• Title/Summary/Keyword: Graduate School Experience

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A comparison of two differential methods for nutrition education in elementary school: lecture- and experience-based learning program

  • Jung, Lan-Hee;Choi, Jeong-Hwa;Bang, Hyun-Mi;Shin, Jun-Ho;Heo, Young-Ran
    • Nutrition Research and Practice
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    • v.9 no.1
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    • pp.87-91
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    • 2015
  • BACKGROUND/OBJECTIVES: This research was conducted to compare lecture- and experience-based methods of nutritional education as well as provide fundamental data for developing an effective nutritional education program in elementary schools. SUBJECTS/METHODS: A total of 110 students in three elementary schools in Jeollanam-do were recruited and randomly distributed in lecture- and experience-based groups. The effects of education on students' dietary knowledge, dietary behaviors, and dietary habits were analyzed using a pre/post-test. RESULTS: Lecture- and experience-based methods did not significantly alter total scores for dietary knowledge in any group, although lecture-based method led to improvement for some detailed questions. In the experience-based group, subjects showed significant alteration of dietary behaviors, whereas lecture-based method showed alteration of dietary habits. CONCLUSIONS: These outcomes suggest that lecture- and experience-based methods led to differential improvement of students' dietary habits, behaviors, and knowledge. To obtain better nutritional education results, both lectures and experiential activities need to be considered.

Impact of Customer Relationship Management on Customer Loyalty among Patients Visiting a Woman's Hospital (여성전문병원의 고객관계관리(CRM)가 고객충성도에 미치는 영향)

  • Min, Che-Ryu;Kang, Hye-Young;Cho, Woo-Hyun;Lee, Dong-Jin;Kim, Chung-In
    • Korea Journal of Hospital Management
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    • v.13 no.1
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    • pp.65-83
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    • 2008
  • Although a variety of customer relationship management (CRM) activities have been provided by many hospitals in Korea, there lacks empirical evidence on the effect of CRM. The present study was conducted to examine the effect of CRM in terms of the customer response to CRM in a woman's hospital setting. A total of 380 patients receiving inpatient or outpatient care from woman's hospital between October 25 and November 4, 2005 were surveyed for the degree of their experience of and preference for CRM activities of the hospital by 5-point Likert-type scale. Patients were also asked about the level of customer loyalty to the hospital. Eighteen CRM activities offered by the hospital was classified into 4 types of CRM strategies according to Berry and Parasuranman: price, social, structural, and relationship recovery strategy. There's a significant positive correlation between the degree of experience of CRM and preference for CRM(r=0.49, p<0.001). Regression analysis results showed the significant positive relationship between the degree of experience of CRM and customer loyalty(${\beta}$=0.448, p<0.05). Among the 4 CRM strategies, only social(${\beta}$=0.127, p<0.05) and structural strategy(${\beta}$=0.266, p<0.05) showed signifiant positive relationship with customer loyalty. Overall, the favorable customer response to CRM in terms of preference for CRM and customer loyalty indicates that there's a positive effect of CRM on the continuity of the relationship between patients and health care providers.

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A Study on the Characteristics of Children's Digital Experience Center using Interection (인터랙션을 활용한 어린이 디지털체험관의 특성에 관한 연구)

  • Lee, Tae-Eun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.437-444
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    • 2018
  • The purpose of this study is to comprehend the trend of digital experience centers' development direction and to find out the types of experiences, the characteristics of interaction and the attribute of contents by selecting 4 digital experience centers opened from 2008 to 2018. The types of digital experiences are operation, sensibility, reaction and induction based on precedent studies. The types of interaction are operation, touch and sensor. The attributes of contents are game, play and education. The result shows that the ratio of operation experiences is gradually higher. In the types of interaction, the trend is switching to operation and touch. The offer of experience activities by play type is getting higher. This study is intended to help create an empirical interaction of the content of the children's digital experience centers that will be deployed in the future.

Perception and Educational Demand on Health Functional Foods among School Nutrition Teachers and Dietitians in Chungbuk (충북지역 일부 학교 영양(교)사의 건강기능식품에 대한 인식 및 교육 요구)

  • Hwang, Mi-Sook;Ju, Ji-Hyeung
    • Korean journal of food and cookery science
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    • v.27 no.3
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    • pp.81-93
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    • 2011
  • We investigated perception and educational demand for health functional foods among nutrition teachers and dietitians working in schools. The subjects were 229 nutrition teachers (57.2%) and dietitians (42.7%) working in Chungbuk elementary, middle and high schools. Approximately 67% of the subjects had experience consuming health functional foods. Most of the subjects did not have experience with the side effects after consuming health functional foods. Subjects who were unaware of the legal specifications, classification, and labeling standards for health functional foods (78-91.2%) were much more common than those who were aware of those issues. Most of the subjects perceived health functional foods as a food (45.0%) or as a product between a food and a medicine (44.5%). The subjects recommended themselves (43.1%) or medical doctors/pharmacists (40.8%) as consultation/education specialists for health functional foods. Approximately 66% of the subjects had experience conducting nutritional consultation/education in their schools, but only 3.2% had experience with health functional foods. Only 17.8% of the subjects had experience receiving education on health functional foods. Most subjects (88.2%) demanded education on health functional foods for themselves. The results suggest that an effective education is needed for nutrition teachers and dietitians working in schools for them to play an active role in educating students and their parents about health functional foods in the near future.

