• Title/Summary/Keyword: 몰입전략

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The Effect of Learning Using Virtual Reality Technology on Learning Motivation (가상현실 기술을 활용한 학습이 학습 동기에 미치는 영향)

  • Kim, WooKyum;Choi, DongYeol;Kwak, SeungCheol;Kim, HeeSoo
    • Journal of Science Education
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    • v.43 no.3
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    • pp.271-283
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    • 2019
  • This study examines the effects of virtual reality learning materials on the learners' learning motivation. For this study, we developed a virtual reality learning material for geological learning that allows observation of the characteristics of rocks in Korean topography that is closely related to learning contents. A 15-hour class was conducted with 91 students using virtual reality learning materials developed for first-year science high school students in D city. ARCS learning motivation strategy was used. Pre-test was conducted before the start of the classes and post-test was conducted after the classes. Statistical processing was analyzed using R-3.5.1 version program. As a result, the utilization of virtual reality learning materials has significant effects on attention concentration, satisfaction, and confidence in the learner's motivation factors. Using virtual reality in geological classes, students' interest in learning activities improve their immersion and concentration, which helps them understand the learning contents better.

A Case Study of Flipped Learning Application of Public Vocational Education and Training on the 4th Industry Occupation (4차산업직종 공공직업교육훈련에서의 플립러닝 적용사례 연구)

  • Wee, Young-eun;Jung, Hyojung;Lee, Hyun
    • Journal of Practical Engineering Education
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    • v.10 no.2
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    • pp.103-111
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    • 2018
  • The purpose of this study is to suggest change probability of vocational education and training and support of teaching-learning methods. For this study, we applied a flipped learning strategy of two learning modules in Convergence Technology Campus of public vocational education and training institute and had an operation class. As a result, student satisfaction of flipped learning is 4.0 on average. 56.1% of education-trainees were higher an engagement of flipped learning class than teacher-centered class and 56.1% of education-trainees were used more learning energy. Based on results, we suggested the necessity of pre-learning system for application of education and training teaching methods on the 4th industry occupation and strategies to enhance teaching and learning competency.

Exploring Consideration Factors and Improvement Suggestions for Operating Effective Synchronous Online Education in College: Focusing on Learners' Experience and Perception (대학 실시간 온라인 교육의 효과적인 운영을 위한 고려요소 및 개선방안 탐색: 학습자 경험과 인식을 중심으로)

  • Han, Hyeong-Jong
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.69-79
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    • 2020
  • This study is to explore factors to consider for effective operation of synchronous online education in college. Synchronous online education is expanding in higher education. However, there is insufficient to comprehensively identify key components based on the learners' experience and perception. Using qualitative analysis on content of group interview and multidimensional scale analysis, the experience and perception of learners were identified. For the effective operation, interaction should be considered important, and rapport between learners needs to be built. In addition to improving the system in which activity tools are integrated, instructors should play mainly facilitator role, and learners have to manage the environment for immersion. For the types of online education, learners were divided into the dimension of 'activity' and 'temporality'. Further, it is to develop optimized design strategies considering its characteristics.

A Study on the Influence of Demographic and Usage Characteristics on Mobile Shopping Addiction: Focusing on the Moderating Effect of Nationality

  • Yoon, Jongwook;Yoon, Jongsoo
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.205-215
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    • 2022
  • In this study, the authors analyzed the effect of demographic and mobile usage characteristics on mobile shopping addiction. In particular, this study focused on identifying the differences in shopping addiction between countries that were rarely covered in previous studies. As a result of the analysis, gender and age were identified as significant independent variables in demographic characteristics, and it was analyzed that there was a statistically significant moderating effect between these variables and nationality. In the mobile usage, the initial time of use was found to be a significant independent variable, and it was analyzed that there was also a moderating effect between the variable and nationality. The results of this study can be used as a clue to establishing marketing strategies for providing customized products and services from a corporate perspective, and can provide useful guidelines for resolving shopping addiction from a public policy perspective.

