• Title/Summary/Keyword: Multilevel model

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The Effects of Device Switching on Online Purchase: Focusing on the Moderation Effect of Switching Time and Internet Infrastructure (기기전환이 온라인 구매에 미치는 영향: 전환 시점과 인터넷 인프라의 조절 효과를 중심으로)

  • Jungwon Lee;Jaehyun You
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.289-305
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    • 2023
  • The rapid increase in the use of mobile devices is changing consumers' online shopping behavior. However, the difference in the effect on the conversion rate according to the time when consumers switch from a small screen to a large screen has not been sufficiently studied. In addition, the differences in the effect of device conversion on purchase performance according to the characteristics of each country's infrastructure have not been sufficiently studied. Against this background, this study aims to analyze whether the timing of switching from mobile devices to PC devices and the country's mobile Internet penetration rate are moderating the positive effect of device switching on purchase performance. For empirical analysis, Google Merchandise Store data was collected and 101,466 data from 130 countries were analyzed with a multilevel model. As a result of the analysis, consumers' device switching (i.e., mobile to PC) had a positive effect when it occurred in the middle of the consumer journey. However, it was analyzed that when device switching occurred at the later stage of the consumer journey, it had a negative effect on purchase performance. In addition, it was analyzed that the higher the mobile Internet penetration rate, the weaker the positive effect of consumer device conversion on purchase performance.

The Moderating Effect of Gender in the Relationship between Physical Education and Adolescents' Internalizing and Externalizing Problem Behaviors: Using Multi-level Growth Modeling (체육시간과 청소년의 외현화·내재화 문제와의 관계에서 성별의 조절효과: 다층성장모형의 적용)

  • Taekho Lee;Seokyoung Lee;Yoonsun Han
    • Korean Journal of Culture and Social Issue
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    • v.21 no.2
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    • pp.131-158
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    • 2015
  • This study examined the relationship between physical education and externalizing(aggression) and internalizing(depression, social withdrawal) problem behaviors among adolescents. The moderating role of gender and time in the association between physical education and problem behavior was also identified. This study used data from the second, third, and fourth waves of the middle school student cohort (N=2,133, N=2,151, N=1,979) of the Korean Children-Youth Panel Survey(KCYPS). Main analyses involved multilevel growth model with interaction terms. The dependent variables were aggression, depression, and social withdrawal. The independent variables were gender and physical education (exercise hours) at school. The control variables were abuse, school-adjustment, annual household income and parents' highest level of education. The major longitudinal findings of this study are as follows: First, there was significant change according to the passage of time only in aggression among externalizing and internalizing problems. Second, gender differences exist in aggression and depression. Third, exercise hours of physical education had a negative relationship with internalizing problems. Fourth, there were no gender differences over time in both externalizing and internalizing problems. Fifth, the interaction between exercise hours of physical education and time was statistically significant for social withdrawal. Sixth, the interaction between exercise hours of physical education and gender was statistically significant for depression. The results of this study may become an academic basis for suggesting policy directions that promote increased exercise hours in physical education classes at school.

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The Effects of Gamification of e-Learning Platforms on Engagement: Focusing on Moderating Effects of Interaction, Difficulty, and Length (e-러닝 플랫폼의 게임화가 인게이지먼트에 미치는 영향: 상호작용, 스터디 난이도, 스터디 길이의 조절효과를 중심으로)

  • Ohsung Kim;Jungwon Lee
    • Information Systems Review
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    • v.26 no.1
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    • pp.73-91
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    • 2024
  • Recently, e-learning platforms are rapidly growing by innovating the education industry by applying various IT technologies. Because student participation in the online environment is considered a prerequisite for learning, low participation rates are considered one of the most important issues determining the performance of e-learning platforms. Gamification has grown rapidly over the past decades and is highly valued for its applicability in education because it is expected to enhance learning motivation. However, despite the interest of researchers, previous studies have reported conflicting results on the effect of gamification on participation rates in the context of e-learning platforms, and have mainly studied structural gamification, but have not sufficiently addressed the effects of content gamification. In this context, this study aims to analyze the effect of content gamification on e-learning platform engagement and to explore the boundary conditions moderating this effect. For empirical analysis, 5,017 data registered from February 11, 2022 to May 31, 2022 were analyzed for the education platform entry (https://playentry.org). The propensity score matching method and Poisson multilevel regression model were applied as analysis methods. As a result of the analysis, content gamification had a statistically significant effect on engagement, and the interaction effects of interaction and content difficulty were statistically significant.