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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
261

“I Signed up for Twitter. Reason? Flood News.”: An Analysis of Pre-Crisis Tweets Made by Decision-Makers, Media, and the Public

Currie-Mueller, Jenna Lee January 2014 (has links)
This study examines the use of Twitter by decision-makers, the media, and the public during the pre-crisis stage of the 2013 Fargo-Moorhead flood. Three research questions guide this study in order to gain understanding of the content and assumed motives that drive users to utilize Twitter prior to a crisis. Data analysis revealed that decision-makers and the media active in tweeting were consistent with what would have been expected in a crisis situation. Additionally, the public were driven by the assumed motive of sharing and seeking information during the pre-crisis stage, consistent with previous research regarding the crisis stage.
262

Responses to Privacy Turbulence: The Impact of Personality Traits on Recalibration and Privacy Boundaries on Facebook

Fechner, Valerie January 2016 (has links)
As individuals use social media to create and maintain relationships and connections, they must also decide how to manage the private information that they disclose to their connections. If private information is handled improperly online, it may evoke varying responses that affect previously held privacy boundaries. Using communication privacy management theory (Petronio, 2002) as a framework, this study seeks to understand how the severity of a privacy violation impacts the Facebook users respond to online privacy turbulence. It also investigates how personality characteristics influence these responses. Results reveal that more severe privacy violations are met with more discussion of the privacy violation and thicker privacy boundaries both between the owner and the violator and between the owner and their social media network. Findings also imply that some of the Big Five personality traits impact the relationship between severity and the outcome variables.
263

Effects of Perceived Risks on Online Shopping Behavior

Azhar, Abu Bakr Nadeem January 2019 (has links)
Online shopping is rapidly expanding across the globe including developing markets. The consumer is under the perception of different types of risks associated with online shopping which may damage him. For that matter, researchers have continuously made efforts to investigate different types of perceived risks to establish and correct for consumer and societal benefits. After review of the research articles, some gaps were observed; 1) previous studies treat buyers and non-buyers in the same way as a single unit and there is no comparison among them, 2) most of the studies are quantitative thus focusing on the measurement of the responses yet there is a lack of qualitative work which may express how these people are affected, 3) there is a lack of documentation of personal bad experiences of online buyers (non-buyers), 4) customer service and complaint handling are not exposed to existential confirmation and research in academic studies, and 5) most of the studies reviewed for this research are based on a ‘special segment’ of students aged 18-34, contributing from 65% to 93% of responses which give biased results. To do the research the theory of Perceived Risks was used as a frame of reference to develop an analysis model with Consumer Behavior Theory in the context for online shopping.This study took on these areas and a Quasi-qualitative approach was used including Quasi-statistics by making a purposeful sample based on convenience and snow-ball techniques to fulfill the purpose of the study. A total of 11 one-on-one interviews were made to conclude seeing saturation level. Study shows that i) buyers and non-buyers are two different units of the population with different but comparable attitudes ii) despite perception of risks, buyers continue to keep shopping online, iii) non-buyers have either a bad subjective experience or have technological problem and they are aged more than 30, iv) the bad experiences of buyers and (currently) non-buyers tell about card hacking, bad product, non-delivery, and theft, v) customer service and complaint handling both, are areas which have poor quality and bad coordination, and vi) a new construct of perceived risks, ‘dream-damage’ is found in the context of online shopping.
264

Modelo de Negocio Online para la comercialización de prendas de vestir / Online Business Model for the marketing of clothing

