Browsing by Subject "Technology"
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ItemAttitudes toward Using Communication Technologies in Education: A Comparative Study of Email and SMS( 2009-12) Boonlert WatjatrakulEducational institutions deploy email and short message service (SMS) to maintain efficient communication with their students. This research examines factors influencing students' attitudes toward using SMS and email, and compares the differences in the proposed factors between email and SMS. The results show that information richness and mobility affect students' perceived utility of email and SMS while information privacy and perceived utility affect the students' attitudes toward using email and SMS. Social pressure has found no impact on the research model. Students also perceive that email provides rich information and utility higher that SMS but SMS possesses mobility more than email. In addition, students have attitudes toward using email more that SMS to maintain communication with their institutions. The paper concludes with a discussion of findings, implications and limitations.
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ItemDeterminant factors towards brand loyalty: a case study of Apple’s iPhone among Bangkok’s university students( 2018) Jaiswal, Rishabh ; Chitipa NgamkroeckjotiThe purpose of this research is to find out Bangkok’s university students’ loyalty towards the Apple iPhones. Both exploratory and explanatory mixed method by Creswell (2014) has been applied in this study. Firstly, two rounds of interviewing stage comprising thirteen and another eleven interviewees. This study found and confirmed validity of major dependent and independent variables used to recreate conceptual framework in the quantitative methodology. Very satisfactory level of reliability has been confirmed with 30 respondents of pre-testing based on questionnaire designated. Secondly, multiple linear regression (MLR) has applied for 400 respondents through SAS enterprise license number 12400609. The statistical results show that students’ dependency on Apple iPhone for their daily life and study purposes. The factors prove the dependency of students, such as mobile applications, convenience, brand trust and social influence, which lead towards brand loyalty of the Apple iPhone.
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ItemFactors affecting the development of Chengdu Kuanzhai cultural and creative industry investment group co., LtdThis article employs mixed-method research aiming to determine the factors affecting and improving the development level of Chengdu cultural creative industry in Sichuan Province. The research site is Chengdu Kuanzhai Cultural and Creative Industry Investment Group Co., Ltd. The population is made up of company personnel, a total of 130 people, and the sample size is 100 respondents. Research respondents include company managers and employees at staff level. The research instruments include the questionnaire for the quantitative research method and the interview for the qualitative method. The data analyses comprise of multiple linear regression for quantitative analysis and content analysis for qualitative analysis. The research findings show that creative talents, creativity, technology, intellectual property and culture have significant influences on the development of cultural and creative industries in Chengdu, China.
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ItemFactors impacting on art major postgraduate students' satisfaction to online learning in Chengdu of ChinaThe objective of this article was to investigate the critical factors that have a substantial influence on satisfaction about online learning among art major postgraduate students from three universities in the Chengdu region of China. Self-Efficacy (SE), Perceived Ease of Use (PEOU), Perceived Usefulness (PU), Service Quality (SQ), Technology (TEC), Perceived Utilitarian Performance (PUP), and Satisfaction (SAT) were all interconnected in the conceptual framework. The researcher utilized the quantitative investigation strategy with 500 samples and distributed the questionnaire to the selected postgraduates at three target colleges. In this survey, a multistage-sampling strategy was used to collect data from the investigation, using judgmental and quota sampling. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) have been implemented to analyze data. In addition, goodness of model fits, correlation validity, and reliability testing for each component was utilized. Every exogenous variable has demonstrated the which existed the significant impact on the associated endogenous variable, with Perceived Ease of Use (PEOU) providing the greatest consequence on satisfaction. The entire hypotheses have been evidenced to achieve the research purposes. Consequently, for the postgraduate students to acknowledge the effectiveness online instruction, the administrators and instructional staffs who from the graduate school of the public universities should emphasize the latent variables which has exerted the significant effect on satisfaction for the online education and design the interconnected instruction reform according to the findings of this quantitative research.
