15,810 research outputs found
Using Contactless Mobile Payment in the Vietnamese Restaurant Industry
This study develops a critical understanding of Contactless Mobile Payment (CMP) in the context of consumer behaviour and explores its use in the Vietnamese restaurant industry. An online survey was used to collect the data (n=153) from Vietnamese consumers. Data analysis was conducted with the use of SPSS and AMOS software. A Confirmatory Factor Analysis (CFA) in conjunction with Structural Equation Modelling (SEM) were employed to explore consumer perceptions regarding the use of CMP. The findings indicate that consumers find CMP a fast and convenient way to make transactions in Vietnamese restaurants. The findings also indicate the importance of ease of use and security. The study contributes to the understanding of consumer behaviour in regard to technology in the service industries context
Sponsorship image and value creation in E-sports
.E-sports games can drive the sports industry forward and sponsorship is the best way to engage consumers of this new sport. The purpose of this study is to examine the effect of sponsorship image and consumer participation in co-creation consumption activities on fans’ sponsorship response (represented by the variables interest, purchase intention and word of mouth) in e-sports. Four antecedent variables build sponsorship image (i.e., ubiquity of sport, sincerity of sponsor, attitude to sponsor and team identification). A quantitative approach is used for the purposes of this study. Some 445 questionnaires were filled in by fans who watch e-sports in Spain; these are analyzed using partial least squares structural equation modeling (PLS-SEM). The outcomes show that sponsor antecedents are crucial factors if a sponsor wants to change their sponsorship image and influence sponsorship response, and that it is also possible to use participation to improve responsesS
Gamification in E-Learning: game factors to strengthen specific English pronunciation features in undergraduate students at UPTC Sogamoso
Appendix A Characterization survey (104), Appendix B. EFL Students’ questionnaire (109), Appendix C. Characterization survey: data treatment question (113), Appendix D. Informed consent letter, English version (114), Appendix E. Carta de consentimiento informado, versión en español (117), Appendix F. Time Schedule (120), Appendix G. Sample Challenges at Moodle (126), Appendix H. Participants’ questionnaire results (128).La gamificación es un término que suele denotar el uso de componentes del juego en situaciones no relacionadas con el juego en sí para crear experiencias de aprendizaje agradables, divertidas y motivadoras para los estudiantes (Werbach y Hunter, 2012). Por lo tanto, el análisis de los factores básicos de los juegos se convierte en algo esencial a la hora de definir y utilizar la gamificación como estrategia de mediación del inglés como lengua extranjera para fortalecer rasgos específicos de pronunciación en los estudiantes de pregrado de la UPTC Sogamoso.
El procedimiento de estudio se basa en la investigación acción mediante la implementación de la estrategia de gamificación para la mediación en la pronunciación del inglés, orientada a treinta estudiantes de diferentes programas de ingeniería, administración y tecnología con niveles heterogéneos de dominio del inglés. Las actividades se centran principalmente en la producción de sonidos, el ritmo, el acento y la entonación, los rasgos de pronunciación segmental y suprasegmental.
Los resultados arrojaron una evidente mejora en las características segméntales y suprasegmentales de la percepción en la pronunciación de los participantes así como la contribución del objetivo de los juegos a la instrucción fonética y fonológica, la sensación en el juego a la motivación para mejorar la pronunciación, el reto establecido en los juegos a la actitud positiva de los participantes, y la sociabilidad a la exposición practica de la pronunciación inglesa.Gamification is a relatively new term that often denotes the use of game components in situations unrelated to the game itself to create enjoyable, fun, and motivating learning experiences for students (Werbach and Hunter, 2012). Therefore, analyzing the games' basic factors becomes essential when defining and using gamification as a strategy for English as Foreign Language mediation to strengthen specific pronunciation features in UPTC Sogamoso undergraduate students.
The study procedure is based on action research by implementing the gamification strategy for mediation in English pronunciation, oriented to thirty students from different engineering, management, and technology programs at heterogeneous levels of English proficiency. The activities mainly focus on sound production, rhythm, stress, and intonation, segmental and suprasegmental pronunciation features.
The results showed an evident improvement in the segmental and suprasegmental features of the participants' pronunciation perception as well as the contribution of game goals to phonetics and phonological instruction, the game sensation to the motivation for pronunciation improvement, the game challenge to the participants' positive attitude, and the sociality to the English pronunciation exposure practice
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Meaning-Making Practices of Emergent Arabic–English Bilingual Kindergarten Children in Cairo
The number of British Schools in the Middle East and North Africa (MENA) region is growing. The National Curriculum of England is used by an increasing number of such schools. As well as exporting a culturally-specific curriculum, these schools usually adopt an ideology of monolingualism, thus potentially limiting communication for emergent bilinguals and failing to acknowledge the multiple ways of meaning-making.
Current studies of translanguaging are moving the focus to multimodal forms of communication as a resource for thinking and communicating (García and Wei 2014, Wei 2018). Building on the work of Kress (1997, 2010) I explore pre-school emergent bilinguals’ wider signifying practices and create an analytical framework, which I call MMTL (multimodal translanguaging), used as a lens to illustrate meaning-making.
