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상호작용성 구성요인이 e-learning 사이트 수용의도에 미치는 영향
구자철(Ja-Chul Gu),신병호(Byung-Ho Shin),서영호(Yung-Ho Suh),이상철(Sang-Chul Lee) 한국경영과학회 2009 經營 科學 Vol.26 No.2
The purpose of this research is to identify the factors affecting user acceptance of e-learning site. To more precisely explain an individual’s behavior of accepting e-learning site, Perceived Interactivity is divided into four components; User Control, Responsiveness, Personalization and Connectedness. This research investigates the causal relationship among four components and basic factors of TAM. This research uses structural equation modeling (SEM) to confirm the validity and analyzes the causal relationship of the suggested model. The results indicates strong support for the validity of proposed model with 54.8% of the variance in behavioral intention to e-learning site. The result finds that all the basic casuality of TAM are significant and most components of Perceived Interactivity are significant. However the path Connectedness to Perceived Ease of Use and User Control to Perceived Playfulness is not significant. Among components of Perceived Interactivity, Personalization is the strongest antecedent of TAM. Perceived Usefulness is the strongest antecedent of behavioral intention of e-learning site.
이상철,상균영,구자철,서영호,Lee, Sang-Chul,Xiang, Jun-Yong,Gu, Ja-Chul,Suh, Yung-Ho The Korean Operations Research and Management Scie 2006 經營 科學 Vol.23 No.2
The purposes of this research are to identify causalities among flow and customer loyalty In Chinese online games, and to identify the factors by which flow are influenced. This research tests the model with Chinese on-line game users and compare this result with Korea and Japanese results which were conducted by Lee's research. These implications are thought to be helpful for Korean online game companies to understand the Chinese online game user and to develop the penetration strategies. The results indicated that significant Path coefficients to flow were the convenience of operator, the provision of information, the reality of design. The results indicated that significant path coefficients to customer loyalty were the involvement of virtual community and flow. The involvement of virtual community to flow was not significant but to customer loyalty was significant. The provision of information was negatively influenced on flow. The result of comparison indicated that the path coefficients were different among nations. Korea online game companies need to develop the indigenized online game and to Provide the information to their Chinese partner correctly and quickly.