• Title/Summary/Keyword: 몰입전략

Search Result 338, Processing Time 0.023 seconds

The Effect of Augmented Reality Journalism on Immersion and Information Acquisition in Chinese Disaster and Sports News (AR 뉴스의 특성이 수용자의 몰입도 및 정보습득에 미치는 영향 - 중국의 재해, 스포츠 보도를 중심으로)

  • Liu, Jia Ni;Lee, Yoon;Lee, Hye Eun
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.2
    • /
    • pp.474-488
    • /
    • 2021
  • The application of Augmented Reality(AR) technology is visible in medical procedures, education, marketing, and journalism. By experimenting, this study examines how the evaluation of the three elements of augmented reality news contents(visual image, storytelling, interactivity) affects immersion and information acquisition. Specifically, a 2 (video technology: AR vs. general) × 2 (news type: disaster vs. sports) between-subject design was examined. Results showed that the evaluation of all three elements was higher when viewing AR news than when viewing general news. The level of immersion was higher when viewing AR news, and the evaluation of storytelling and interactivity had positive effect on the level of immersion regardless of the news types. However, the evaluation of visual images did not affect the level of immersion. Information acquisition was higher after viewing AR news, yet the effect of the evaluation of the three elements on information acquisition had not been found. Implication and discussion of the study were added in the end.

Effects of Self-Regulation, Teaching Presence, Learning Engagement on Computational Thinking in Online SW Liberal Education (온라인 SW교양교육에서 자기조절, 교수실재감, 학습몰입이 컴퓨팅사고력에 미치는 영향)

  • Ha, Seukyoung;Park, Juyeon;Bae, Yoonju;Lee, Jeongmin
    • Journal of The Korean Association of Information Education
    • /
    • v.25 no.3
    • /
    • pp.579-590
    • /
    • 2021
  • This study examined the mediating effect of learning engagement in the relationship between self-regulation, teaching presence and computational thinking in online SW education. To verify the research problem, a blended learning model adopted SW liberal course at A Women's University located in Seoul, which 94 students were enrolled in, was selected. The results of this study and the implications are as follows: First, it was found that learning engagement mediated the relationship between self-regulation and computational thinking. Second, it was found that learning engagement mediated the relationship between teaching presence and computational thinking. This study suggested a plan to improve learners' active engagement and self-regulation strategy in online SW education. In addition, it is significant that this study considered a method for learners to perceive teaching presence in online learning environment.

Learning Flow, Self-Directedness, Self-Regulated Learning Ability and Learning Achievement of Nursing Students who in Non-Face-To-Face Learning Environment (비대면 학습환경에서 간호대학생의 학습몰입, 자기 주도성, 자기조절학습능력 및 학업성취도)

  • Lee, Ji Eun
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.4
    • /
    • pp.511-517
    • /
    • 2021
  • This study is a descriptive investigative study to correlate of learning flow, self-directedness, self-regulated learning ability and learning achievement of nursing students who in non-face-to-face learning environment. The subjects of the study were 179 nursing college students based in B, G city, who collected data from September to October 2021. The data analysis used the SPSS 24.0 program and performed descriptive statistics and correlation analysis. As a result of the study, the average learning flow was 38.54±7.87 points, self-directedness was 134.83±19.81 points, self-regulated learning ability was 42.93±5.98 points and learning achievement was 15.03±2.56 points. The relationships among learning flow, self-directedness, self-regulated learning ability, and learning achievement showed significant positive correlations. Therefore, strategies to increase the learning achievement of nursing college students in a non-face-to-face environment, and environmental improvement and institutional support to increase learning flow are needed.

A Study on the Influencing Factors from Use Intention &Flow of Netflix Users (넷플릭스 이용자의 이용 의도와 몰입에 이르는 영향요인 연구)

  • Li, Ting-Ting;Bae, Seung-Ju;Lee, Sang-Ho
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.27 no.4
    • /
    • pp.47-64
    • /
    • 2022
  • This study attempted to identify the effect of personal innovation, perceived ease of use and perceived usefulness on the intention to use for users of OTT service platform Netflix, and finally affects flow and addiction. According to the research results, personal innovation has a positive impact on compatibility, simplicity and perceived usefulness, simplicity and perceived usefulness have a positive effect on use intention, compatibility and use intention have a positive effect on flow, and flow has a positive effect on addiction. This study is meaningful in that it can improve the understanding of user intention based on Netflix's new subscription standard and provide basic data that can be used for basic research on OTT service users' flow and addiction and development strategies of OTT content providers.

The Mediating Effects of Learning Flow between Optimism and Career Adaptability in Nursing Students (간호대학생의 낙관성과 진로적응력의 관계에서 학습몰입의 매개효과)

  • Kyung-Ha Kim
    • Journal of the Korean Applied Science and Technology
    • /
    • v.40 no.6
    • /
    • pp.1394-1402
    • /
    • 2023
  • This study is a descriptive research study to conducted the mediating effect of learning flow in the relationship between optimism and career adaptability in order to improve the career adaptability of nursing students. The subjects were students enrolled in the nursing department of 4-year universities in G and M cities. Data were collected from April to May 2023. The collected data were analyzed by descriptive statistics, Pearson's correlation coefficient, and Baron and Kenny's regression analysis. As a result of the study, first, optimism showed a positive effect on learning flow. Second, optimism showed a positive effect on career adaptability. Third, learning flow showed a partial mediating effect on the relation between optimism and career adaptability. From this, these findings suggest that strategies to promote a optimism and learning flow should be operated in order to improve the career adaptability of nursing students in the nursing education field.

