![]() ![]() ![]() Subsequently, we provide practical examples of our own eLearning-based class activities designed to engage psychology students to learn statistical concepts such as Factor Analysis and Discriminant Function Analysis. Second, we examine numerous important pedagogical principles associated with effectively teaching research methods and statistics using eLearning systems. First, we critically appraise definitions of eLearning. Consequently, the aim of the present paper is to discuss critically how using eLearning systems might engage psychology students in research methods and statistics. Given the ubiquitous and distributed nature of eLearning systems (Nof et al., 2015), teachers of research methods and statistics need to cultivate an understanding of how to effectively use eLearning tools to inspire psychology students to learn. Generally, academic psychologists are mindful of the fact that, for many students, the study of research methods and statistics is anxiety provoking (Gal et al., 1997). A comprehensive 3D service scape model along with a large number of propositions is made to define a 3D VRR store environment. Further, a systematic taxonomy development of VRR store environment is attempted through this proposed model that may prove to be an important step in theory building. This research opens a number of new avenues for further research through the proposed model of shoppers' behaviour in a VRR store environment. An interrelationship between pleasure and arousal, as mediating variables, is also proposed. These dimensions are proposed to affect shoppers' behaviour through the mediating variables of emotions (pleasure and arousal). A 3D servicescape conceptual model is offered on the basis of stimulus-organism-dimension, which proposes that a 3D virtual reality retail (VRR) store environment consists of physical, social, socially symbolic and natural dimensions. Further, eight detailed interviews were conducted to confirm the stimulus dimension of the conceptual model. Extensive review of literature within two different domains, namely: servicescape models, and retail atmospherics, was carried out in order to propose a conceptual model. The purpose of this paper is to provide a 3D servicescape conceptual model which explores the potential effect of 3D virtual reality retail stores' environment on shoppers' behaviour. The paper aims at proving that the VWs are full of business and marketing applications and they could be widely used by the real world companies for effective and efficient business operations. In addition to the discussion current learning and training opportunities for the real world companies and business students are also reviewed. All the possible business opportunities for the real world companies including advertisement & communication, retailing opportunities, application for human resource management, marketing research and organizations' internal process management through virtual worlds are critically reviewed here. This paper clearly and precisely defines the virtual worlds in the context of social networking sites and also aims at discussing the past, present and future of VWs. The purpose of this paper is to review all the business opportunities on these virtual worlds along with the learning opportunities for the real world companies and business students. Moreover, the number of users is increasing continuously. Millions of users are already living their virtual lives in these worlds. Virtual worlds (VWs) are rampant and easily accessible to common internet users nowadays. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |