• Title/Summary/Keyword: Fun-재미

Search Result 387, Processing Time 0.021 seconds

The Effect of Digital Storytelling Type on the Learner's Fun and Comprehension in Virtual Reality (가상현실에서 디지털 스토리텔링 형태가 학습자의 재미와 이해에 미치는 영향)

  • Shin, Bok-Jin;Park, Hyung-Sung
    • Journal of The Korean Association of Information Education
    • /
    • v.12 no.4
    • /
    • pp.417-425
    • /
    • 2008
  • The purpose of this study is to explore the educational potential of digital story telling in Second Life with three-dimensional virtual reality. Virtual reality such a Second Life can provide to learner chance with the rich learning environment through fidelity. In this study, we have been measured the fun and comprehension among three groups on digital storytelling types. Through the result of experimental, comprehension was no significant but fun was different among three groups on storytelling. we have the result that experiential activity in virtual reality that provide to get the identification as a main character, good environment is influenced the fun to learner via engagement facilitation.

  • PDF

Fun Factors of the Classes for the Gifted Based on Concept Mapping Approach (개념도 분석을 통해서 본 초등 영재수업에서의 '재미' 요인 탐색)

  • Yun, Jahwan;Han, Kisoon
    • Journal of Gifted/Talented Education
    • /
    • v.26 no.2
    • /
    • pp.389-404
    • /
    • 2016
  • This research aims to build a concept map reflecting gifted elementary students' perception on fun factors of the classes for the gifted. Data for this research was gathered through brainstorming of 80 students currently attending classes for the gifted. 10 of them were selected as focus group for classification and evaluation, and 140 gifted-class students were asked of the fun factors for level of agreement after concept map analysis. Results of the research were, first, 46 final statements about fun factors which are categorized into 6 sub-categories ('the gifted class teacher's encouragement and feedback', 'confidence and chance', 'teamwork and intimacy with gifted friends', 'fulfilling, beneficial, and rewarding feeling', 'new and special experiments', 'qualitatively different class level and learning environment'). Second, the gifted students showed highest level of agreement on 'new and special experiments' category among the 6 sub-categories. Implication of this research on the field has been discussed.

The Relationship between Participation Motivation, Fun factor, Leisure satisfaction and continued exercise of elderly sports (노인 스포츠 참여동기와 재미요인, 여가만족 및 운동지속의 관계)

  • Kim, Hwa-Ryong;Seong, Moon-Jung
    • Journal of the Korean Applied Science and Technology
    • /
    • v.37 no.4
    • /
    • pp.807-819
    • /
    • 2020
  • The purpose of this study is to investigate the relationship between the motivation to participate in sports for elderly, the factors for fun, leisure satisfaction, and exercise persistence. In order to analyze the data, a total of 200 questionnaires were distributed to senior citizens participating in sports programs at the Senior Citizen Welfare Center in Seoul, and a total of 183 copies (91.5%) of data were used as valid samples excluding 17 unfaithful responses. For data processing, frequency analysis, confirmatory factor analysis, Cronbach's α, concentration validity, discriminant validity, concept reliability, correlation analysis, and structural equation model verification were performed using IBM AMOS 21.First, the motivation to participate in sports for the elderly influenced the fun factor. Second, the motivation to participate in sports for the elderly influenced leisure satisfaction. Third, the motivation to participate in sports for the elderly influenced the exercise continuation. Fourth, the fun factor of sports for the elderly influenced leisure satisfaction. Fifth, the fun factor of elderly sports influenced the exercise continuation. Sixth, the satisfaction of sports for the elderly affected the exercise continuation.

The Effect of the Fun Factors of Beauty Workers on the Attitude of Job and Self-Efficiency (뷰티종사자의 재미요인이 직무열의 및 자기효능감에 미치는 영향)

  • Kang, Se-Ryung;Lee, Young-Jo
    • Journal of Convergence for Information Technology
    • /
    • v.10 no.10
    • /
    • pp.279-289
    • /
    • 2020
  • The purpose of this study is to investigate the effect of beauty workers' fun factors on job enthusiasm and self-efficacy. In order to achieve the purpose of this study, 324 beauty workers in Seoul and Gyeonggi region were selected as the study subjects. The data processing to identify the purpose of the study was to analyze the frequency of the demographic variables of the study subject, verify the reliability of each factor, and analyze the factors, and the correlation analysis between the fun factor, job enthusiasm and self-efficacy was used. Multi-regression was conducted to find out the effect of the variables, and the following research results were derived through such a research procedure. First, the fun factor of beauty workers was crazy about job enthusiasm. Second, the fun factor of beauty workers influenced self-efficacy, and third, job enthusiasm had an effect on self-efficacy.

