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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.
11

Influencer advertising, sponsored, and non-sponsored: A study on how message types affect consumer purchase intention

Al-Rubaiee, Seror, Lind, Simon January 2020 (has links)
Background Social media influencer advertising is a fast-growing form of advertising. It has led to companies striking deals with influencers to benefit from the influencers’ big audiences of followers and social media users. Influencers promote the companies’ brands and/or products in exchange for a payment. Influencer advertising comes in two forms, sponsored and non-sponsored, factors that can have a significant effect on purchase intention when combined with different message types as pictures, text, and a combination of picture and text and trust. Objective This report's primary goal is to study the effect of trust, message type, sponsored, and non-sponsored advertising on consumers' purchase intentions on social media and contribute to previous studies.  Method This study is a quantitative study with primary data. The method used for collecting the data is an online survey. The survey has been divided into two parts and sent out to the Swedish population who uses social media. One with questions on sponsored advertisements’ and another with questions of non-sponsored advertisements. In total, the surveys had 107 complete responses. The data was then analyzed using IBM’s SPSS program.  Result Tests for the first hypothesis found no significant difference in the mean values of sponsored and non-sponsored advertisements' effect on purchase intentions. The second hypothesis established that the use of a picture message-type in advertisements had a more significant impact on purchase intention then a combination of both text and picture. The last and final hypothesis result found that influencer advertisements, sponsored or non-sponsored did not affect consumers' trust in any significant way and therefore did not affect purchase intention.  Conclusion Companies should take into consideration the benefit of utilizing influencer-picture advertisements’ when it comes to the promotion of easily understood products, such as water bottles. Further work also needs to be done on more underlying factors that can affect consumers' purchase intentions.   Keywords Influencer, Sponsored advertising, Non-sponsored advertising, Online survey, Message type
12

MAILED VERSUS INTERNET SURVEYS: COMPARING FINDINGS OF A COMMUNITY NEEDS ASSESSMENT SURVEY FOR AMERICANS AGED 50 YEARS AND OLDER

Dhakal, Usha 02 August 2019 (has links)
No description available.
13

Feasibility and Marketing Channels of a Smartphone Application that Brings Nondestructive Techniques to Job Sites

Han, Songyi 08 December 2017 (has links)
This work conducted market research on the use of smartphones and smartphone applications in the forest products industry and academia. This research also attempted to project how likely the industry would be to use an app that measures stiffness of wood. After the review of scholarly literature and existing apps, data was collected via an online survey. Participants were individuals who work with wood or wood-based products. Out of 1,221 invitations, 311 were returned at the response rate of 27.2 percent. Data was analyzed using SPSS statistics. Nearly all of the respondents (95.7%) had smartphones, and over half of them were iOS users (52.3%). More respondents had paid apps experiences (45.2%) than in-app purchases (28.5%). Regarding responses’ perceptions toward the app, the respondents expressed that the app could be useful, and were interested in the app. Millennials showed a higher interest level in the app than other generations.
14

Studenters förhållning till Javas kodkonventioner inom högskoleingenjörsutbildningar i Sverige - En komparativ studie

Höög, Andrée, Wrangenby, Christoffer January 2016 (has links)
Att sätta sig in i andra utvecklares kod kan vara svårt och tidskrävande. Kodkonventionerär framtagna i syfte att underlätta underhållsarbetet för andra utvecklare som arbetar medsamma projekt, då det sällan är personen som skrev programmet som sedan underhållersamma program. För lite fokus läggs på kvalitétsaspekten i utvecklingsfasen av projektvilket kostar företag pengar och resurser. Denna studie har för avsikt att undersöka hurhögskoleingenjörsstudenter inom datateknik vid olika lärosäten i Sverige förhåller sig tillJavas kodkonventioner, och om det går att urskilja en signifikant skillnad i kodkvalitémellan lärosäten i avseende på identifierare, kommentarer samt format och struktur. Enwebbenkätundersökning genomfördes vars empiri analyserades med hjälp av ANOVA somär en vedertagen metod för hypotesprövning. 21 av 23 ANOVA-test visade att ingen signifikantskillnad förekom mellan lärosätena i avseende på identifierare, kommentarer samtformat och struktur. Resultatet visade även att de kvalitétsaspekter studenterna tyckerär viktiga och prioriterar att lägga tid på är också de aspekter som studenterna tycks hastörst förståelse och kunskap kring. / To get acquainted with other developers code can be difficult and time consuming. Codeconventions are developed in order to facilitate maintenance work for other developersworking on the same project, where the person who wrote the program rarely is the personthat maintains the same program. Little attention is paid to the aspect of quality ina projects development phase, which costs companies money and resources. This studyintends to investigate how students studying for a Bachelor of Science in Engineering inComputer Science at various universities in Sweden relate to Java code conventions, andif it is possible to discern a significant difference in code quality between these universitiesin terms of identifiers, comments, format and structure. An online survey was conductedwhose empirical data was analyzed using ANOVA, which is a recognized method forstatistical hypothesis testing. 21 of 23 ANOVA test showed that no significant differenceexisted between the institutions in terms of identifiers, comments and format and structure.The results also showed that the aspects of quality, which the students think are themost important, are also in fact the aspects they have the greatest understanding andknowledge about.
15