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ItemTHE IMPACT OF REMODELING BRANCH BANKING FOR A CASE STUDY OF THAI MILITARY BANK (TMB) TOWARD CUSTOMER ENGAGEMENTAs a trend of digital technology have grown rapidly in Thailand and it will be integrate to all industry in future include banking industry with customer centricity concept. Commercial bank’s branch in Thailand was consider as first issue that was impact by this challenge on retail banking environment (sales and service experience), convenience of terminal and efficiency for providing services. Moreover, behavioral of customer to visit the branch was changing toward a digital channel, while the physical channel is require for customers to create customer trust and become a “Lifestyle Touch Point Banking” in the future. Regarding to customer engagement, branch is the key concept to acquire and engage customers. The research investigated the impact of remodeling bank branch in Thailand with three main factors for developing the remodel, branch redesign, customer experience, and new technology development. Therefore this research has examined the impact of remodeling branch for a case study of TMB bank in order to engage with existing customer and acquire new customer to bank due to increase number of sales across among channel and improve customer satisfaction. In this research, a questionnaire was used as a tool for collecting the primary data. The data was analyzed by using descriptive statistics and the hypotheses were tested using Multiple-regression and ANOVA. The findings showed the impact of remodeling
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ItemSmart urban tourism: a case of Bangkok, ThailandSmart urban tourism is important for tourists nowadays, people rely on technology and the Internet of Things (IoT) which can enhance their experience while traveling. Tourists do not select their destinations just because of the beautiful scenery, and culture: however; they want to gain excitement, interest, and memorable moments by using technology in a particular tourism city. The study aims to learn how smart tourism city provides tourists’ convenience, enhance the travel experience, and improve the efficiency of tourism services for both residents and tourists. It also investigates both domestic and international tourists’ perspectives of smart tourism in Bangkok of Thailand. Research design, data and methodology: The data were collected by utilizing a qualitative method, non-probability purposive sampling, semi-structured interviews. The constant comparison technique with labeling, open and axial coding was used to analyze the data. The result of the research showed that Tourism Authority of Thailand (TAT) launched the Ploen Thai Smart Map application which is the first smart tourism project in Bangkok to build tourists’ confidence from the outbreak of Covid-19. However, most tourists never heard about this project before. Moreover, technology is important for people nowadays, people spend time mostly on their smartphones, mobile devices, or the internet and Information and Communication Technology (ICT). The need of using them, especially when traveling, communicating with friends and family, information searching, working. In Bangkok, most tourists have never had used high technology like Virtual Reality (VR) or Artificial Intelligence (AI) because there are few tourism places where have this technology. Therefore, smart urban tourism is significant for the country's development which reaches to attract more tourists to the country by creating their satisfaction from the smart technology.
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ItemTransforming Classrooms through Game-Based Learning: A Feasibility Study in a Developing CountryThis article reports an exploratory study which investigated attitudes towards the practice of game-based learning in teaching STEM (science, technology, engineering and mathematics) within a Thai educational context. This self-administered Internet-based survey yielded 169 responses from a snowball sampling tech- nique. Three fifths of respondents were female (59.2% or N=100 females and 40.8% or N=69 males). Slightly more than half (55.6%) of the participants were elementary, secondary and university students. An additional second group of thirty-five per cent (N=59) were teachers who were in charge of STEM educational programs. Almost one tenth (9.5%, N=16) were parents. Frequency tables were used to analyze the quantitative data. The qualitative data was derived from a single open-ended question. The study found some divergent opinions that are useful in considering game-based learning for STEM education in Thailand. The overall average attitude towards the usage of game-based learning was very positive (3.92 out of 5, S.D. = 0.80). The study found that the majority of informants preferred that the delivery mode was online through a web browser followed by the mobile mode through an application and the least preferred was the offline mode recorded on CD-ROM (55.0%, 31.4% and 13.6% respectively). Thai was still the most preferred language to be used though both students and parents surveyed had a stronger preference for English and a Thai-English bilingual mode than the teachers. An important finding in this research was that stakeholders expected game-based learning to be integrated into the traditional classroom because of its enhanced learning approach.
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