• Title/Summary/Keyword: online-order

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Factors Influencing the Reuse Intention of Online Shopping Mall : Focusing on Shopping Enjoyment and Concentration (온라인 쇼핑몰의 재이용 의도에 영향을 미치는 요인 : 쇼핑 즐거움과 집중도를 중심으로)

  • Jo, Hyeon;Park, Sangsun;Bae, Yoon-Soo
    • Journal of Information Technology Services
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    • v.12 no.1
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    • pp.201-213
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    • 2013
  • The use of online shopping mall has been increasing rapidly, which reflects the convenience and economic benefits associated with its usage. As with traditional offline businesses, internet businesses have to manage customer relations to provide better services in order to ensure their business sustainability. In this regard, identifying the influencing factors to reuse intention of online shopping mall is very important. In this paper, we aim to examine the effects of perceived and individual variables on intention to reuse in the context of online shopping mall. In order to analyze the antecedents, we selected perceived and individual factors such as shopping enjoyment, concentration, perceived variety and maximizing tendency. For empirical analysis, we surveyed real users of online shopping mall. As a result, all antecedents showed significant influence on intention to reuse except perceived variety and among the variables the concentration has top standardized coefficient. In addition, perceived variety has significant effect on shopping enjoyment but not on concentration. Maximizing tendency is related to shopping enjoyment and concentration significantly. The results of this research can be useful guidelines for online shopping mall providers.

The effect of mindmap online educational contents on college students' higher thinking ability and self-directed learning attitude (마인드맵 온라인 교육 콘텐츠가 대학생의 고등사고능력 및 자기주도적 학습태도에 미치는 영향)

  • Cha, Seungbong;Park, Hyejin
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.4
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    • pp.55-65
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    • 2022
  • The purpose of this study is to develop online educational contents and verify its effectiveness in order to strengthen the learning capabilities of college students. The theme of mind map online education contents is a mind map series for effective learning arrangement, and has been developed into a total of six contents. Each contents consisted of 20-30 minutes, and the details consisted of the concept, principle, learning case, how to write a mind map, and how to use a digital mind map. The results of the study are as follows. First, it was confirmed that the higher thinking ability of college students who took the mind map online education contents was improved. Second, it was confirmed that the self-directed learning attitude of college students improved after taking the mind map online education contents. Third, the reason why students' higher thinking ability and self-directed learning attitudes improved in this study is that they were developed in consideration of the composition of contents and appropriate video time. Therefore, in order to increase the effectiveness of online educational contents, it is necessary to examine specific cases using concepts from conceptual approaches to specific topics, and to faithfully reflect the procedure in which each learner can actually use the concept.

Antecedents of internet purchasing intention - Impulse buying, market mavenism, online interaction readiness, and online consumer procrastination - (인터넷 구매의도의 선행변수 - 충동구매, 마켓메이븐 성향, 온라인 상호작용 준비성, 온라인 소비자 연기 -)

  • Park, Hye-Jung
    • The Research Journal of the Costume Culture
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    • v.25 no.5
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    • pp.593-610
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    • 2017
  • In order to identify the antecedents of internet purchasing intention toward fashion items, this study examines shopping-related variables as both direct antecedents of internet purchasing intention, and as indirect antecedents of internet purchasing intention through online-related variables. Impulse buying and market mavenism were considered as shopping-related variables, whilst online interaction readiness and online consumer procrastination were considered as online-related variables. It was hypothesized that impulse buying and market mavenism not only directly influence purchasing intention toward fashion items, but also indirectly influence it through online interaction readiness and online consumer procrastination. Data were gathered by surveying university students in Seoul using convenience sampling. A total of 286 questionnaires were used in the statistical analysis. SPSS was used for exploratory factor analysis, and AMOS was used for confirmatory factor analysis and path analysis. The factor analysis of market mavenism, impulse buying, and online consumer procrastination revealed one dimension, whilst the factor analysis of online interaction readiness revealed two dimensions: 'online relationship' and 'internet role.' Tests of the hypothesized path proved that impulse buying indirectly influences internet shopping intention only through online consumer procrastination, whereas market mavenism influences internet shopping intention indirectly through both online interaction readiness and online consumer procrastination. The results will be useful for Internet shopping mall marketers and for future study.

