Although the internet is a popular shopping medium for global consumers, research into the issues of online shopping is still scarce. This study attempts to serve as a basis for internet marketing by employing a holistic model to conceptualize e-service quality. The survey results from 444 college students suggest that the three dimensions of e-service quality: interaction quality, environmental quality, and outcome quality, do have significant impacts on online customer's perceived value and loyalty. Both utilitarian and hedonic values are positively related to customer loyalty. This study concludes with discussions of managerial implications and directions for future research.
The modern student is used to visual information and needs an engaging, stimulating, and fun method of teaching to make learning enjoyable and memorable. Recently, more and more teachers are changing traditional teaching methods and incorporating the concept of learner-centered teaching into their courses. Students must actively identify gaps in self-knowledge, construct clear learning topics, and then integrate relevant information to explain or solve problems. In order to enhance students’ interest in learning and affect their learning effectiveness, the present study introduces students to problem-oriented and game-based learning methods for solving the development problems of chain board games. Students in the third year already possess basic theoretical knowledge and have achieved relevant learning achievements, such as competition awards, industry/academic experience, class cadre experience, community service, etc. Thus, 125 students from two classes participated in this study via quantitative questionnaires. Data analysis with SPSS data revealed significant differences between learning effectiveness and learning methods, social interaction, and subject engagement; students with good learning outcomes were significantly more likely to organize notes and use methods than those with poor learning outcomes.
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