Förtroende för socialtjänsten

Andersson, Madeleine, Grönlund, Maya January 2009 (has links)
<p> </p><p><strong> </strong></p><p> </p><p><strong> </strong></p><p>The purpose of this essay is to examine trust, or lack of trust, in the social services. Previous research considering this topic is limited, which, in our point of view, implies the need of further studies. A quantative method was used, consisting of an online questionnaire containing statements about the social services. The statements were designed using a five level Likert-scale which required the respondent to rate their level of agreement. The questionnaire was published on five webcommunities directed to parents. We found, as previous research has shown, that the majority of the public, who lack personal experience of the social services, find it difficult to respond to statements about institutions such as the social services. Our results also indicates that the social services fail to gain the trust of a majority of the respondents and more then half of the respondents are of the opinion that the social services is in absence of the knowledge that they need to carry out their work. Despite these results half of the respondents would initiate a contact with the social services if they felt the need to do so.</p><p><strong> </strong></p><p> </p><p> </p>
16

Förtroende för socialtjänsten

Andersson, Madeleine, Grönlund, Maya January 2009 (has links)
The purpose of this essay is to examine trust, or lack of trust, in the social services. Previous research considering this topic is limited, which, in our point of view, implies the need of further studies. A quantative method was used, consisting of an online questionnaire containing statements about the social services. The statements were designed using a five level Likert-scale which required the respondent to rate their level of agreement. The questionnaire was published on five webcommunities directed to parents. We found, as previous research has shown, that the majority of the public, who lack personal experience of the social services, find it difficult to respond to statements about institutions such as the social services. Our results also indicates that the social services fail to gain the trust of a majority of the respondents and more then half of the respondents are of the opinion that the social services is in absence of the knowledge that they need to carry out their work. Despite these results half of the respondents would initiate a contact with the social services if they felt the need to do so.
17

The Influence of Social Media on E-Commerce Sties

Alghamdi, Elham 10 December 2013 (has links)
This thesis addresses the influence that social media sites have on the behavior of online customers (e.g., Facebook, Twitter, etc.). The thesis combines information from three different approaches that study how social media sites are used by online stores to help increase their sales: 1) Google Analytics; 2) Crazy Egg; and 3) an online Survey. Firstly, Google Analytics was used to collect data from three online sources. The data was used to determine the path that customers took to arrive at the online stores. Using data only from those customers who completed a transaction. The researcher found that revenue generated from search engines was approximately four times higher than from typed URLs, online ads, as well as Twitter and Facebook. The researcher also found that revenue generated from Twitter traffic was increasing. Secondly, Crazy Egg was used to collect information on event actions (e.g., button presses) that generated more webpage specific details. In particular, we were interested in knowing how often customers clicked on an online store’s social media buttons (e.g., on Facebook and Twitter). The Crazy Egg data indicated that customers only used the online store’s social media buttons (i.e., Facebook and Twitter) about 1% of the time. Finally, an online survey was conducted in order to capture the opinions and attitudes of customers who used social media, including their tendencies to follow stores online, and the frequency of their visits to the store’s social media sites. We found that all participants used at least one social media site. Approximately 69% of the participants followed stores online using social media (Facebook and Twitter being the most common) and they used these sites to look for offers, find product information, and read reviews from other customers and the online stores’ owners. The survey also showed that 47% of participants reported that they had used social media buttons while visiting an online store, which was much higher than the results generated by Crazy Egg.
18

