The relationship marketing is important in the service industry especially the one involved the complex, highly intangible services such as life insurance. By reproducing the theoretical based for the study, this paper has acknowledged different determinant of interaction and different impacts on the insurance industry. Considering this theoretical and conceptual diversity, the aim of this paper is to review and summarize the literature dealing with relationship marketing. Indeed, the goal is to realize a descriptive analysis of empirical literature focusing on the conceptualization, measurement, antecedents of relationship marketing, and to provide an integrative model for these antecedents and consequences. The recommended framework may serve as the practical guide for the insurance company in their marketing strategies and increase their competitive advantage.
Preventive maintenance (PM) is the basic policy in maintenance system and widely used in companies all over the world. However, its advantages are not always fully received by the company because it is not carried out according to prescribed planning and schedule. This is because of improper implementation of the PM that leads to the major problem of increasing number of machine downtime. One of the reasons for the problem is ineffective PM checklist used during the implementation. Therefore, the aim of this paper is to reduce the planned downtime for PM by analyzing and enhancing the PM checklist. This is to show the importance of having good PM checklist as it simplified technicians workload and can reduce machine downtime if conducted properly. Consequently, good PM checklist will show the performances of the technicians doing their tasks as well as the performances of the machines to be operated in good operational condition.
Learning through gamification has been one of the most popular techniques and methods used by today's educators because it creates a fun environment of learning that may boost student performance in their studies. This study aims to investigate gamification acceptance among students in Malaysian higher education institutions, and the moderating effect of gender. The COVID-19 outbreak has made online learning essential in all educational sector in the world; hence, the motivation for this study. The study involved a representative sample of 406 survey responses from students currently enrolled in a diploma programme at Malaysian universities. The data were analysed with Structural Equation Modelling (SEM). According to the results, only one factor substantially influenced students' acceptance of gamification: performance expectancy. Gender had a moderating effect on performance expectancy regarding the acceptance of gamification. The findings may be a guideline for future studies in response to changes in the existing learning approach.
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