Privacy issue Friendship requests from unknown 63 people online 6. State how much you agree or disagree with following statements Strongly Disagree Disagree Neutral Agree Strongly Agree I can easily use computers I can easily locate information on the net I can download favourite music, videos & games I can easily learn advanced skills Make new friends on the net Chat& communicate with old friends 7. Do you have your profile on any the following social networking (SN) services (you can choose several choices) Facebook LinkedIn Twitter Bebo Youtube Blogger.com Myspace Flikr Other 64 8. How many connections (“Friends”) you have for your Social Networking profile (on average): Less than 10 10-49 50 –99 100+ 200+ 9. Please rate from 1 to 5 what are the main reasons for using the internet? 1 – do not use 5 – this is my 2 – use very 3 – use quite primary way 4 – use often rarely often to use these services Find some information Get opinions Entertain yourself Socialize Stay up-to-date with friend’s life 65 10. Methods of how you learn to use the internet are by: (Please Tick ( ) in front of whichever is applicable) Sr. No. Method 1. Trial and error method 2. Guidance from colleagues and friends (peers) 3. Guidance from your parents 4. Self instruction 5. External courses 11. Do you trust information you obtain via social networking websites? Yes Yes if it comes from my friends/connections Yes if comes from professional communities Yes if it comes from company official profiles/pages No, I’m always critical to such kind of information and check other sources 12. What troubles you the most while using the Internet? (Please tick ( ) all that apply) a) Slow access speed b) Difficulty in finding relevant information c) Overload of information on the Internet d) No trouble at all e) Privacy problem f) Any other________________________________________ 66 13. In your opinion, using Internet as compared to use of conventional documents is: (Tick () all that apply) Time saving or Time consuming More informative or Less informative More expensive or More useful Less expensive or More preferred or Less useful Less preferred 14. Are your parents successful on how to use the internet? Yes No 15. If your answer is yes, to what extent has this affected you? Not at all Not Really Undecided Somewhat Very Much 16. Are your peers (colleagues) at school successful in using the internet? Yes No 17. If your answer is yes, to what extent has this affected you? Not at all Not Really Undecided Somewhat Very Much 18. 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