An Empirical Study on Continuous Usage Intention towards Mobile Social Network Game (모바일 소셜네트워크 게임에 대한 인지된 가치가 지속적 사용의도에 미치는 영향 -몰입의 매개효과를 중심으로-)

  • Kang, Tae-Cheol;Kim, Hyoung-Gil;Cho, BooYun;Hyun, Min-Cheol
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.4
    • /
    • pp.2104-2111
    • /
    • 2014
  • This paper explores the framework in which MSNG(Mobile social network game) service providers' strategies to enhance users' intention of continuous usage. Users' perceived values have been considered as the key factors to solicit MSNG user's intention. Moreover, we suggest flow(user's psychological immersion to MSNG) as a mediator variable to inflame users' intention. Results based on 431 respondents shows that MSNG service providers' strategies(i.e., functional, emotional, and social values) directly influence users' intention to use, while those independent variables also show positive relationships towards dependent variables. So we can identify that the efforts to elaborate the users' perceived values are meaningful strategies of MSNG service providers. Also, user's psychological change(i.e. "flow" in this study) is the essential to mediate between MSNG service provider's strategies and building users' intention to use for that MSNG.

The Structure Model Analysis of Cyber University Learners' Academic Self-efficacy, Learning Motivation, Self-directed Learning and Learning Flow (사이버대학 학습자의 학업적 자기효능감, 학습동기, 자기주도학습, 학습몰입의 구조분석)

  • Kim, Ji-Woon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.11
    • /
    • pp.443-454
    • /
    • 2020
  • The purpose of this study is to propose a structural theoretical model that can explain the learning flow of online distance education participants and to clarify the structural causal relationship among related variables that affect the learning flow of cyber university learners. Study results found a modified final model with a statistically significant fit based on the structural research model proposed in this study explained the learning flow of cyber university learners. Second, as a result of verifying the relationship between learning motivation and learning flow of cyber university learners, it was found that intrinsic motivation had a significant positive effect on learning flow. Third, as a result of the empirical verification on the relationship between academic self-efficacy and learning flow of cyber university learners, it was found that academic self-efficacy had a significant effect on learning flow. Fourth, as a result of empirical verification on the relationship between self-directed learning and the learning flow of cyber university learners, it was found that the learner's self-directed learning ability had a significant effect on learning flow. Such research results can be used to suggest a strategic direction for successful settlement and diffusion of a new paradigm of online non-face-to-face distance education, which has recently attracted attention.

Mediating Role of Consumer's Affective Respones and Store Image in Relationships between Perceived Store' Characteristics and Loyalty (지각된 점포특성과 충성도관계에서 소비자의 감정적 반응 및 점포이미지의 매개적 역할)

  • Choi, Chul-Jae;Min, Dae-Gyu
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.5
    • /
    • pp.68-86
    • /
    • 2016
  • This study confirmed structural causal relations among concepts such as characteristics of store, store image, affective satisfaction, affective commitment, and loyalty and surveyed mediating roles of affective commitment in grocery retailing. Analysis of structural equation modeling with SPSS18.0 and AMOS18.0 were performed to test the research hypothesis. The results are as follows. First, Perceived quality, product assortment and product price influenced satisfaction. Second, Store image influenced affective satisfaction, affective commitment and loyalty. Affective satisfaction influenced affective commitment but not loyalty directly. Third, affective commitment influenced loyalty through the powerful mediating role. The store characteristics was seen to have a positive impact on affective satisfaction through store image, and in turn related to affective commitment, ultimately leading to loyalty. Especially, It is meaningful result in this study which is confirmed affective commitment have a strong mediating role in between store image, affective satisfaction and loyalty. Finally, we discussed the role of affective commitment and the strategies of affective commitment development, and suggested future studies.

Effect of Fitness between Organizational Innovation and HRM Type on Performance (조직의 혁신방향과 인적자원관리의 기능별 전략 간의 적합성이 성과에 미치는 영향)

  • Kim, Jinhee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.1
    • /
    • pp.21-26
    • /
    • 2019
  • This paper examines effect of fitness between innovation and HRM type on firm performance(quality competitiveness, operating profit). Data were extracted from the Korea Labor Institute's workplace panel survey(WPS) from 2015, and the analysis used 3,431 companies. To test the research model, analysis of variance(ANOVA). The model shows that full-innovation/commitment HRM type companies were significantly higher quality competitiveness, and operating profit than other companies. And low-level innovation/control HRM type companies were significantly lower quality competitiveness and operating profit than other companies.

A Study on Impact of Game Overindulgence and Addiction on Game Companies Loyalty, Product Loyalty, and Profitability (게임 과몰입 및 중독이 게임 기업 충성도, 제품 충성도, 수익성에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
    • /
    • v.15 no.4
    • /
    • pp.133-144
    • /
    • 2015
  • This study aims to establish the concepts of overindulgence and addiction and present proposals on game policies and marketing for game companies by identifying relationship among game product loyalty, game company loyalty, and game company profitability from the psychological viewpoint (game overindulgence and addiction) of online and mobile gamers. Accordingly, this study has the following implications. First, government should realize the fact even gamers are confused over differences in such concepts concerning game and have processes to reestablish game overindulgence and game addiction and follow policies to establish such images. Second, loyalty to game products should be enhanced by highlighting the features to buy items and additional contents through game networks as well as features to share contents and records generated within games for those with overindulgence. Moreover, companies should strengthen publicity to increase loyalty to game companies. Conversely, the focus should be on game product image rather than corporate image. Third, game companies should engage in strategies for the game's direction, development, and marketing to establish positive brand based on game products and help become the brand of the corporation itself. Fourth, there is a necessity to increase gamers and study their satisfaction rate based on game development and efficient marketing.