• Title/Summary/Keyword: Fun factor

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A Study on the Determining Factors of Elementary Students' Attitude towards Mathematics (초등학생의 수학 학습태도를 형성하는 요인에 대한 연구)

  • Kim, Eun-Hyoung;Paik, Suck-Yoon
    • Journal of Elementary Mathematics Education in Korea
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    • v.12 no.2
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    • pp.125-148
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    • 2008
  • The purpose of this study was to analyze concretely and minutely a primary factor of deciding attitude of learning mathematics of elementary school students, grope a solution for negative attitude of learning mathematics with researching a difference between major factors by achievement in mathematics, and examine a suggestion in forming positive attitude of learning mathematics. The results of this study is as follows. First, elementary school students decided whether they liked or disliked mathematics, depending on not only characteristics of mathematics, but also teacher's teaching mathematics with interest and fun, or teacher's teaching tediously and difficultly. Second, negative attitude toward mathematics exam of elementary school students was influenced by parents' meddling for exam and negative attitude toward result of exam more than uneasiness by exam itself. Third, as private education for elementary school students becomes more popular, the learning mathematics out of school can be an important factor to decide attitude of learning mathematics of students on several sides such as teacher, teaching method, method of presenting task, and so on as much as mathematics class in school, and characteristics of mathematics. Fourth, students demanded silent and concentrative atmosphere in studying to have positive attitude of learning mathematics. Fifth, as the result of examining major factors that form attitude of teaming mathematics of groups by achievement in mathematics, there was considerable difference in each group. Students in a group of ‘upper’ and ‘lower’ disliked parents' meddling and rebuke, but it didn't change greatly their attitude toward mathematics exam. However a group of ‘middle’ showed the greatest uneasiness toward an exam, and they reacted sensitively to parent's rebuke, scolding, learning environment, and so on.

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Credibility Judgement of Information by Tweens (트윈세대의 정보 신뢰성 판단에 관한 연구)

  • Chung, Jin Soo
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.1
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    • pp.303-324
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    • 2020
  • This study investigates the credibility judgements of information by tweens using digital media and information. Particularly, the study focused on tweens' perception of internet research and information use and on their credibility judgement of source and message, internet service providers, and on consulting with others for their credibility judgement. The survey methodology was used to collect data from grade 5 and 6 students in two elementary schools whose parents are likely in middle and upper class. 336 valid questionnaires were collected among 400. Descriptive statistics, factor analysis, and t-test were used to analyze the data collected using SPSS 25. Findings suggested that tweens understood the importance of using smart media and computers, that they used Youtube, Naver, Kakao talk, Naver JisikIN much in sequence, and that they believed the Internet research was easy and fun. Using exploratory factor analysis, the survey questions for credibility judgement were classified into three factors: Internet service providers, sources and information, and consulting with others. Tweens used sources and information credibility, consulting with others credibility, Internet service providers credibility in sequence. However, it was interesting to find that there were greater deviation in answers on knowing how to find out the cognitive authority of the authors and on the importance of using current information. This study suggests the critical need for tweens' credibility judgement research for promoting critical thinking skills as well as for proactive educational practices in schools and libraries on information literacy.

A Study on the Visitor's Satisfaction Decisive Factors of the Local Festival : In Case of Simchung Festival in Goksung County (지역축제 방문객의 만족도 결정요인에 관한 연구 -곡성심청축제를 중심으로-)

  • Lee, Jeong-Rock;Ahn, Zong-Hyun
    • Journal of the Korean association of regional geographers
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    • v.10 no.3
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    • pp.642-653
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    • 2004
  • The purpose of this study is to measure the factor of determination on satisfaction level of the Goksung Simchung Festival. Goksung Simchung Festival has been held since 2000, and Goksung Simchung Festival 2004, which is the fifth, is holding soon. Simchung Festival has unique aspect that it is organised various experience programs and items which stress the importance of "environment" in Seomjin river and Simchung's "Hyo (filial piety)". A study is analysed through research that is consisted of satisfaction factors' items of 17 local festival visitor to study factors of determination of local festival visitor's satisfaction level. This research data is analysed statistical techniques, which are multivariate regression analysis, factor analysis, and reliability analysis, and extracted 4 factors, which are souvenir and food, content of the festival, convenient facilities, and publicity work. In conclusion, the festival is likely to attract more tourists and make them satisfied if better content of the festival is provided. Therefore, most of the tourists need to becoming cleared lo be satisfied due to its values of culture recognition through various contents of the festival. fun factors, and experience programs, So the manager and the director should have continual attention to satisfaction factors of local festival.

