• 제목/요약/키워드: International Experience

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Experiences as a health educators

  • Seokhee Yun;Jungae kim
    • International Journal of Advanced Culture Technology
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    • 제12권2호
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    • pp.227-235
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    • 2024
  • This study was attempted to secure basic data for planning an efficient educational direction by phenomenologically analyzing what they experience as educators by allowing learners to plan and conduct education directly. Participants in the study were eight who voluntarily expressed their intention to participate in the study after taking health education classes between the ages of 20 and 30. Interviews for the study were conducted three times per participant from December 18, 2023 to January 5, 2024, and took an average of 1 hour or more per session. The meaning of the experience of actually carrying out health education derived from Giorgi's phenomenological analysis procedure consists of 5 components(difficult and lacking, confusion and burden, regretful, change, oppurtinity), 11 sub-components, and 37 semantic units. What stands out from the experience of directly teaching is that the participants gained confidence as educators. Based on the results of this study, in order to achieve efficient education, it is suggested to allow learners to conduct classes directly.

외국인 학부생 대상 대학 생활 문화 교육을 위한 기초 연구 (A Basic Study on the Culture of College Life for International College Students)

  • 장미정
    • 한국어교육
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    • 제28권3호
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    • pp.127-152
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    • 2017
  • The purpose of this study is to clarify the perception and educational needs of international college students regarding the culture of college life. A questionnaire was given to international college students who are studying at universities in Korea. The results showed that international college students need to study about the culture of college life and had a perception that it is desirable to learn this through general education classes or freshman subjects after entering university. Also, the culture of college life can be divided into nine categories: bachelor's system; career and employment; university support centers and systems; interpersonal relations; departmental events; housing and living expenses; freshmen's events; exchange activities and programs; and cultural experience activities. International college students showed higher learning needs in order of career and employment; cultural experience activity; and bachelor's system. In addition, the characteristics of the learners showed different educational needs according to year of study and Korean language proficiency. The significance of this study is to specify the items of the culture of college life required for international college students, to measure the validity and reliability of these items, and to categorize the elements of the culture of college life.

Young Children Teacher's Application Experience and Utilizing Observation of Digital Device

  • Kim, Dae-Wook;Song, Yun-Kyung
    • International Journal of Advanced Culture Technology
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    • 제10권4호
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    • pp.126-136
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    • 2022
  • The purpose of this study is to investigate the application experience and observation of young children's teachers' digital devices. The participants of this study were 6 young children teachers using digital devices. Individual interviews were conducted as a data collection method. It was conducted 2-3 times per research participant. Data collection was conducted from November to December 2020. The Data analysis was focused on the young children's teachers' digital device application experience and observation use. 'Easy and simple use', 'using existing familiar apps', 'providing healing to teachers', and 'improving the utilization of spare time' were derived as early childhood teachers' experience of applying digital devices. 'Easy use of observation records', 'Use together in various ways', 'Use for parent counseling', 'Use appropriate for observation of revised Nuri Curriculum' through early childhood teacher's experience of observing digital devices ' was derived. As a conclusion of this study, first, it is easy for young children's teachers to apply digital devices to the field. Second, if young children's teachers use digital devices, they can make a wide range of observations, enabling high-quality early childhood education practices.

Exploratory Study on Professional Baseball Fan Experience Management: Based on In-Depth Interview and Customer Journey Map

  • Kim, Se-yun;Byun, Kyung-Won
    • International journal of advanced smart convergence
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    • 제10권1호
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    • pp.176-183
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    • 2021
  • The purpose of this study is was to analyze customer experience attribute of professional baseball. To achieve objectives of this study, a method was used the in-depth interview and experts' consultation which understanding the attributes and structure of customer experience attribute of professional baseball. As a result, the professional baseball customer experience attributes are 'viewing plan & purchase', 'stadium movement', 'entrance stadium', 'move to seat', 'game viewing', 'amenities/services', 'events/cheering', 'move after match'. The review of the experience section and attributes derived through in-depth interviews with professional baseball fans was verified through an expert' consultation to secure content validity. Through this process, 8 experience section and 41 attributes were analyzed. The customer experience journey was analyzed for a more in-depth analysis of the viewing experience of professional baseball fans. The customer experience journey was presented based on the needs of fans and discomfort in each experience section activity.

비대면 시대 미술관 학교 연계 온라인 교육프로그램 사용자 경험 연구 (A Study on User Experience of Online Education Programs with Elementary Schools and Art Museums in Non-Face-to-Face Era)

  • 김나연;김승인
    • 디지털융복합연구
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    • 제19권8호
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    • pp.311-317
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    • 2021
  • 본 연구는 비대면 시대에 따른 미술관과 초등학교 연계 온라인 교육프로그램을 중심으로 디지털 기술기반의 더 나은 교육 환경 조성을 위한 사용자 경험 유도 방안을 제안하고자 한다. 이에 국내외 실시하고 있는 미술관 온라인 교육프로그램 현황을 분석하고 사용자 경험을 측정하기 위해 참여한 어린이와 학급 교사를 대상으로 1차 온라인 설문을 진행하였으며, 2차로는 전문가를 대상으로 심층 인터뷰를 시행하였다. 연구 결과, 디지털 미디어를 활용한 학교 연계 교육프로그램의 장단점이 존재했다. 이에 부정적인 의견을 토대로 사용자의 만족도를 높이려는 방안을 제시하였다. 본 연구는 디지털 기술기반의 온라인 교육을 활성화하는 데 의의가 있다. 이 연구가 향후 초등학교에서 진행되는 비대면 온라인 미술 교육프로그램 사용자 경험에 대한 자료로 활용되고 나아가 실질적 활성화 방안을 논의하는 데 도움이 되기를 기대한다.