Calixto Chavez, Angelo Fernando, Espinoza Espino, Fabricio Humberto, Pinedo Vera, Nicole, Pucutay León, Belly Grace, Valer Saca, Shulyandra Ttayu 08 July 2020 (has links)
La tendencia y la incertidumbre en la compra por internet están cambiando. En el 2019 se registró que cerca de 6 millones de peruanos realizan compras por internet, eso representa el 24% de la población que va en aumento más aún por la crisis generada por la llega del coronavirus que ha motivado a que muchas empresas empiezan a cambiar su proceso de ventas adecuando su modelo de negocio a la nueva forma de consumo de las personas. Asimismo, en Perú la micro y pequeña empresa supera el 95% del total, según estudio de “Brechas para el emprendimiento del Observatorio de la Alianza del Pacífico”. Dado este contexto, surge Disclothes un startup peruano con una visión innovadora enfocado en promover el reconocimiento de marcas peruanas mediante la venta de sus prendas a través de nuestra plataforma online. Nuestro objetivo es impulsar y dar visibilidad a marcas peruanas para que logren sobresalir en el mercado, tengan la oportunidad de incursionar en la venta online y así aumentar sus ventas. Asimismo, facilitar la búsqueda y compra de prendas de macas de peruanas en los clientes, lograr una experiencia de compra online eficiente. El segmento de clientes que sigue Disclothes son hombres y mujeres de 18 a 35 años pertenecientes al NSE A, B Y C que vivan en Lima Metropolitana, se preocupen por su apariencia e inviertan en compras de prendas por el canal online cubriendo un tamaño de mercado real de 49,298 y un tamaño de mercado potencial de 217,419 personas Asimismo, se pudo validar que los consumidores peruanos tienen un alto grado de dificultad en encontrar diseños de ropa de marcas locales en una plataforma web, volviéndose difícil la compra. Además, manifestaron su voluntad por comprar marcas locales, sin embargo, debe poder manejar políticas de seguridad, llevar eficientemente sus procesos siendo indispensable la confianza de compra que brinda la plataforma donde se lleva a cabo las operaciones de búsqueda y compra. Frente a esto el equipo ha desarrollado, presupuestos en áreas de marketing, responsabilidad social empresarial operaciones y recursos humanos con actividades que nos permitirá ofrecer una experiencia de compra online optima en los usuarios de Diclothes. Finalmente se estimó que el valor que tiene Disclothes es de S/407,713.12. / The trend and uncertainty in online shopping are changing. In 2019, it was recorded that nearly 6 million Peruvians make purchases online, that represents 24% of the population that is increasing even more due to the crisis caused by the arrival of the coronavirus that has motivated many companies to start changing its sales process adapting its business model to the new way of consuming people. Likewise, in Peru, micro and small companies exceed 95% of the total, according to a study on “Gaps for Entrepreneurship of the Observatory of the Pacific Alliance”. Given this context, Disclothes emerges a Peruvian startup with an innovative vision focused on promoting the recognition of Peruvian brands through the sale of their garments through our online platform. Our objective is to promote and give visibility to Peruvian brands so that they can excel in the market, have the opportunity to venture into online sales and thus increase their sales. Also, facilitate the search and purchase of Peruvian brands garments in customers, achieve an efficient online shopping experience. The client segment that Disclothes follows is men and women from 18 to 35 years old belonging to the NSE A, BYC who live in Metropolitan Lima, care about their appearance and invest in clothing purchases through the online channel, covering a real market size of 49,298 and a potential market size of 217,419 people Likewise, it was validated that Peruvian consumers have a high degree of difficulty in finding clothing designs from local brands on a web platform, making it difficult to purchase. In addition, they expressed their willingness to buy local brands, however, they must be able to manage security policies, efficiently carry out their processes, and the purchase trust provided by the platform where search and purchase operations are carried out is essential. Faced with this, the team has developed budgets in the areas of marketing, corporate social responsibility, operations and human resources with activities that will allow us to offer an optimal online shopping experience for Diclothes users. Finally, it was estimated that the value of Disclothes is S / 407,713.12. / Trabajo de investigación
265

Chinese Parents’ Perceptions of their Children’s Learning in Online Class in the U.S.

Mao, Ding 02 June 2020 (has links)
No description available.
266

Bortom skärmen : En undersökning kring förebyggandet av toxicitet och främjandet av goda sociala interaktioner i online-spelmiljöer. / Beyond the screen : An analysis concerning the prevention of toxicity and the promotion of good social interactions in online gaming environments.

Klemming, Elliot January 2023 (has links)
This paper examines social aspects of computer and video gaming, includingplayers' perceptions of socialization surrounding gaming, its importance to theplayers, as well as factors that can lead to bad behavior online. In addition, adesign process based on the research results is showcased. The research issummarized and used as a basis for the design decisions. The purpose of thispaper is to contribute to the knowledge surrounding gaming and its impact onsocialization, with the goal of bettering our understanding of gaming in a social context. Through an analysis of existing literature together with empirical data collectedfrom users and other online platforms, this report aims to provide insights into thecauses and consequences of toxic behavior. The results indicate that severalfactors contribute to the occurrence of toxicity, e.g. anonymity, disinhibition,competition and other social dynamics in gaming environments. In addition, theconsequences of these negative interactions and how it affects players, such asmood and general experience, are examined. In addition, potential measures toreduce toxicity are discussed, along with the importance of promoting positivesocietal norms, implementing effective reporting and moderation systems, andpromoting empathy and inclusivity. Finally, a design proposal is presented thatrepresents an idea for an interface that facilitates the process of finding likeminded players, which previously has not displayed signs of toxicity. In conclusion, this report highlights the complex issue of toxic behavior in gaming. Delving into its causes and effects, this paper could provide valuableinsights for researchers and game developers to address and combat toxicity,ultimately fostering a more positive and inclusive climate around gaming. / Denna rapport undersöker sociala aspekter av dator- och TV-spelande, inklusivespelares uppfattning om socialisering kring spelandet, dess betydelse för spelarnaoch faktorer som kan leda till dåligt beteende online. Dessutom presenteras endesignprocess som baseras på forskningsresultaten. Forskningen sammanfattasoch används som grund för designbeslut. Syftet med rapporten är att bidra tillkunskapen om spelande och dess påverkan på socialisering, med målet att ökaförståelsen för spelande i en social kontext. Genom en analys av befintlig litteratur tillsammans med empiriska data somsamlats in från användare och andra plattformar online, ämnar denna rapport geinsikter i orsaker och konsekvenser av toxic behavior. Resultaten pekar på att flerafaktorer bidrar till att toxicitet uppstår, e.g. anonymitet, disinhibition, konkurrensoch andra sociala dynamiker i spelmiljöer. Utöver det undersöks konsekvensernaav dessa negativa interaktioner och hur det påverkar spelarna, som humör ochgenerell upplevelse. Dessutom presenteras potentiella åtgärder för att minskatoxicitet, samt diskuteras vikten av att främja positiva samhällsnormer,implementering av effektiva rapporterings- och modereringssystem, ochfrämjandet av empati och inkludering. Till sist presenteras ett gestaltningsförslagsom representerar en idé för ett gränssnitt som underlättar processen av att hittalikasinnade spelare som inte har uttryckt tecken på toxicitet. Sammanfattningsvis belyser denna rapport den komplexa frågan om toxicbehavior i spel. Genom att fördjupa sig i dess orsaker och effekter kan detta gevärdefulla insikter för forskare och spelutvecklare för att ta itu med och bekämpatoxicitet, för att i slutändan främja ett mer positivt och inkluderande klimat kringgaming.
267

