• Title/Summary/Keyword: online test

Search Result 1,279, Processing Time 0.164 seconds

Twelve Key Success Factors of Distribution Strategies for Distribution Community Enterprises Thailand

  • KANYARAT, Hassaro;PEERAWAT, Chailom
    • 유통과학연구
    • /
    • 제20권8호
    • /
    • pp.59-67
    • /
    • 2022
  • Purpose: This study identifies how twelve key success factors of distribution strategies for community enterprises in Thailand achieve higher performances. Research design, data, and methodology: The samples in this study were 400 entrepreneurs throughout the country. The instrument for data elicitation was a questionnaire. The descriptive and inferential statistics for data analysis were percentage, mean, standard deviation, T-Test, F-Test, multiple regression, and multiple correlations. Results: The results revealed that, overall, the samples showed high opinions on online distribution strategies in all aspects. In detail, the three highest factors were as follows: 1) electronic satisfaction, 2) product characteristics and electronic trust, and 3) the quality and success in online distribution. In detail, the three highest aspects of online distribution success were customer loyalty, financial performance, and work management, respectively. The online distribution strategies influencing community enterprises' success were electronic trust, electronic loyalty, social information, electronic satisfaction, and online distribution tools, which had a statistical significance of 71. Conclusions: This research has made an essential contribution to community enterprise entrepreneurs should focus on and adopt these 8P+4ODS concepts to increase sales, maintain brand loyalty of existing customers, get new customers, develop learning, and improve the working potentials of community enterprise entrepreneurs.

온라인 쇼핑에서 신뢰의 역할 - 위계적 관계 관점 (The role of trust in online shopping: A hierarchical relationship perspective)

  • 이재남;강민형
    • 지식경영연구
    • /
    • 제14권3호
    • /
    • pp.15-35
    • /
    • 2013
  • Nowadays, online shopping has become popular among consumers. As such, gaining loyal online shopping customers has become a rising concern for online shopping vendors. In this study, we investigated the hierarchical relationships among Lewicki and Bunker's three different types of trust, namely, calculus-based trust, knowledge-based trust, and identification-based trust, in the context of online shopping and their impacts on customer satisfaction and loyalty. A total of 104 responses from online shopping users were analyzed to test the proposed model and its hypotheses using Partial Least Squares (PLS). The results showed that, in the online environment, hierarchical relationships between different types of trust exist and that, among them, knowledge-based trust has the strongest impact on customer satisfaction. This finding implied that practitioners should focus on developing appropriate online strategies for building trust-based relationships with online customers.

  • PDF

코로나 19(COVID-19)로 인한 온라인 학습환경에서 간호대학생의 공동체 의식에 미치는 영향 요인 (Factors Influencing Sense of Community among Nursing Students in the Online Learning Environment during COVID-19)

  • 장희경;안진영;도영주;한상미
    • 문화기술의 융합
    • /
    • 제9권1호
    • /
    • pp.239-248
    • /
    • 2023
  • 본 연구는 코로나 19로 인한 온라인 학습환경에서 간호대학생의 공동체 의식에 대한 온라인 협동학습 태도, 공감능력 및 비판적 사고성향의 영향을 확인하기 위한 서술적 상관관계 연구이다. 본 연구 대상은 간호학과에 재학 중인 129명이었으며, 자료분석방법은 SPSS 28.0 프로그램을 이용하여 기술통계, independent t-test, one-way ANOVA, Scheffé test, Pearson's 상관분석, 다중회귀분석을 이용하였다. 간호대학생의 공동체 의식의 가장 큰 영향요인은 온라인 협동학습 태도이었으며, 비판적 사고성향이 두 번째로 유의한 영향요인으로 나타났고, 42.2%의 설명력을 보였다. 본 연구결과를 바탕으로 비대면 학습환경에서 간호대학생의 공동체 의식을 높이기 위해서는 온라인 협동학습 태도와 비판적 사고성향을 함양할 수 있는 문제해결 중심의 학습방법을 강화할 필요가 있다.

