• Title/Summary/Keyword: e-만족

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Effect of Education Service Quality affecting Student Satisfaction in Cyber University (사이버대학의 교육서비스 품질이 학습 만족에 미친 영향)

  • Kim, Joon-Woo;Kim, Yong-Gu
    • Journal of Digital Convergence
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    • v.8 no.3
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    • pp.115-127
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    • 2010
  • This study investigates the effect of E-learning service quality toward users' learning satisfactions when moderating by users' study motivations at cyber universities. For this end, the E-learning service quality was measured with SERVQUAL which was widely employed in academic research area. From rich survey analysis, this study finds that the three factors of E-learning service quality such as concreteness, certainty, credibility and sympathy are statistically correlated with users' learning satisfactions, but the responsiveness is not. Also in order to test the hypothesis that the study motivation is a moderate variable, the three step regression analysis was applied. Finally, this research finds that the study motivation has the role of moderate variable to affect the users' learning satisfactions.

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A Meta-analysis of Relationship among Satisfaction, Trust, and Loyalty in E-commerce (전자상거래 연구에서 만족, 신뢰 그리고 충성도 간에 관계에 관한 메타분석)

  • Nam, Soo-Tai;Yang, Ki-Seol;Jin, Chan-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.7
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    • pp.1711-1718
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    • 2015
  • A Meta-analysis refers to a statistical literature synthesis method from the quantitative results of many known empirical studies. Recently, the convergence of knowledge-based society and, information telecommunication technologies has a rapid impact on politics, economics and various fields. A meta-analysis was conducted to identify the relationships among satisfaction, trust, and loyalty in e-commerce studies. A total of 57 research papers published in Korean academic journals during 2002 and 2013 were reviewed and the causal relationships among satisfaction, trust, and loyalty in e-commerce were established. The result of the meta-analysis might be summarized that the highest effect size (r =. 591) was in the path from the satisfaction to the trust. The second biggest effect size (r =. 554) was found in the path between the satisfaction to the loyalty. The third biggest effect size (r =. 552) was found in the path between the trust to the loyalty. By the way, the smallest effect size (r =. 484) was found in the path between the trust to the satisfaction.

Factors Affecting the User Satisfaction with e-Authentication (전자인증 서비스의 사용자 만족에 영향을 미치는 요인)

  • Kim, Soo-Hyun
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.389-396
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    • 2020
  • E-authentication is one of the key functions for electronic transactions with the identification function made through the information systems. With the abolition of the mandatory use of public certificates, various private e-authentication services have emerged, and are developing to provide various additional services in addition to e-authentication. In this study, we explored the factors that affect user satisfaction with e-authentication services, compared the relative influence among the factors that we explored, and produced implications that could contribute to strengthening the competitiveness of e-authentication services. Based on the characteristics of e-authentication service, we searched and found four factors such as availability, convenience, added functionality and security. After that, we established and analyzed our research model to analyze the causal relationship between these four factors and user satisfaction. The analysis results showed that availability, convenience and security had significant effects on user satisfaction, but added functionality had no significant impact. In addition, compared to availability and convenience, security had a very strong impact on user satisfaction. This study suggests that e-authentication service providers should make efforts to make users aware of the usefulness of additional services while enhancing security.

An Exploratory Study of e-Learning Satisfaction: A Mixed Methods of Text Mining and Interview Approaches (이러닝 만족도 증진을 위한 탐색적 연구: 텍스트 마이닝과 인터뷰 혼합방법론)

  • Sun-Gyu Lee;Soobin Choi;Hee-Woong Kim
    • Information Systems Review
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    • v.21 no.1
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    • pp.39-59
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    • 2019
  • E-learning has improved the educational effect by making it possible to learn anytime and anywhere by escaping the traditional infusion education. As the use of e-learning system increases with the increasing popularity of e-learning, it has become important to measure e-learning satisfaction. In this study, we used the mixed research method to identify satisfaction factors of e-learning. The mixed research method is to perform both qualitative research and quantitative research at the same time. As a quantitative research, we collected reviews in Udemy.com by text mining. Then we classified high and low rated lectures and applied topic modeling technique to derive factors from reviews. Also, this study conducted an in-depth 1:1 interview on e-learning learners as a qualitative research. By combining these results, we were able to derive factors of e-learning satisfaction and dissatisfaction. Based on these factors, we suggested ways to improve e-learning satisfaction. In contrast to the fact that survey-based research was mainly conducted in the past, this study collects actual data by text mining. The academic significance of this study is that the results of the topic modeling are combined with the factor based on the information system success model.

Impacts of e-Sports Specialization on Flow Experience and Satisfaction - The case of League of Legends- (e스포츠 전문화 수준이 플로우(Flow)와 관람만족에 미치는 영향 - LOL을 중심으로-)

  • Kim, Joo-Hee
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.61-72
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    • 2019
  • This study has meanings by adapting recreation specialized theory, focusing on outdoor recreation activities, on indoor recreation, e-sports. LoL is leading the e-sports fever now, and this study is targeting its spectators, reflecting and analyzing recent e-sports consumers' leisure feature statistically. For the further research, adapting a theory to various fields to generalize is required. Also, the researches on e-sports leisure need both quantitative and qualitative methods.