Factors Influencing the Intention for Continuous Use of Augmented Reality Games: Immersion as a Mediating Variable (증강현실(Augmented Reality)게임 지속사용의도에 영향을 미치는 요인에 관한 연구: 몰입감을 매개변수로)

  • Cho, Namjae;Wang, YanRui;Cheong, Eunjeong;Yu, Giseob
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.1-21
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    • 2021
  • This study is about Augmented Reality Game (AR Game) applied to Pokemon Go, which has recently been a sensational game. We focused on and analyzed the intention for continuous use as a dependent variable. We made hypotheses through previous studies and used spatial presence, perceived interactivity, perceived pleasure, and sickness as independent variables. Immersion was set up as a mediating variable. We conducted the study using 198 data, which people who experienced AR games responded. The results were as follows. First, spatial presence and perceived pleasure were found to have a significant effect on immersion, as in previous studies. Second, the relationship between sickness and immersion, which were shown to have a negative relationship in previous studies, we found that variables had a positive relationship unlike previous studies and rejected the hypothesis. Third, perceived interactivity, which is one of the crucial variables to affect the intention for continuous use, we found not to have a significant relationship among perceived interactivity, immersion, and the intention for continuous use. This result is opposite from previous studies, and further research on this issue is expected. We conducted this study with an individual user's view on immersion and the intention for continuous use rather than focusing on technical or political topics. Besides, this study has a significance that drew different results from previous studies and explored people who relish AR games with the characteristics of personal variables.

Development of PBL Application Class Module and Convergence Application Experience in one university Scenario-based Adult Nursing Simulation Training (일개 대학 시나리오 기반 성인간호학 시뮬레이션 실습 교육에서 PBL 적용 수업 모듈 개발 및 융합적 적용 경험)

  • Young-Hee Jeong
    • Journal of Advanced Technology Convergence
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    • v.2 no.3
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    • pp.33-41
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    • 2023
  • This study aimed to improve the quality of classes through the application experience analysis after applying the adult nursing simulation practice modules with PBL. Quantitative and qualitative data such as from satisfaction, validity, self-reflection, and lecture evaluation in 68 nursing students were analyzed after the semester. Satisfaction was 4.64 points out of 5 points, and 'I want to recommend this class to other friends' was the highest. It was appropriate for the validity as 64.7% to 100% positve answer. From the qualitative data analysis of lecture evaluation, it was categorized into 5 thematic groups : 'increased immersion related to a lively class environment', 'growth of knowledge and skills through learners' active participation', 'improvement of mutual collaboration skills through team-based problem-solving process', 'Improvement of problem-solving ability through situational crisis coping process' and 'Improvement of individual comprehension through close teaching'. The continuous development of PBL learning strategies and development of various scenarios are required in the future.

Current Status of Augmented Reality Picture Books and Preschooler's Immersion (증강현실 그림책 현황과 유아의 몰입도)

  • Han, You Me;Won, Soon Ok
    • Journal of Information Technology Applications and Management
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    • v.29 no.1
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    • pp.47-57
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    • 2022
  • The purpose of this study is to analyze the current status of augmented reality picture books, which have been steadily developed since 2010, as a genre of electronic picture books, and to reveal how children's immersion in augmented reality picture books differs from paper picture books. To this end, 30 augmented reality picture books on the market were analyzed according to genre, life theme, implementation method, and augmented reality scene ratio. As a result of the study, it was found that the genre of picture books was in the order of information fairy tales, daily fairy tales, and historical fairy tales, and there were no traditional or fantasy fairy tales. Animals and plants accounted for about half of the life topics, and in some cases, there were only a few or no other life topics. In the augmented reality implementation scene, it consisted of only one page in the early days, but all pages are now possible to implement augmented reality due to technology development, production cost reduction, and improved hardware performance of smartphones. It was found that the augmented reality implementation method used CD-ROM in the early days, but gradually became possible to implement using only mobile phones and tablets that were easy for readers to access. In addition, after presenting four picture books to eight 5-year-old infants, the immersion time was measured and the immersion behavior was observed. As a result, augmented reality picture books showed higher immersion[immersion time, immersion behavior] than paper picture books, but compared by literature genre, life fairy tales were higher in paper picture books and natural fairy tales in augmented reality picture books. It was higher when presenting augmented reality picture books after presenting paper picture books according to the order of presentation of picture book types. The results of this study suggest that more diverse life topics and augmented reality picture books in the genre of children's literature should be developed to increase the utilization of augmented reality picture books. In addition, considering that there are differences in immersion between types, literary genres, and reading experience [presentation order], it is expected to increase the educational effect by using picture books complementarily.