온라인게임 충성도에 미치는 영향요인에 관한 연구 (An Exploratory Investigation Of Player Loyalty To Online Games)

  • 조남재;백승익;류경문
    • 한국경영과학회지
    • /
    • 제26권2호
    • /
    • pp.85-97
    • /
    • 2001
  • Online games have become the focus of entertainment and multimedia industries as the developments in computer technologies are accelerated and the use of the Internet diffuses broadly. In spite of such growth of online games, academic discussions regarding online games are relatively limited. This research examines several factors that affect player loyalty to online games. In this research, the loyalty is classified into two categories, the behavioral loyalty measured by the intensity, volume, and frequency of use, and the cognitive loyalty measured by the degree of immersion in online games. In this research, an integrated model to explain and predict player loyalty to online games in proposed. Two studies are conducted to test to research model. Throughout analyzing 334 respondents, the first study finds that the impulsive personality of individual players significantly affects both behavioral loyalty and cognitive loyalty. Additionally, it finds that, whereas the behavioral loyalty is influenced by the convenience of online game playing, the cognitive loyalty is influenced by the motive of game playing and the playfulness of games. The second study finds that the behavioral loyalty differs across demographic differences of players (age and occupation), preferred online games of players, and online game playing locations, but the cognitive loyalty differs across only age differences of players. This research has opened a forum for social awareness about the online game culture, provided information to guide online game producers to prepare customer-oriented online games, and created a foundation for academic research on online game industry.

  • PDF

The Effectiveness of Streaming Video with Web Based Text in Online Course: Comparative Study on Three Types of Online Instruction for Korean College Students

  • HEO, JeongChul;HAN, Su-Mi
    • Educational Technology International
    • /
    • 제14권1호
    • /
    • pp.1-26
    • /
    • 2013
  • This study is to identify whether three types of online instruction (text-based, video-based, and video-based instruction without text) and age category have a different influence on students' comprehension and motivation. Online students were randomly assigned to one of six groups, and they attended two-week online lectures via Course Management System. The comprehension test and the short form of IMMS were implemented when 114 participants accomplished two-week online lectures. The results revealed that using instructional video in online instruction is more effective instructional medium than text only in order to promote learner's motivation. Besides, older adults aged 41-60 are significantly different from younger adults (21-40 years old) in terms of students' comprehension. Furthermore, three types of online instructions are likely to be influenced by age category.

Hybrid-Online 방법을 통한 압밀해석 (Fundamental Aspects of Hybrid-Online Simulation for One Dimensional Consolidation Analysis)

  • 권영철
    • 한국지반환경공학회 논문집
    • /
    • 제7권1호
    • /
    • pp.67-80
    • /
    • 2006
  • 본 논문에서는 지반 하이브리드-온라인 시뮬레이션의 방법을 압밀 해석에 적용하기 위한 시도를 수행하였다. 일반적인 수치해석법이 실내시험을 통해 얻어진 흙의 구성모델을 이상화시켜 사용하는 것과 달리, 이 방법에서는 흙의 거동을 요소시험체로부터 직접 도입해가면서 해석을 수행한다. 그러므로 복잡한 파라미터의 평가과정이 생략될 수 있게 되며 인위적 이상화에 의한 해석 오차를 경감할 수 있게 된다. 본 논문에서는 실험장치의 물리적 성능을 검증하기 위하여 단계압밀시험과 투수시험(CONPERM test)을 수행하여 제어와 계측의 결과를 고찰하였으며, 시스템으로부터 얻은 데이터의 건전성을 평가하기 위하여 검증해석을 수행하였다. 결과적으로, 본 연구를 통해 개발된 하이브리드-온라인 압밀해석 시스템은 재성형된 카오리나이트의 압밀거동을 모순없이 재현하고 있음을 알 수 있었다.

  • PDF

한국과 일본 온라인 게이머의 게임 만족도, 신뢰도, 온라인 게임커뮤니티 인식에 관한 실증적 비교연구: 멀티그룹 공분산 구조분석을 중심으로 (A Comparative Study on Players' Satisfaction, Trust toward Game Publishers, and Roles of Community in Korean and Japanese Online Game markets)

  • 엄명용;김태웅
    • Asia pacific journal of information systems
    • /
    • 제16권1호
    • /
    • pp.103-125
    • /
    • 2006
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30million in Japan in 2005. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little theory has been developed about which factors influence online gamers' behavioral intentions (i.e., loyalty, satisfaction, words of mouth, etc.) in this area. The purpose of this research is to investigate the relationships among the gamers' satisfaction, trust toward game publishers, the role of online game community, social reputation, and the managerial support of game publishers. We also examine the differences between Korean and Japanese gamers concerning the relationships of these key success factors. The structural model is tested with the data from entire data samples (i.e., Korean and Japanese gamers pooled together) and each of the sub-samples (i.e., Korean and Japanese gamers taken separately). Properties of the causal paths, including standardized path coefficients, the significance of difference, and variance explained for Trust and Satisfaction in the hypothesized model, are presented. Following the model test, we conduct a test of the differences in path coefficients between Korean and Japanese gamers. Statistical results show that, compared to Japanese gamers, Korean gamers had a greater salient effect on Social Reputation in determining. Trust, in addition to placing a greater emphasis on Support of Game Publishers in determining Social Reputation. Other interesting results concerning game Publishers' strategy are also presented.