The Effects of Customer Experience at the Banks on Customer loyalty (은행에서의 고객경험이 고객충성도에 미치는 영향)

  • Jeon, Gilgu;Yoo, Hanjoo
    • Journal of Korean Society for Quality Management
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    • v.44 no.2
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    • pp.357-372
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    • 2016
  • Purpose: The paper aims to measure customer experience at banks in South Korea. This study examines six factors of customer experience and identifies their impacts on customer loyalty. Methods: The collected data with surveys were analyzed by using multi-regression analysis. The measurement tools used for this study were categorized into six dimensions: Customization, Employees, Servicescape, Internet Banking, Value addition, and the Presence of other customers. Results: Customer experience has an influence on customer satisfaction: The effects of Customization, Employees, Servicescape, Internet Banking and Value addition were found. However, the presence of other customers was not significant on customer satisfaction. Interestingly, it was found that customer satisfaction made a statistically significant influence on customer loyalty. Conclusion: This study focuses on a bank sector of customer experience. Thus, six factors of measuring customer experience were found. The results of this study will predict customers' experience and also build up effective strategies for the utmost satisfaction of the customers.

South Korea's phenomenal growth and development through Entrepreneurship: A cue for Sub-Saharan Africa (SSA)

  • Charmant, Sengabira Ndereyimana;Mahuni, Kenneth
    • Asia Pacific Journal of Business Review
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    • v.2 no.1
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    • pp.1-20
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    • 2017
  • The model of success in South Korea from a pariah state coming from the ruins of the Korean War into a member of the Organization for Economic Cooperation and Development (OECD) with a trillion dollar economy is encouraging. The Korean economic experience in terms of entrepreneurship and poverty reduction is an intriguing jig saw puzzle to researchers. This paper looks at Korean entrepreneurship history from the 1960s and how it shaped the contemporary sustainable economic development success of the Korean economy. Using a qualitative approach, the study used the Korean case study in comparison with Sub Saharan Africa to explore five powerful lessons on how the region can replicate the Korean entrepreneurship experience. The study shows that entrepreneurship was key to the radical transformation of its economy and government was instrumental in latent nurturing of Korean entrepreneurial spirit.

Interactivity and Flow in Games

  • Baek, Eok;Cha, Jong-Guk;Lee, Jeong-U
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.640-645
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    • 2007
  • In theese day, games are often referred as the most potential media to have artistic and entertaining features of digital technology, In this study, used to derive the factors of enjoyment and immersion that users experience from interaction and narrative levels in games were derived The framework of interaction and narrative levels in games was adopted from Marie-Laure Ryan's(2002) and Hyewon Han's(2005) study. The framework was used as the basic instrument for focus group interviews. The result of this study provides a practical model for game-design.

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Performance of Wireless Mobile Node based on Experience Path with SSEPT Scheme (무선 단말의 이동경로를 고려한 선택적 채널탐색방식의 성능분석)

  • Yoon, Hong;Yoon, Chong-Ho
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.87-88
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    • 2006
  • In this paper, we propose a new selective scanning scheme based on hand-off path information, which can provide an efficient reducing of delay time. This scheme eliminates almost of the scanning delay time by using Selective Scan based on Experience Path Table(SSEPT) algorithm and also completed hand-off within few milliseconds by using the next candidate channel indexing mechanism. Our scheme reduces the total number of scanning channels as well as the delay time on each channel. From the simulation result, we show that the proposed scheme is advantageous over the legacy schemes in terms of the scanning channels and the total delay time.

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Framework analysis of Speed-running : Towards a Comparison Between the Normal Gameplayer and Speed Runners (스피드 러닝 프레임워크 분석 : 일반 게임플레이어와 스피드 러너 간의 비교를 중심으로)

  • Thiago, Araujo Silva;Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.337-339
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    • 2020
  • Speed-run is a gameplay style in what the player tries to finish the game as quickly as possible. The purpose of this study is to observe and analyze the difference between a normal player and a speed runner in a speed run to better understand their interaction with the game and to extrapolate the applications of the analyzed frameworks to scenarios that extent normal gameplay. For this purpose, MDA (Mechanic, Dynamic, Aesthetics) and DPE (Experience, Design, Play) were used. As a result, the average player was found to focus on aesthetics or affects while the speed runner focused on mechanics and gameplay.

A preliminary study on the evaluation method of online design education (비대면 디자인 교육 평가 체계 구축에 관한 기초 연구)

  • Park, Seo-Yeon;Pan, Young-Hwan
    • Design & Manufacturing
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    • v.16 no.2
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    • pp.7-12
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    • 2022
  • The purpose of this study is to develop an evaluation method for online design education. Online education has established itself as the primary form in the educational field, however, there are unsatisfactory response from instructors and students due to rapid conversion of online education. Due to the transition of educational method, online class contents have become optimized and online educational experiences became accumulated. However, clear education criteria is essential. This study states importance of two parts: establishing an evaluation system based on design thinking for online design education and finding appropriate online platforms for interaction between instructors and students. The research results provide implications for ensuring the efficiency of design education and are expected to contribute significantly to the future education field.