A Study on the Transference of Headlines and Types of Preferred Headlines in Offline and Online Newspapers

  • Kim, Man-Ki;Kang, Hyun-Jig
    • Journal of Digital Convergence
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    • v.9 no.1
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    • pp.89-106
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    • 2011
  • With the development of the Internet, the media market is experiencing rapid change. The traditional form of offline newspaper markets, which has created the mainstream news delivery market, have been losing large amounts of power due to the emergence of online media. On the other hand, online media armed with its ability to post breaking news almost as it occurs has increased its influence and popularity at a rapid speed. However, since the exposure time and readership of online newspapers are less than their offline counterparts online media has a high dependence on sensational titles and somewhat exaggerating headlines rather than the objective and recapitulative headlines which are preferred. This paper will examine the function and significance of headlines, and conduct a comparative analysis on contents and forms of the headlines in offline newspaper and online newspaper in order to identify the characteristics of each newspaper. Through comparisons, it examines the types of headlines and the transference of headlines. In addition, it examines the differences in recognition of copy editors according to media in determining the headline, and it illuminates which type of headlines is preferred in order to instigate readers to read online newspapers. The analysis results of title-transferring cases in offline newspaper and online newspapers are that offline newspapers try to convey the contents accurately by making use of an information-transferring headline, while attention-attracting headline or subject-hiding headlines tend to be used for attracting the eye of readers. In addition, analysis results of headlines that are put on the top with a click counts in online newspapers are that attention-attracting headlines are the majority, while subject-hiding headlines that are hardly used in offline newspapers, are well-used in online newspapers. In an interview with copy editors, they responded that offline editors focus on the fact-transference in determining the title, while online editors put the weight on immediacy in the delivery of news and the function of guiding readers.

A Study on Establishing a Differentiated Marketing Strategy for Online Shopping Malls in China to Improve Customer Loyalty (소비자 충성도 제고를 위한 중국 온라인 쇼핑몰의 차별화된 마케팅전략 수립에 관한 연구)

  • Mou, Cong;Kim, Hyoungtae
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.43 no.2
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    • pp.87-97
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    • 2020
  • The purpose of this study is to suggest the characteristics of online shopping malls and find a way to establish a differentiated marketing Strategy for online shopping malls in China. This study investigated the effect on the loyalty by applying the perceived shopping value (Hedonic Value, Utilitarian Value) of consumers in online shopping malls. In addition, In order to grasp the factors affecting consumer loyalty in online shopping malls, the characteristics of online shopping malls are multidimensional, consisting of product characteristics, recommended quality, benefit services, and community services. In order to obtain the purpose of the study, a questionnaire was surveyed for chinese online shopping experience and the research model was verified through empirical analysis method. Statistical analysis program was used together with SPSS 24.0 and AMOSS 24.0. Looking at the results of the analysis, firstly, the recommended quality and benefit service of online shopping malls are positive for the perceived hedonic value of consumers. The product characteristics and community service were found to have no effect on the hedonic shopping value. Secondly, the product characteristics, recommended quality, benefit service, and community service of online shopping malls on the utilitrian value perceived by consumers were positively affected. Thirdly, the perceived hedonic value has a positive effect on loyalty. Finally, it was confirmed that perceived utilitrian value affects loyalty. Based on the results of this study, a differentiated marketing strategy was established for existing chinese online shopping mall operators and potential new operators as well.

