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10.1145/3291078acmotherconferencesBook PagePublication PagesiceelConference Proceedingsconference-collections
ICEEL '18: Proceedings of the 2018 2nd International Conference on Education and E-Learning
ACM2018 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
ICEEL 2018: 2018 2nd International Conference on Education and E-Learning Bali Indonesia November 5 - 7, 2018
ISBN:
978-1-4503-6577-2
Published:
05 November 2018

Reflects downloads up to 19 Dec 2024Bibliometrics
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Abstract

ICEEL 2018 aims to bring together researchers, scientists, engineers, and scholar students to exchange and share their experiences, new ideas, and research results about all aspects of Education and E-learning, and discuss the practical challenges encountered and the solutions adopted. The conference will be held every year to make it an ideal platform for people to share views and experiences in Education and Elearning and related areas. Visit the website of the conference: http://iceel.org

SESSION: Social Science and Applied Statistics
research-article
Discussion on The Consumers Motivation to Watch E-sports Game and The Follow-up Behaviors Intention

This study aims to explore the inner history of the behavior of E-sports game video viewers, mainly to explore the relationship between motivation, experience and perceived value to behavioral intention. The research subjects were users who have viewed ...

research-article
The Research on The Influence of Sports Internet Celebrity's On-line videos and Articles for Youths Sports Attitude and Sports Behavior

The aim of this study was to understand the influence of youths on sports attitudes and sports behaviors after watching sports internet celebrity's on-line videos or articles. In this study, a network of questionnaires was used to survey 400 15-24 year-...

research-article
Gamification of Learning in Tourism Industry: A case study of Pokémon Go

This study proposed to construct a behaviour model for Pokémon Go user by consideration of Motivation, Sport Involvement, and Tourism Benefit. The subject of the study was the Pokémon Go users. The researcher used purposive sampling as the sampling ...

research-article
The Driving Factors for Fans' Buying Behaviors and Perceived Values in Brand Community: A Case Study of Cosmetic Brand Community, S3

The purpose of brand community is not only to cultivate the consumers' loyalty but also to increase the influence of buying behaviors as well. Nevertheless, in terms of method how the brand community assists to increase the influence to consumers still ...

research-article
Study on the Mechanism and Path of "Deinvolution" of Urban Employment Integration for College Migrant Workers

The rural university students are a new social professional group between the new generation of migrant workers and college students. Economic constraints, institutional restrictions, psychological exclusion and other factors have solidified their urban ...

research-article
The Impact of Manga on Japanese Students' Reading Habits

The reading requirements at university are not easy. The types of reading skills students have acquired will determine whether a student is a "passive" unskilled reader or a skilled "active" reader. To a large extent, reading habits govern the quality ...

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