대학 온라인 토의수업의 실제와 효과에 대한 연구 (A Study of the Practicalities and Effects of Online Discussion Classes at Universities)

  • 김현영;장옥선;이수정
    • 한국콘텐츠학회논문지
    • /
    • 제21권8호
    • /
    • pp.271-284
    • /
    • 2021
  • 본 연구는 현재 대학에서 진행되고 있는 온라인 토의수업의 활용 실태 및 효과에 대해 탐색하고자 하였다. 이를 위해 서울과 경기지역 총 4개 대학에 재학 중인 대학생을 대상으로 온라인 토의수업의 운영 실제와 그 효과에 관한 인식을 진단하는 설문조사를 실시하였다. 수집된 자료는 SPSS 프로그램을 적용하여 빈도분석, 기술통계분석, 교차분석, F검증, T검증, Scheffe 검증을 사용하여 분석하였다. 연구 결과, 첫째, COVID19 사태 이후 대학에서는 '비실시간 녹화수업'과 '실시간 쌍방향 화상수업' 방식이 주로 진행된 것으로 나타났다. 둘째, 온라인수업 방식에서 '실시간 쌍방향 화상수업'은 '토의수업 선호도'에 정적 영향을 주며 더 의미 있는 것으로 나타났다. 셋째, 온라인 토의수업 참여에 대해 대학생들은 창의사고능력 확대를 위한 기반으로 인식하고 있었으며, 토의방식과 절차에 대한 학습자의 충분한 인지과정을 기반으로 하는 원활한 의사소통과 교류를 통한 강화가 더 도움이 된다는 것을 시사해준다.

Marketer Generated Content on Social Media: How to Support Corporate Online Distribution

  • ZHONG, Xin;YAN, Jinzhe
    • 유통과학연구
    • /
    • 제20권3호
    • /
    • pp.33-43
    • /
    • 2022
  • Purpose: More and more marketers use social media platforms to create and spread information called Marketer Generated Content (MGC) to inform consumers of products. MGC often embeds product purchase links, thus directing consumers to online distribution channels for online purchases. This study examined the effect of social media MGC on consumers' willingness to buy online in the anchor of consumers' perspective to answer the question of "how social media generated content support corporate online distribution". Research design, data, and methodology: According to the means-end-chain theory, we introduce perceived value and continuous following intention as chain mediators to explain the mechanism of MGC influence on consumers' online purchase intention and consider product type to discuss boundary conditions. Two experiments were designed to test hypothesizes. Results and Conclusion: First, emotional MGC (vs. informational MGC) has lower (higher) perceived utility (hedonic) value. Second, perceived value has a significant mediate role in the effect of MGC on continuous following intention. Third, perceived value and continuous following intention significantly and sequentially mediated the effect of MGC on online purchase intention. Through the sequential mediations of perceived utility value and continuous following intention, Informational MGC of search products significantly increase online purchase intentions. Another parallel sequential mediation, including perceived hedonic, emotional MGC of experience products, partially enhanced online purchase intentions. Finally, this study gives implications for how corporates can use social media MGC to promote product sales online.

Psychological Distance between Students and Professors in Asynchronous Online Learning, and Its Relationship to Student Achievement & Preference for Online Courses

  • LEE, Jieun
    • Educational Technology International
    • /
    • 제11권2호
    • /
    • pp.123-148
    • /
    • 2010
  • Relationships between students' perception of psychological distance with online professors and their academic learning achievement and their intention to continue online learning were examined. The courses selected for this study are two online courses: 1) 'English Grammar' and 2) 'TOEIC (Test of English for International Communication) Preparation' offered by a campus-based, medium-sized university. This study employed a mixed-methods approach by conducting a survey as well as one-on-one interviews with students. Students who feel psychologically distant with the online professors show significantly lower degree of perceived learning achievement, and higher tendency not to take online courses any more. All the three scales measuring the psychological distance -mutual awareness, connectedness, and availability- with professors turned out to be significantly related with students' perceived learning achievement. According to the result of the interview data analysis, the student interviewees unanimously said that the university should limit the number of online courses that students can register in a semester to one or two courses. Most students regard low interactivity of online learning as inevitable phenomenon. There is a statistically significant difference in perceived learning achievement between the online preferred group and the offline preferred group. Also, there is a significant difference in connectedness and availability and no significant difference in the degree of mutual awareness between the online and the offline preferred group.