Cheating within Online Assessments: A Comparison of Cheating Behaviors in Proctored and Unproctored Environment

Owens, Hannah Street 11 December 2015 (has links)
The purpose of this study was to describe the frequencies and types of cheating behaviors occurring within proctored and unproctored testing environments for students enrolled in online courses and taking assessments through an online format. In addition, this study sought to examine relationships between demographic variables of gender, age, GPA, discipline of study, undergraduate/graduate status and knowledge of the institutional honor code and online cheating behaviors for students who had taken online assessments through proctored methods. Participants in this study included students enrolled as distance learning campus students who took online courses and online assessments through a large, 4-year, public, degree-granting institution located in the southeastern region of the United States during the spring 2015 semester. Participants were asked to report their frequency in engaging in online cheating behaviors through the Online Assessment Cheating Behaviors Survey (OACBS). The study found that distance students who took unproctored exams reported more frequently engaging in overall cheating behaviors than proctored students. No differences were found in overall cheating behaviors for those taking exams through face to face and remotely proctored methods. Individual item analyses revealed that those taking unproctored exams reported more frequently using web searches during online exams to search for answers than those taking proctored exams. The study also found differences in overall cheating behaviors for those taking proctored online exams based on gender, with female distance students more frequently reporting engaging in cheating behaviors than male distance students. Individual level item analyses revealed females, those with a “C” GPA, and undergraduate distance students more frequently utilized web searches during an online proctored exam and used brain dump sites to obtain test questions and answers.
268

The Effect of the Flipped Classroom Model on Achievement in an Introductory College Physics Course

Winter, Joshua Brian 14 December 2013 (has links)
The flipped or inverted classroom model is one in which the time and place for traditional lecture and homework are reversed. Traditional lecture is replaced by online videos assigned as homework. This frees up time in class to be spent with more student centered activities such as discussion based concept questions and group problem solving. While growing in popularity, research on the effectiveness of this format is sparse. In this quasi-experimental study, two sections of an introductory algebra-based college physics course were examined over a five week period. Each section was taught with either the traditional or flipped model and physics knowledge achieved was compared using independent samples t-tests on both the instructor’s unit exam and the Mechanics Baseline Test pre/posttest normalized gain. Results indicated that there was no statistically significant difference between the flipped model and the traditional lecture format. Avenues for further research are discussed.
269

Promoting Civility in Online Discussions: A Study of the Intelligent Conversation Forum

Crane, Anita S. January 2012 (has links)
No description available.
270

Online Student Resource Use and the Effect on Student Course Performance

Greywind, Tonya January 2013 (has links)
The purpose of this study was to identify potential factors of student resource use that could indicate student success in an online course. This would allow instructors to look for in patterns of use to identify students that may not be successful. Statistical components of the course management system, Blackboard, and online lecture resource, Tegrity, were used to collect student resource use (clicks). Duration of access was also available exclusive to the Tegrity resource. The findings of the study indicate students that used online resources more often were more successful. Successful students used online resources nearly twice as often as their counterparts. Additionally, they spent nearly twice the amount of time engaged in lecture resources watching, on average, 59% of the lecture resources available. Furthermore, there appeared to be a critical window where those who accessed the resources in the first five weeks had a greater likelihood of course success.

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