An Empirical Study on e-Loyalty of Social Networking Sites (소셜네트워킹 사이트의 e-고객충성도에 관한 실증연구)

  • Jia, Ming-Hao;Jeong, Dae-Yul
    • The Journal of Information Systems
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    • v.19 no.2
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    • pp.1-21
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    • 2010
  • 웹 2.0 기술의 급속한 발전은 인터넷을 통한 커뮤니티 형성을 효과적으로 가능하게 함으로서 소셜네트워킹 사이트(SNS)의 급속한 성장을 가져왔다. 본 연구는 소셜네트워킹 사이트의 고객충성도를 높이는 요인이 무엇인가를 실증적으로 밝히는데 있다. 연구모형은 세 개의 독립요인(시스템 능력, 정보 적절성, 콘텐츠 가치)과 두 개의 매개요인(사이트 매력도, e-고객만족)으로 구성되어 있다. 중국인들을 대상으로 한 실증연구 결과 정보 적절성과 콘텐츠 가치가 사이트 매력도에 직접 영향을 미치며, 이는 다시 고객만족을 통하여 고객의 충성도에 간접적으로 영향을 미치는 것으로 나타났다. 또한 사이트 매력도는 고객만족과 고객충성도에 강력한 영향을 미치는 것으로 나타났다. 구조모형에 대한 경로분석결과 사이트 매력도는 고객만족도를 높이는 중요한 매개변수임을 밝히고 있다. 본 연구에서는 소셜네트워크 사이트에서 이 매개변수들을 어떻게 하면 효과적으로 높일 것인가에 대한 다양한 시사점들을 제시하고 있다.

Factors Affecting eSports Audience Satisfaction - The case of League of Legends (e스포츠 관람만족에 영향을 미치는 요인 연구 - LoL을 중심으로)

  • Lee, Ji-Young;An, Jae-Woong;Lee, Sang-Woo
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.35-46
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    • 2014
  • With the introduction of e-Sports, games have emerged as a new public culture. Also, it has had positive effects on related industries including game, contents, broadcasting, IT and more. Studies on eSports consumer behavior are required for the continuous vitalization of the eSports industry. However, there are insufficient studies on the psychological aspect of eSports consumers. This study aims to find the motivations for watching the League of Legends(LoL), which has opened a new paradigm of eSports. We also find the relationship between such viewing motivation and satisfaction. This study is expected to be the base of future studies on eSports consumer motivation and establish effective marketing strategies in the industry.

A meta-analysis of relationship between satisfaction, trust and loyalty on e-commerce (전자상거래 연구에서 만족, 신뢰 및 충성도 관계에 대한 메타분석)

  • Nam, Soo-Tai;Kim, Do-Goan;Lee, Yun-Hee;Jin, Chan-Yong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.189-190
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    • 2013
  • 메타분석은 여러 실증연구의 정량적인 결과를 통합과 분석을 통해 전체 결과를 조망할 수 있는 기회를 제공함과 분석들의 분석을 한다는 의미로 사용된다. 선행연구를 살펴보면 만족과 충성도 간의 관계에 관한 연구가 43편, 신뢰와 충성도 간의 관계가 24편으로 전자가 많은 것을 알 수 있다. 만족과 신뢰 간의 관계는 13편, 신뢰와 만족 간의 관계는 8편의 연구를 확인할 수 있었다. 이러한 전자상거래 연구에서 만족, 신뢰와 충성도 간의 관계에 관한 연구들을 문헌연구와 메타분석을 실시하였다.

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Subjective Well-Being in the Workplace: The Role of Work Self-Efficacy and Work Meaningfulness (직장에서의 주관적 안녕감: 업무 효능감과 업무 의미감의 역할)

  • Lee, Jong Man;Oh, Sangjo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.131-134
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    • 2014
  • 본 연구의 목적은 직장인의 주관적 안녕감에 대한 업무 효능감/의미감의 역할을 조사하는 것이다. 이를 위해 본 연구는 긍정 정서, 부정 정서, 삶의 만족과 같은 주관적 안녕감의 구성요인들과 업무 효능감, 업무 의미감으로 구성된 이론모형을 제안하였다. 설문방법을 이용하여 자료를 수집하였고, 구조방정식모형을 사용하여 자료를 분석하였다. 분석결과 첫째, 예상대로 긍정 정서는 삶의 만족에 긍정적인 영향을 미치는 반면 부정 정서는 삶의 만족에 부정적인 영향을 미치는 것으로 나타났다. 둘째, 업무 효능감과 업무 의미감은 긍정/부정 정서와 삶의 만족 간의 관계를 매개하는 것으로 나타났다. 업무 효능감 및 의미감이 직장인의 행복감에 의미 있는 영향을 미친다는 본 연구의 결과는 조직 관리자들이 효과적인 지휘 전략을 수립하는데 기초 자료가 될 것으로 기대된다.

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Key Factors Affecting Students' Satisfaction and Intention to Use e-Learning in Rwanda's Higher Education (르완다 고등교육기관 학생들의 e-러닝 만족도 및 사용의도에 영향을 미치는 핵심요인 연구)

  • Violaine, Akimana;Hwang, Gee-Hyun
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.99-108
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    • 2019
  • This study aims to explore key factors which influence user's decision-making on the adoption of e-learning. We integrated UTAUT and Information Success Models to test that four independent factors affect student satisfaction to use e-learning in Rwanda's higher education. Data was collected by surveying students of University of Rwanda and Protestant Institute of Social Sciences (n=206). The analysis results showed that performance expectancy, facilitating conditions and effort expectancy except for social influence have a significant effect on students' satisfaction. This can help university administrators understand the factors that influence students' adoption of e-learning and incorporate these results into Rwanda's e-learning design and implementation. In final, Rwanda's government can contribute to establishing the e-learning policy and allocating its relevant resources centered on student needs.