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        基于UDMISS理论的中国移动医疗APP质量和用户满意度的关系研究

        曹峻玮 ( Junwei Cao ),张贵花 ( Guihua Zhang ),刘栋 ( Dong Liu ) 사단법인 아시아문화학술원 2021 인문사회 21 Vol.12 No.3

        移动医疗APP近几年在中国快速发展, 特别是随着COVID-19的爆发, 越来越多的人开始通过移动医疗APP在线获取医疗健康服务。本研究以移动医疗APP质量、用户对移动医疗APP熟悉程度为研究视角, 分析了影响用户满意度的因素。基于更新的信息系统成功理论(UDMISS), 考察已有的相关研究, 建立了包括3个维度、4个变量的研究模型, 提出了和研究相关的假设, 并对移动医疗APP用户进行问卷调查, 使用PLS-SEM以及SmartPls3.0对问卷数据进行分析, 对研究模型进行评价, 并且对提出的假设进行了验证。通过本研究期待为移动医疗APP企业的发展和营销提供理论基础和实践指导。 Mobile medical APP have developed rapidly in China in recent years, especially with the explosion of COVID-19, more and more people have started to access medical and health services online through mobile medical APP. This study analyzes the factors affecting user satisfaction by taking the quality of mHealth APP and users’ familiarity with mHealth APP as the research perspective. Based on the updated theory of information system success (UDMISS), the existing related studies were examined, a research model including 3 dimensions and 4 variables was established, hypotheses related to the study were proposed, and a questionnaire survey was conducted on mHealth APP users, and the questionnaire data were analyzed using PLS-SEM and SmartPls3.0 to evaluate the research model, and the proposed The hypotheses were validated. This study is expected to provide theoretical basis and practical guidance for the development and marketing of mobile medical APP companies.

      • KCI등재

        在线教育平台游戏化元素对持续使用的影响机制研究: 基于S-O-R视角

        张贵花 ( Guihua Zhang ),曹峻玮 ( Junwei Cao ),刘栋 ( Dong Liu ) 사단법인 아시아문화학술원 2021 인문사회 21 Vol.12 No.6

        近几年在线教育快速发展, 特别是随着COVID-19的爆发, 越来越多的⼈开始通过在线教育平台进行学习。本研究从在线教育平台中的游戏元素切入, 分析影响⽤户持续使用的因素。基于刺激机体反应框架(S-O-R Framework), 在先行研究的基础上, 提出假设, 建⽴研究模型。对在线教育⽤户进⾏问卷调查后, 使⽤PLS-SEM以及SmartPls3.0进行假设验证。研究结果表明游戏化元素对在线教育用户的享受和持续使用有显著的积极影响, 同时发现用户的适应性显著的正向调节了游戏化元素和用户享受之间的关系。研究指出, 为了更好地激发用户兴趣, 在线教育企业应结合课程内容和用户特点, 精心设计游戏化体验。 Online education is developing rapidly in recent years. Especially with the outbreak of COVID-19, more and more people begin to learn through online education platform. This research starts with the elements of gamification in online education and analyzes the factors affecting users’ continuous use. Based on the Stimulus-Organism-Response Framework (SOR) and the previous researches, the hypothesis was put forward, and the research model was established. After the questionnaire survey of online education users, PLS-SEM and smartpls3.0 were used to verify the hypothesis. The research results show that gamification elements have a significant positive impact on the enjoyment and continuous use of online education users, and it is also found that users’ adaptability significantly positively regulates the relationship between gamification elements and users’ enjoyment. Research points out that in order to better stimulate user interest, online education companies should carefully design gamification experience in combination with course content and user characteristics.

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