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Correlations of Exogenous and Endogenous Components of Auditory ERPs to Psychometric Measures of Personality (청각 EPR의 내외생적 요소들과 성격의 상관에 관한 연구)

  • Park, Chang-Bum;Lee, Ji-Young;Chi, Sang-Eun;Park, Eun-Hye;Lee, Young-Hyuk;Kim, Hyun-Teak
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.59-66
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    • 2002
  • This study was proposed as an exploratory study for understanding the biological bases and structures of three personality models: Eysenck's PEN model, Gray's BIS/BAS model, and Costa & McCrae's Five Factor Model, which was chosen as the major descriptive model regardless of its biological bases. Besides, Eysenck's impulsivity scale, IVE, was added to demonstrate the relationship of P and impulsivity. Concerning personality, most previous reports have explored the relationships between P300 and the introversion-extraversion of Eysenck's theory because of its putative biological bases. In the present study, forty-eight undergraduate took four personality batteries (ERQ-R, NEO-Pl-R, BIS/BAS, and IVE). Two types of oddball tasks including different stimulus duration were used to induce ERPs (50ms for task 1, 300ms for task 2). Distributional topographies of correlation coefficients with personality traits and ERP components were drawn, and considered for the consistent interpretation of the personality model structures. Even though all equivalences for extraversion of personality batteries showed similarities for their intra-correlation, their correlations with P3 amplitudes were dissociate. Eysenck's E might not be the proper psychometric measure for elucidating its biological bases. The present study supported the negative relationship of P3 amplitude and extraversion, which is the consensus of previous studies. Neuroticism and Psychoticism showed correlations with the earlier sensory processing components such as N1 and P2. This result might explain the reason why most of studies have failed to find biological connections relating them. Interaction between gender and personality traits should be considered for the interpretation of correlations. Two types of auditory stimulus duration had different sensitivity to personality traits.

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The Impact of the Organizational Culture Type Perceived by Cabin Crews on Job Stress: Focusing on the Mediating Effect of Empowerment (캐빈승무원이 지각한 조직문화 유형이 직무스트레스에 미치는 영향: 임파워먼트의 매개효과를 중심으로)

  • Park, Hye Sun;Kim, Jin Ah
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.11
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    • pp.715-727
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    • 2020
  • For the empirical analysis in this study, 335 cabin crews from large airline companies and budget airlines were interviewed using self-reporting questionnaires. The data was analyzed using the SPSS 23.0 and AMOS 23.0. First, of the organizational culture types, the relationship-oriented culture, hierarchy-oriented culture, and task-oriented culture were found to have negative impacts on job stress. Second, the innovation-oriented organizational culture, relationship-oriented culture, and hierarchy-oriented culture were found to have positive impacts on empowerment. Third, empowerment was found to have a negative impact on job stress. Fourth, as for the mediating effect of empowerment, the innovation-oriented culture, relationship-oriented culture, hierarchy-oriented culture, and task-oriented culture were verified to be all significantly mediated by empowerment in their relationship with job stress. As a result, it was shown that cabin crews of airline companies found their work more fun, interesting, and valuable in an organizational structure that was more oriented toward flexibility, rather than the hierarchical, task-oriented cultures that are more focused on control and order. It was also found that empowerment was a mediating factor in the relationship between organizational culture and job stress.