Valley Hill in Cairo, Egypt is a British school which encourages ‘English-only’ as the medium of instruction in the kindergarten. Using a case study methodology, this research explores the meaning-making practices of eight emergent bilingual children aged 3–4 during child-initiated play, later reduced to four in the thesis to provide a detailed multimodal analysis. The principal aim is to explore their speech, gaze, gesture, and their engagement (layout/position) with artefacts during play.
The findings of this study suggest that although there is an ‘English-only’ approach, these young emergent bilingual children are meaning-making in a variety of ways. Children are translanguaging but it is never in isolation from other modes of communication. Emergent bilinguals use a range of modes to mediate their understanding and communication with others. They use gesture, gaze, and artefacts alongside translingual practices to move meaning across to more accessible modes, enabling communication and understanding. The implications for schools should be to embrace such hybrid practices and for teachers to be more responsive to young children’s meaning-making to enable learning
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The influence of blockchains and internet of things on global value chain
Copyright © 2022 The Authors. Despite the increasing proliferation of deploying the internet of things (IoT) in the global value chain (GVC), several challenges might lead to a lack of trust among value chain partners, for example, technical challenges (i.e., confidentiality, authenticity, and privacy); and security challenges (i.e., counterfeiting, physical tampering, and data theft). In this study, we argue that blockchain technology (BT), when combined with the IoT ecosystem, will strengthen GVC and enhance value creation and capture among value chain partners. Therefore, we examine the impact of BT combined with the IoT ecosystem and how it can be utilized to enhance value creation and capture among value chain partners. We collected data through an online survey, and 265 U.K. Agri-food retailers completed the survey. Our data were analyzed using structural equation modeling. Our finding reveals that BT enhances GVC by improving IoT scalability, security, and traceability combined with the IoT ecosystem. Moreover, the combination of BT and IoT strengthens GVC and creates more value for value chain partners, which serves as a competitive advantage. Finally, our research outlines the theoretical and practical contribution of combining BT and the IoT ecosystem
Is Facebook Use Helping or Hurting Your Healthcare Employees During COVID?
The COVID pandemic has drastically impacted peoples’ lives and workplaces, especially those who work in healthcare and have been on the forefront battling this global health crisis. There has been great uncertainty regarding how to effectively mitigate health risks due to the pandemic, and many healthcare employees have turned to social media outlets, such as Facebook, to express their thoughts and concerns. However, social media can either play a positive or negative role depending on what type of information is transmitted and how it is perceived. Some employees are more affected by social media than others regarding the pandemic, and people cope differently with this information based on their personality. Two prominent personality traits—extraversion and neuroticism—have been tied to positive and negative affect, respectively. Based on Affective Events Theory (AET), this paper will unpack these crucial relationships to analyze two key personality dimensions of healthcare employees, extraversion and neuroticism, the moderating role of Facebook use, and outcomes at work. This paper’s purpose is to empirically investigate how, in the highly COVID affected healthcare industry, these variables impact employee mental health, counterproductive work behavior, and workplace social courage
The influence of blockchains and internet of things on global value chain
Despite the increasing proliferation of deploying the Internet of Things (IoT) in global value chain (GVC), several challenges might lead to a lack of trust among value chain partners, e.g., technical challenges (i.e., confidentiality, authenticity, and privacy); and security challenges (i.e., counterfeiting, physical tempering, and data theft). In this study, we argue that Blockchain technology, when combined with the IoT ecosystem, will strengthen GVC and enhance value creation and capture among value chain partners. Thus, we examine the impact of Blockchain technology when combined with the IoT ecosystem and how it can be utilized to enhance value creation and capture among value chain partners. We collected data through an online survey, and 265 UK Agri-food retailers completed the survey. Our data were analyzed using structural equation modelling (SEM). Our finding reveals that Blockchain technology enhances GVC by improving IoT scalability, security, and traceability when combined with the IoT ecosystem. Which, in turn, strengthens GVC and creates more value for value chain partners – which serves as a competitive advantage. Finally, our research outlines the theoretical and practical contribution of combining Blockchain technology and the IoT ecosystem
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Diverging influences of usability in online authentication system: the role of culture (US vs Korea)
Purpose:
Although the use of online authentication systems in banking services is expanding globally, little is known about cultural differences in forming consumers' responses to these services. This paper examines how the usability of an online security service and culture impact consumers' behaviour.
Design/methodology/approach:
The authors conduct a 2 (usability: high vs low) × 2 (culture: US vs Korea) between-subjects, full factorial design.
Findings:
The results indicate a differential influence of the usability of a security system by culture. In particular, US consumers exhibit greater behavioural intention in a high (vs low) usability condition, whereas Korean consumers showed more favourable responses in a low-usability condition. Moreover, perceived effort is confirmed as a crucial mediator that explains the psychological mechanism of the proposed effect.
Practical implications:
This research contributes to the literature on online banking where security is an important determinant of success. Especially for managers involved in international banking services, the findings of cultural differences offer insights about the importance of local understanding and differentiation of bank services for specific target markets which can enhance consumers' response towards an online security service.
Originality/value:
The current study is one of a very few attempts to examine the role of usability of an online security system in forming consumers' behavioural intention. More importantly, this study integrates the concept of culture to explain how usability influences positive or negative behavioural intention in an international market
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