Device Adaptive Video Resolution Transform System (단말 적응적 미디어 화면비 변환 시스템)

  • Lee, Seungho;Jeong, Jinwoo;Kim, Sungjei
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1325-1328
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    • 2022
  • 언제 어디서든 한 손으로 미디어 콘텐츠를 소비할 수 있게 해주는 모바일 기기들이 기존 전통적 미디어 콘텐츠 단말기였던 TV나 데스크톱 PC들을 대체하게 되면서 세로형 영상 콘텐츠에 대한 수요가 나날이 높아져 가고 있다. 이와 더불어 모바일 단말기 제조사들은 서로 간의 경쟁에서 앞서기 위해 제품 차별화 전략을 수립하고 모바일 사용자들의 요구 사항을 세세하게 맞추기 위한 결과, 저마다 다른 디스플레이 해상도 규격을 가진 모바일 기기들이 생산되고 있는 상황이다. 이에 미디어 콘텐츠 제작자들은 기존 가로형 영상 콘텐츠와 더불어 새롭게 요구되는 세로형 영상 콘텐츠들을 저마다 다른 해상도 규격에 맞추는데 많은 시간과 비용을 투자하고 있다. 더 나아가 모바일 단말기 해상도 규격과 맞지 않는 영상 콘텐츠를 시청하게 될 경우, 모바일 사용자 입장에서는 디스플레이 전체 영역을 뷰포트로 잡을 수 없어 시청 만족도가 떨어질 수 있다. 이에 본 논문은 한 번의 콘텐츠 제작을 통해서도 추가 비용 없이 다양한 디스플레이 규격을 가진 단말기들에 대해 맞춤형 콘텐츠 서비스 제공을 가능하게 하여 미디어 콘텐츠 소비자들에게 충분한 시청 몰입감을 제공해줄 수 있는 단말 적응적 미디어 화면비 변환 시스템을 제안한다. 단말 적응적 미디어 화면비 변환 시스템은 딥러닝 네트워크 모델과 이미지 관련 라이브러리를 기반으로 하여 설계한 시스템이며, 사용자가 시청하기 원하는 영역을 판단하고, 사용자가 원하는 뷰포트 종횡비에 따라 해당 영역을 잘라내어 사용자가 원하는 세로형 영상 콘텐츠를 제공해준다.

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Analyzing Trends in Organizational Effectiveness(Job Satisfaction, Organizational Commitment, Organizational Citizenship Behavior) Research: Focusing on SCOPUS DB (조직유효성(직무만족, 조직몰입, 조직시민행동) 연구 동향 분석: SCOPUS DB를 중심으로)

  • Jae-Boong Kim
    • Journal of Industrial Convergence
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    • v.22 no.1
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    • pp.65-73
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    • 2024
  • This paper aims to identify the major research trends in organizational effectiveness over the past 20 years. For this purpose, SCOPUS, an international academic database provided by Elsevier, was used to identify research trends in organizational effectiveness over the past 24 years (2000~2023). According to the frequency analysis, there were 2,789 cases of organizational, 2,714 cases of effectiveness, 850 cases of management, 689 cases of performance, 632 cases of organizations, and 597 cases of leadership. Trend analysis. While effectiveness and organizational have been consistently researched, the trends of leadership and management have been declining in recent years. LDA analysis shows that effectiveness and organizational are important topics. This shows that it is important to be able to predict the future when it is difficult to predict the future. The results of this study can be used as a guide for companies to establish organizational management at a strategic level and improve organizational effectiveness.

Impact of Fashion On-line Community Characteristics on Brand Loyalty: Comparisons among Lifestyle Groups (패션 온라인 커뮤니티 특성이 브랜드 충성도에 미치는 영향: 라이프스타일 집단 간 비교)

  • Ko, Eun-Joo;Kim, Kyung-Hoon;Kwon, Joon-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.16 no.3
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    • pp.87-106
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    • 2006
  • Importance of on-line community has been increased and also on-line community has been used as an important marketing tool. Fashion companies also considered that on-line community provides opportunities to develop customer relationship and to improve customer loyalty. The purpose of this study is 1) to identify the characteristics of fashion on-line community, 2) to investigate the differences of factors affecting brand loyalty among fashion lifestyle groups. For data collection, on-line survey was conducted for fashion on-line community members in Daum portal site and total 404 subjects were used for this study. Factor analysis, cluster analysis, and regression analysis were used for data analysis. The results of this study were as follow: first, characteristics of fashion on-line community were classified as three factors: 'interactivity', 'information provision' and 'interest provision'. Second, the impact of fashion on-line community characteristics on brand loyalty were found to be significantly different among lifestyle groups. The results from this empirical study provide basic information for strategic planning about fashion on-line community by analyzing characteristics of on-line community users.

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