A Study on Participatory Culture of Korean Webtoon Focused on User-Generated Images - (한국 웹툰의 참여 문화 연구 - 사용자 생성 이미지를 중심으로 -)

  • Kim, Juna;Kim, Su-Jin
    • Cartoon and Animation Studies
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    • s.44
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    • pp.307-331
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    • 2016
  • Webtoon is the most popular cultural contents representing contemporary Korea. This study explores the cultural aspects of participatory culture surrounding Webtoon, and reveals the cultural implications of webtoon in contemporary Korea. Particularly, this study notes that the engagement of the participatory culture is formed from the user-generated images and analyzes the reproduction patterns of them. Chapter 2 analyzes the mimicking process of user-generated images based on the 'meme' concept. Especially based on the variation degree of text or image, the user-generated images could be classified into three types of 'completely variant', 'partly variant', and 'completely same'. Users use these images as one of the fun factor by transplanting them into daily messenger conversation. Chapter 3 reveals the cultural meaning which is derived from the process of user-generated images creation. In particular, this study notes that most of the user-generated images are mimicking the main character of the original webtoon, and analyzes the underlying desire of the mass based on the literary theory of Northrop Frye. The main readers of webtoon are petit-bourgeois living in Korean metropolitan, and the user-generated images also reflects the daily lives of these ordinary people. User-generated images of webtoon are imitating the original contents in a way of replicating or mutating the images or texts. Also, they are consumed and enjoyed as an amusing code among users. Especially by mimicking the appearance of the main character in a self-reflective way, they appeal to day-to-day sympathy of users. In that user-generated images reveal the desire of the public living in contemporary Korea, this study examines the cultural implication of webtoon.

The effects of Maternal Parenting Behavior, Smart Devices Addiction, and Children's Self Regulation on Their Use of Smart Devices (유아의 자기조절, 어머니의 양육행동과 스마트기기 중독이 유아의 스마트기기 이용에 미치는 영향)

  • Kim, Min Hee
    • Korean Journal of Childcare and Education
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    • v.11 no.6
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    • pp.133-151
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    • 2015
  • The aim of this study was to examine how children's self control, mother's addiction to smart devices and parenting behavior influence the way young children used smart devices. Participants were made up of 166 preschoolers and their mothers. Descriptive analysis, Pearson's correlation coefficient, and hierarchical regression analysis were used for statistical analysis. The results were as follows: First, children in their early childhood years used smart devices once or twice a week, for ten to thirty minutes, mainly during weekends. Children in their early childhood stage started to use smart devices before reaching the age of 3, and accessed them through their parents, usually along with their siblings. Parents allowed their children to use smart devices for fun and entertainment, with only 66.3% of them setting rules. Second, the mother's tendency to be immersed in smart devices, overprotection and permission were positively correlated to young children's overusage of smart devices, whereas geniality, encouragement, setting limits, and children's self control were negatively correlated. The study also found that the mother's tendency of being immersed in smart devices was the most influential factor for their children's overusage of smart devices. The value of this study lies in providing practical suggestions for children's smart device usage and parental education programs.

A Study on the Correlation about Creating Component of Pleasure and Satisfaction on FPS Game (FPS게임에서 쾌감의 구성 요소 창출과 선호도 상관관계에 관한 연구)

  • Kim, Sang-Jung
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.45-56
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    • 2009
  • This Study has limited our scope to the study of satisfaction factor. Due to the extensiveness of fun factors of games. We had identified satisfaction factors through investigating various theories based on funology. Then, we have directly applied the satisfaction factors to games in order to define the satisfaction factors of online FPS game. Then, we have applied the satisfaction factors on to four online games, at the first phase of the study. We interviewed a group of online FPS game experts to identify the constituent elements of the factors and concluded the second phase of our investigation based on the results from the first and second phases, we have conducted a survey to verify the hypothesis. We have verified the reciprocal relationship between the satisfaction factors and game popularity by conducting a multiple regression analysis on the survey results. To conclude, there is a correlation between online FPS games and the satisfaction factors; the satisfaction factors cause the users to be absorbed into the game and to enjoy it for a long period of time.

