Telecommunication is one of the leading industries in Malaysia. Telekom Malaysia Bhd as the leader and service provider in this industry besides Maxis and Celcom. This study focuses on Unify services which provide land line services for household. Delighting customer has been the upmost priority of Telekom Malaysia Bhd, while the customers have several type of needs, namely (i) needs of justice, and customer experience as according to Schneider and Bowen (1999) that needed to be fulfilled in order for the customer to be delighted. Accordingly aims to analyse the relationship between these need of justice and customer delight and to the mediating variable of customer experience on this relationship The objectives of the study is (i)To determine the relationship of the needs of justice on customer experience towards customer delight (ii)To investigate the relationship of customer experience on customer delight, (iii)To examine the mediating role of customer experience on the relationship between the needs of justice and customer delight. . The multiple regression analysis has recorded that the customer delight and the need of justice has partial mediation with customer experience as the mediator for this study. More research are needed in studying the needs of customer and customer delight.
Digital learning is becoming alternative learning route to face to face learning especially during this pandemic situation whereby face to face learning needs to be minimized. Interactive e-book would be one of the solution for students to learn interactively. The subject of Business law was chosen as it one of the dry subject which often students find it difficult to study as it requires understanding of statutes, cases and the application these to the real life scenario. The uniqueness of this interactive e-book is the researcher had design and customized the interactive e-book to suit the different learning styles of students. The e-book contains short notes which help the students read and understand the topic. Thirdly it is embedded with short videos and background music which the content was developed by the researcher, to enable the students to watch practical real life scenario in order to understand the given topic. Fourthly the pop out video is converted to augment reality whereby students need all scan the to watch the video. Next, the e-book also contains comic learning material to capture the students interest to continue reading. Lastly the e-book contains e-quiz at the end of the topic as an assessment to measure students understanding of the topic. In future other subject could also use this design to develop content which suits the intended subjects.
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