Exploring the Key Factors of Consumer Adopting E-Learning Systems
碩士 === 世新大學 === 傳播管理學研究所(含碩專班) === 98 === With the development of increasingly sophisticated Internet technology to drive the learning environment of innovation, E-learning the government promotes, have become the trend of teaching. Output of the E-learning industry is growing year by year, such a h...
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ndltd-TW-098SHU053750162016-05-01T04:04:55Z http://ndltd.ncl.edu.tw/handle/80119117743098103163 Exploring the Key Factors of Consumer Adopting E-Learning Systems 消費者採用數位學習之關鍵因素探討 Chun Ching Ku 古純菁 碩士 世新大學 傳播管理學研究所(含碩專班) 98 With the development of increasingly sophisticated Internet technology to drive the learning environment of innovation, E-learning the government promotes, have become the trend of teaching. Output of the E-learning industry is growing year by year, such a huge value for money, personnel training and industry development will be an important issue. Therefore, to understand the users of E-learning platforms in operation before use on the perception of dimensions, in order to improve learning, according to the efficiency, this is ground-breaking here, trying to extract the user in practice after the evaluation of E-learning platforms factors. The results showed that the past system success model DeLone & McLean model scales to measure surface structure and composition of projects, can not meet the E-learning platform in the interactive experience on the perceptual experience. Analysis of the literature found that in the past to measure information systems to use more DeLone & McLean model as a measure dimensions, but now technology is so advanced, compared to network-based, highly interactive and multimedia E-learning platform has been the traditional information platform is very different. Therefore, this study used depth interviews, sampling of three different interactive learning platform, as the research. Carries on the understanding by the domestic some universities, colleges and institutes, so as to several have studied the platform user's after use consciousness experience. Combined Schmitt (1999) proposed experiential marketing strategy experience to compare module to understand the scale of applicability. The results showed that the higher the interactive platform for the system dimensions of quality and experience show the relative importance of the response, while the interactive platform of lower quality requirements are higher for the information. The results of this study will contribute to the development of E-learning platform direction. Because the quality essence lies in weighs the consumer to use on the consciousness. Therefore in, if the quality control for the consumer's preferences, can effectively help system to import. Therefore, we hope this study will provide tertiary institutions and industry E-learning courses during construction of an important reference. Ya-Kang Chiu 邱亞康 2010 學位論文 ; thesis 118 zh-TW |
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碩士 === 世新大學 === 傳播管理學研究所(含碩專班) === 98 === With the development of increasingly sophisticated Internet technology to drive the learning environment of innovation, E-learning the government promotes, have become the trend of teaching. Output of the E-learning industry is growing year by year, such a huge value for money, personnel training and industry development will be an important issue. Therefore, to understand the users of E-learning platforms in operation before use on the perception of dimensions, in order to improve learning, according to the efficiency, this is ground-breaking here, trying to extract the user in practice after the evaluation of E-learning platforms factors. The results showed that the past system success model DeLone & McLean model scales to measure surface structure and composition of projects, can not meet the E-learning platform in the interactive experience on the perceptual experience.
Analysis of the literature found that in the past to measure information systems to use more DeLone & McLean model as a measure dimensions, but now technology is so advanced, compared to network-based, highly interactive and multimedia E-learning platform has been the traditional information platform is very different. Therefore, this study used depth interviews, sampling of three different interactive learning platform, as the research. Carries on the understanding by the domestic some universities, colleges and institutes, so as to several have studied the platform user's after use consciousness experience. Combined Schmitt (1999) proposed experiential marketing strategy experience to compare module to understand the scale of applicability. The results showed that the higher the interactive platform for the system dimensions of quality and experience show the relative importance of the response, while the interactive platform of lower quality requirements are higher for the information.
The results of this study will contribute to the development of E-learning platform direction. Because the quality essence lies in weighs the consumer to use on the consciousness. Therefore in, if the quality control for the consumer's preferences, can effectively help system to import. Therefore, we hope this study will provide tertiary institutions and industry E-learning courses during construction of an important reference.
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author2 |
Ya-Kang Chiu |
author_facet |
Ya-Kang Chiu Chun Ching Ku 古純菁 |
author |
Chun Ching Ku 古純菁 |
spellingShingle |
Chun Ching Ku 古純菁 Exploring the Key Factors of Consumer Adopting E-Learning Systems |
author_sort |
Chun Ching Ku |
title |
Exploring the Key Factors of Consumer Adopting E-Learning Systems |
title_short |
Exploring the Key Factors of Consumer Adopting E-Learning Systems |
title_full |
Exploring the Key Factors of Consumer Adopting E-Learning Systems |
title_fullStr |
Exploring the Key Factors of Consumer Adopting E-Learning Systems |
title_full_unstemmed |
Exploring the Key Factors of Consumer Adopting E-Learning Systems |
title_sort |
exploring the key factors of consumer adopting e-learning systems |
publishDate |
2010 |
url |
http://ndltd.ncl.edu.tw/handle/80119117743098103163 |
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