The Effects of Perception of Fun Factors for Participation in Park Golf on Psychological Happiness and Behavioral Intentions : Focusing on the New Silver Generation (파크골프 참여에 대한 재미요인 인지가 심리적 행복감 및 행동 의도에 미치는 영향 : 뉴실버세대를 중심으로)

  • Woo-Sik Kim
    • Journal of the Korean Applied Science and Technology
    • /
    • v.41 no.3
    • /
    • pp.555-564
    • /
    • 2024
  • In this study, a total of 255 New Silver Generations residing in Chungcheong Province were analyzed from September 16 to December 10, 2023 to find out how the fun factors of park golf, which has established itself as a representative silver sport, affect psychological well-being and behavioral intentions. First, it was found that the fun factor had an effect on psychological well-being. Second, it was found that the fun factor influenced the behavioral intention. Finally, it was found that the psychological well-being of park golf participants had a significant effect on the intention of action. In fact, it was found through the results of the study that park golf participants felt psychological well-being according to the fun factor and were also related to future actions. Recognizing that it is the time when it is required to understand the range of New Silver people's behavior and provide customized programs to encourage participation, it is also necessary to devise a plan to activate it as a daily sport.

A Structural Analysis of the Movie Reviews (네티즌의 흥행 영화 리뷰에 포함된 감정 동사 이용 특성 연구)

  • Park, Ji Yeon;Chon, Bum Soo
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.5
    • /
    • pp.85-94
    • /
    • 2014
  • This study examined the characteristics of movie reviews based on emotional expressions, using the structural analysis. Major results were as follows; firstly, the most cited emotional expression was 'fun'. Fun was the important discriminator for evaluating movies. Secondly, cluster analysis results found that although Korean movies were clustered by many emotional expressions such as fun, immersion and impression, foreign movies were grouped by joust an emotional expression including fun. Internet users tended to divide foreign movie into two kinds of movies such as fun movie and boring movies.

Fun Evolution Model for Social Network Services(SNS) (소셜네트워크서비스(SNS)에서 재미진화모형)

  • Kwon, Soon-Jae;Ko, Dong-Woo
    • Knowledge Management Research
    • /
    • v.14 no.5
    • /
    • pp.151-176
    • /
    • 2013
  • 소셜네트워크 서비스(SNS)를 사용하는 이유는 무엇일까? 게임, 정보의 검색, 시간 보내기, 단순한 반복적인 습관 등 다양한 이유가 있을 수 있겠지만, 가장 공통적인 이유는 재미(fun)이다. 그렇다면 사용자들이 SNS를 이용하면서 느끼는 재미의 개념은 무엇이며 이러한 재미는 어떻게 이루어져 있는가? 라는 의문을 갖게 된다. 재미 현상을 이해하는 것이야말로 SNS현상의 본질을 이해하는 것이 될 것이며, 향후 개발되는 SNS의 많은 부분을 보다 재미있게 만드는데 필요한 단초를 제공할 수 있다는 점에서 매우 중요하다. 이에 본 연구에서는 (1)SNS 사용자들이 어떤 종류의 재미를 느끼는지를 살펴보고, (2)재미를 구하기 위하여 어떤 행동을 하는지를 고찰하였다. 또한, (3)이러한 행동을 체계적인 설명을 위하여 SNS에서 재미를 구하는 가치 양식이 어떻게 달라지는지를 하나의 모형(재미진화모형)으로 제시하였다. 재미진화모형은 보기(seeing), 가지기(having), 하기(doing), 되기(being)4가지 단계로 이루어지며, 각 단계로 진행되면서 몰입(commitment)는 커지게 된다. 보기단계에서는 사실 모든 SNS 행동에서 사람들은 가장 먼저 "보는 것"을 통해 재미를 느낀다. 가지기(having) 단계에서는 보는 것만으로 재미를 지속하기는 어려우며, 정상적인 경우 일정기간이 지나면 그 활동의 구성요소를 소유하고 싶어한다. 하기(doing) 단계에서는 가지기의 재미는 다시 발전하여 그 활동과 직접 관련된 행동으로 나타난다. 마지막으로 되기(being) 단계에서 동일시 과정이 발전하면 보다 성숙한 형태의 재미추구 양식이 나타난다.

  • PDF

Development and Validation of a Fun Perception Scale for the Korean Employees (직장인의 일에 대한 재미지각척도 개발 및 구성타당도 검증)

  • Cheongyeul Park ;Youngmi Sohn ;Chungwoon Kim
    • Korean Journal of Culture and Social Issue
    • /
    • v.17 no.2
    • /
    • pp.241-260
    • /
    • 2011
  • This study was to develop the fun perception scale measuring what conditions employees experience fun feeling in work and to examine the construct validity of it. For this, the pre-studies(open-ended questionnaire, in-depth interviews, literature survey, pre-survey) were conducted to develop the preliminary questions of fun scale. In main study, 250 employees(male: 125, female, 125) were responded to a questionnaire consisted of 40 questions of fun perception scale extracted by pre-studies. The results were as follow. First, through the item analysis, factor analysis and reliability analysis, 7 factors composed of 29 items were extracted: 'self-determination', 'extrinsic reward', 'goal achievement', 'pleasure in the process', 'contribution to the company', 'worthless', 'challenge'. Cronbach's alpha reliability coefficient of each factor was suitable. Secondly, EFA was conducted to test the construct validity of fun scale with AMOS 16.0. Several goodness of fit indexes were used to assess model fit: X2/df, TLI, CFI, RMSEA. The results were revealed that all the indexes were acceptable with no additional modification. Based on these findings, the theoretical and the practical implications of fun perception scale were discussed.

  • PDF