A Structured Analysis Model of Customer Loyalty in Online Games (고객 충성도(Customer Loyalty)에 영향을 미치는 온라인 게임의 중요 요소에 대한 LISREL 모델 분석)

  • Choi, Dong-Seong;Park, Sung-June;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.11 no.3
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    • pp.1-21
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    • 2001
  • In recent years, the market for online computer games has become an important part in the entertainment industry. New online games have been introduced every month and the numbers of game players who are playing online games have grown rapidly. However, only a few online games have been successful in making a good profit among many online games. Why are most players playing only a few online games repeatedly? To answer the question, this research focuses on the customer loyalty and their optimal experience(flow) in playing specific online games. This research hypothesizes that customer loyalty for specific online game can be increased by customers' optimal experience(flow) in playing it, and they would feel optimal experience because of mechanic and social interaction in online games. In order to validate the hypothesis, this research analyzes online survey data of players of various online games. According to this survey results, players' optimal experience is affected by their mechanic interaction between a player and an online game system, and their social interaction with other players who participated in the online game. And their optimal experience during playing the online game affects the degree of customer loyalty to the game. This paper ends with conclusions of the survey results and study limits.

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大学生在线学习效果的多维度比较研究

  • Lijuan Huang;Xiaoyan Xu
    • Journal of East Asia Management
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    • v.4 no.2
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    • pp.39-62
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    • 2023
  • Online and offline mixed teaching mode has become an important way to promote the connotative development of higher education. Under the background that offline teaching has become mature, in order to further promote the development of online education, and promote the implementation of the mixed teaching mode, to mix and to provide basis for the construction of the mixed teaching mode, this study takes the online learning effect as the evaluation basis, adopts the online questionnaire survey to conduct statistical analysis of the online learning behavior of 2213 college students, and discusses the differentiation phenomenon of online learning groups from the micro, meso and macro perspectives. It is found that there are significant differences in the online learning effect of college students in terms of the type of learning platform, whether the school implements the online offline mixed teaching mode, education background, grade (bachelor's degree), and region. Colleges and universities should strengthen the promotion of online and offline mixed teaching mode; The online learning platform should improve the platform function and strengthen the functional differentiation design of learning resources for students. Education departments pay attention to the learning effect of online learners in different regions, and bridge the gap in regional education.

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
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    • v.14 no.1
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    • pp.1-26
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    • 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.

Development of Support Programs for Online University Based on Teacher's & Learner's Competency for English Medium Teaching

  • PARK, Sohwa;CHANG, Kyunwon
    • Educational Technology International
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    • v.10 no.1
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    • pp.59-78
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    • 2009
  • Language Capital is one of the most important academic abilities and competencies for new era of globalization worldwide. In Europe and Asia where English is not the native language, it is necessary to encourage higher education to improve language competency from both qualitative and quantitative aspects. In so far as online university concerned, it appears of significance to prepare for globalization from the perspective of cross border education, and it needs to focus on how to design and develop English-medium teaching (EMT) or in other words English mediated instruction(EMI) for both teachers and students. In order to provide supportive programs of English-mediated class for teachers and students, the study examined and analyzed what abilities are needed for teachers based on DACUUM approach, suggesting teachers' competency as well as strategies for online- EMT. Based on literature review, DACUUM analysis, focus group interview with teachers and students who experienced online EMT, online programs supporting both teachers and students for online EMI were developed. This program expects to play roles of practical guidelines and reference for both teachers and students online in an extension of language capital improvement.

Analyzing the Differences among Online Gaming Users' Gaming Addiction Prevention Behaviors based on Risk Perception and Self-efficacy : Testing RPA Framework on Korean College Students (온라인 게임 사용자의 위험지각과 자기효능감에 따른 게임 중독 예방행위 간 차이분석 : 국내 대학생을 대상으로 한 위험지각태도 프레임웍을 기반으로)

  • Choi, Byounggu;Wang, ChenWei;Lee, Jae-Nam
    • Journal of Information Technology Applications and Management
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    • v.22 no.2
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    • pp.19-41
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    • 2015
  • Many studies have focused on the influences and outcomes of online game addiction. However, few studies have investigated how the online game addiction prevention behavior differs depending on online game user. In order to fill this gap, this study attempts to classify online game users based on risk perception attitude (RPA) framework. More specifically, this research tries to show online game user can be classified into four groups based on perceived risk of online game addiction and efficacy beliefs of online game addiction protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for online game addiction prevention. For this purpose, analysis on survey data from 240 Korean college students who use online game reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for online game addiction prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of online game addiction prevention strategies and policy.