How Can Customer Experience on CDJ Be Shaped?: Can Rose Be Tamed?

  • Lee, Sang mi;Han, Sang man
    • Asia Marketing Journal
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    • 제22권3호
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    • pp.87-105
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    • 2020
  • With the development of Information Technology, customers require promptly higher quality products and services. Companies try to make newly digital marketing strategies, but there are no empirical researches on them. This article empirically presents a new perspective that companies can shape the customer decision journey ahead by coordinating customer experience. In this article, based on Elaborated Likelihood Model (ELM) theory, customer experience consists of the emotional or cognitive experience. We surveyed about 200 subjects (N = 217) in their 20s and 30s based on the International Music Industry Association's Music Listening 2019 report, then analyzed four different models (before personalization-cognitive experience, before personalization-emotional experience, after personalization- cognitive experience, after personalization-emotional experience) by JASP and R Studio. We conducted Structural Equation Model (SEM) and paired t-test. Personalization factors are about recommendation systems in Spotify. The results of survey represent that companies can shape the Customer Decision Journey (CDJ) ahead especially through enhance cognitive experience. It empirically proves Elaborated Likelihood Model (ELM). The conclusion can be drawn that 'pulling' customer experience can be a new marketing strategies in the digital era.

부티크 호텔의 체험 콘텐츠 사례 연구 (Experiential Content in Boutique Hotels: A Case Study)

  • 김정희;이캐시연주
    • 디지털융복합연구
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    • 제18권2호
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    • pp.403-411
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    • 2020
  • 이 연구는 특색있는 부티크 호텔에서 중요한 요소를 경험으로 보고, 호텔에 풍부한 경험 콘텐츠를 넣어 성공적인 사례를 만들고 있는 하얏트 호텔 그룹의 안다즈 호텔을 중심으로 융복합 사례 연구를 진행하였다. 안다즈 인도 델리 지점과 일본 도쿄 지점 두 곳에서 여덟 개씩 총 열여섯 개의 경험 콘텐츠 카테고리를 살펴보고, 이를 번 슈미트의 다섯개 경험 모듈을 통해 진단한 결과, 두 지점 모두 안다즈의 지역 특색을 살리는 호텔을 만드는 브랜드 철학에 맞게 대부분의 경험 모듈에서 경험 콘텐츠를 강하게 가지고 있었고, 그중 감각 콘텐츠를 가장 강하게 나타내고 있었다. 델리 지점 보다 토라노몬 힐즈 지점이 감성 경험 콘텐츠를 더 강하게 가졌으며, 인지 경험 콘텐츠의 경우 델리 지점이 조금 더 강하게 가지고 있는 것으로 확인되었다. 두 지점 모두 이용객이 호텔을 이용하는 동안 맞이하게 되는 다양한 지점에서 풍부한 경험 콘텐츠를 가지고 있는 것으로 확인되었다.

지역 서점에서 사용자 경험에 영향을 미치는 요인에 관한 연구 (A study on factors affecting user experience in Korean independent bookstores)

  • 주수연;김승인
    • 디지털융복합연구
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    • 제17권3호
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    • pp.371-377
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    • 2019
  • 본 연구는 지역 서점에서 사용자 경험 만족에 영향을 미치는 요인에 관한 연구이다. 최근 증가하는 지역 서점에 대해 공급자 측면에서의 연구가 진행된 사례가 많다. 하지만 실제 사용자의 경험이 산업 발전에 중요하기 때문에 사용자 측면의 연구가 필요하다. 지역 서점을 독립서점, 전문서점, 복합서점으로 분류하여, 경험경제의 4가지 경험 영역의 구체적인 경험 요인을 설문을 통해 분석하였다. 경험 만족에 영향을 미치는 요인을 회귀분석을 통해 확인하였고, 통계적으로 가장 유의미한 수치를 보이는 요인으로 3가지 항목을 확인하였다. 이 연구는 기존 공급자 기준의 선행 연구들과 달리 실제 사용자인 고객 경험에 초점을 두고 주요 경험 요인을 파악하였으므로, 향후 지역 서점의 발전에 도움이 될 것으로 기대한다.

안전체험 시뮬레이터 개발에 관한 연구 (The study of Safety education, safe experience for students to develop research simulreyiteo)

  • 김태환
    • 한국재난정보학회 논문집
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    • 제6권1호
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    • pp.46-59
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    • 2010
  • In this study, the safety training of comparative analysis of the realities of Korea's safety training and international experience and practical training for the safety experience of a virtual reality simulator, the development of safe conduct as a controlled motion simulator system, image H / W and the control system works, sound effects H / W and the control system works, 4D special effects (smoke, heat, wind, vibration) and a control system integration, mission control system for the selection and evaluation of the proposal, and safety training on Game S / W of development as we have never experienced an earthquake action plan and evacuate to escape the power of experience and the experience of an earthquake (vibration + video), Also the collapse and a fire escape on the experience of following second disaster, the building collapsed during an escape experience in the field, in case of fire According to the initial fire suppression and fire extinguisher usage experience - experience of smoke and heat to escape in, Moreover, the Daegu subway fire in public places such as subway and evacuated to escape the experience, considering the suggested Simulator.