ANIMATION VS. COMIC STRIPFOR DIGITAL COMMUNICATION : A Mixed Method Approach through an Online Survey

Nordin, Hanna January 2021 (has links)
Knowledge and its distribution are important for people to understand the world. In principle, science and academic research is the ultimate reliable source when knowledge is at stake, and an efficient way of communicating knowledge is through stories and narratives. As the use of digital devices is increasing, so are the use of digital devices for communicating storytelling. According to previous research, immersive and interactive forms of digital storytelling, such as video games, are beneficial for communicating knowledge. These media are, however, costly and time consuming. Communicating knowledge through more simple means is thus valuable too. The aim of this thesis was to investigate which method of communication, animated video, or comic strip, that leads to best performance, most knowledge, and is preferred. To do this a mixed method approach was conducted. The participants were asked eight questions related to the narrative. With each question three response options were provided for the participants to choose from. The collected data was analyzed through two statistical analyses, as well as a qualitative analysis. The findings suggest that there is no statistically significant difference between animated video and comic strip regarding the issue of developing knowledge, but that there is a difference in preference. These findings, as well as limitations, are further discussed in the paper.
19

Badge It Up : The Effect of Gamification on Online Survey Response

Siebeneicher, Kim, Söderqvist, Edit January 2023 (has links)
Collecting qualitative feedback from volunteers is essential but challenging for non-profit organisations. Gamification has been used in different contexts to try to improve users’ motivation, but has presented mixed results in the context of online surveys. This study examines the effect of achievement badges on the survey response behaviour of non-profit volunteers in online feedback surveys in Sweden. A survey tool was created to conduct the study, collecting both survey responses and behavioural patterns within the survey in real time. The survey tool had four versions, gamified and non-gamified, and on mobile and computer view. Sending out the survey together with four non-profit organisations, 57 volunteers participated. Their behavioural patterns were analysed through principal component analysis, and differences in responses and results through Pearson’s correlations coefficient and Spearman’s rank correlations. The results indicate that the impact of achievement badges on respondent behaviour was not statistically significant. There was a weak indication that the respondents of the gamified survey spent, on average, less time in the survey, rated their experience as lower and gave shorter answers. Only three respondents interacted meaningfully with the badges, which could explain why achievement badges as an isolated game achievement has proven unsuccessful in online surveys this far to increase engagement. / Att samla in kvalitativ feedback från volontärer är viktigt men utmanande för ideella organisationer. Gamification har använts i olika sammanhang för att försöka förbättra användares motivation, men det har gett blandade resultat i kontexten onlineenkäter. Denna studie undersöker effekten av prestationsmärken på enkätbeteendet hos ideella volontärer i digitala feedbackenkäter i Sverige. Ett enkätverktyg skapades för att genomföra experimentet, vilket samlade in både enkätsvar och beteendemönster i realtid. Enkätverktyget hade fyra versioner: gamifierat och icke-gamifierat, och på mobil- och datorvy. Genom att skicka ut enkäten tillsammans med fyra ideella organisationer deltog 57 volontärer. Deras beteendemönster analyserades genom principal component analysis och skillnader i svar och resultat jämfördes genom Pearsons korrelationskoefficient och Spearmans rangkorrelationer. Resultaten visar att prestationsmärken inte påverkade respondenternas beteende på ett statistiskt signifikant sätt. Svaga indikationer visade att respondenterna i den gamifierade undersökningen i genomsnitt tillbringade något mindre tid i undersökningen, betygsatte sin upplevelse som lägre och gav kortare svar. Endast tre respondenter interagerade med märkena på ett meningsfullt sätt, vilket skulle kunna förklara varför prestationsmärken som ett isolerat spelelement än så länge inte har visat framgång i att öka respondenters engagemang i onlineenkäter.
20

Cross Product Generalizability of Shopping Site Judgments

Given, Steven G. 11 January 2012 (has links)
No description available.

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