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The Effect of Augmented Reality Traits on Presence, Flow, and Relational Continuance Behavior with Smart-Phones (스마트폰 기반 증강현실 특성이 프레즌스, 플로우 및 관계지속행동에 미치는 영향)

  • Chun, Tae-Yoo;Park, No-Hyun
    • Journal of Distribution Science
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    • v.13 no.5
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    • pp.45-52
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    • 2015
  • Purpose - Augmented reality (AR) content used in mobile media today can accommodate a wide variety of contextual information. This indicates that making people experience a sense of presence and flow is a very significant factor in augmented reality content. Flow represents a rich immersion potential as representing the progress of emotion and the means to facilitate the operation of the smart phone. Therefore, users will have friendly relational continuance behavior with products and brands that supply this experience. Based on that, the purpose of this study is to investigate the relationships among smart phone AR application traits, presence, flow experience, and relational continuance behavior. First, AR application traits are defined as three categories sensory immersion, navigation, and manipulation, based on preceding studies. This study then examines the influence of AR application traits on the presence and flow experience and looks into the relation among presence, flow experience, and relational continuance behavior. This analysis suggests more detailed and concentrated strategic implications. Research design, data, and methodology - A research model is designed to examine the relation among AR application traits, presence, flow experience, and relational continued behavior. For data collection, questionnaire surveys were composed of multi-items for each component and the direct interview method was used for the interviews. To collect the data, after running the smart phone AR applications, the consumer behaviors of the respondents were generally determined. The questionnaire surveys were conducted for one month, October 2014. A total of 300 questionnaires were distributed with 278 questionnaires used for analysis, excluding the unanswered and insincere questionnaires. The data were analyzed using SPSS ver. 20.0 and LISREL ver. 8.51. Results - The following results are found: First, AR application traits have a significantly positive effect on presence with sensory immersion, navigation, and manipulation all having a significantly positive effect. Second, sensory immersion and manipulation among the AR application traits have a significantly positive effect on flow. However, navigation did not have a significantly positive effect on flow. Third, presence has a significantly positive effect on flow and has a significantly positive effect on relational continuance behavior. Moreover, flow also has a significantly positive effect on relational continuance behavior. This behavior tends to be formed since brands want to encourage relational continuance behavior and positive emotions with the brands being used. Relational continuance behavior accompanies repeat purchasing, positive word-of-mouth and recommendation activities, and forms of trust with the brand. Conclusions - The research results showed that smart phone AR traits had significantly positive effect on presence, flow, and relational continuance behavior. Based on this, smart phone AR application providers should establish an aggressive marketing strategy to accommodate more realistic problems in order to positively influence user behavior. Additionally, the marketers should make efforts to provide fun or convenience in the AR application operation process of the user.

Character Design Research for Local Brand Marketing -Focused on the package design for fastfood Bibimbob, 'Mix-bob' (지역브랜드 마케팅을 위한 캐릭터패키지 디자인 연구 -전주비빔밥 응용 패스트푸드 '믹스밥' 패키지 개발을 중심으로)

  • Joh, Yun-Sook
    • Cartoon and Animation Studies
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    • s.45
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    • pp.283-298
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    • 2016
  • Design is a fatal factor to differentiate and survive one product from the other in fierce competition of the market, when other conditions such as price or quality makes no much difference. Among many marketing tools, package design is known as a direct communication that visualizes and forms the very initial brand image of a product. Package design is not only for packing, transporting, storing and loading but for engraving the brand image in a consumers' mind and lead them to purchasing. One of recent package design trands is various ways of using character, not just as a printed image on the surface but as a part of three dimensional structure of package. If it succeed, the package design could give out the secondary fun and impact to the consumers. The package design with an effective character is itself a great marketing tool and valuable design asset, which can bring a further profit to the company. Especially, character-package can be a powerful and effective marketing method for various local products, in needs of further publication and sales with limited cost. It should motivate the sales of the products by grabbing their attention and taken as a souvenir. This research takes a character package as a useful marketing method for a local brand in Jeonju, South Korea, and tries to design a three dimensional package using its own character. Through the process, the research aims to propose an important design strategy for repositioning or enhancing an existing brand.