• Title/Summary/Keyword: Online Interaction

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A Study on the Learner's Satisfaction of on-line Classes in Liberal Arts course - Focusing on on-line recorded video lectures (교양 과목에서의 온라인 수업 학습자 만족에 관한 연구 - 녹화 동영상 수업을 위주로)

  • Jun, Byoungho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.4
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    • pp.197-207
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    • 2021
  • The threat of COVID-19 pandemic put many universities in Korea to develop and implement various types of non-face-to-face on-line classes, such as on-line real time class and on-line recorded video class. Online education has been recognized as one of the effective educational methods because of its ubiquitous and flexible educational environments. Even though COVID-19 led to many problems such as faculty's burden and stress during the early stage of COVID-19, both students and faculties have gradually become familiar with on-line environment. As students have got accustomed to the online environment, on-line recorded lectures are shown to be more preferred rather than on-line real time class. Researches regarding the learner's satisfaction of on-line classes during the COVID-19 indicate that systematic and good quality contents and interaction by instructor are important factors. This study, therefore, investigate the learner's satisfaction of online classes in Liberal Arts course using recorded video contents in terms of contents and interaction. The results of empirical analysis reveal that systematic and good quality contents are likely to predict learner's satisfaction and interaction plays a great role in providing those contents. These findings provide insights that preparing systematic contents and interaction are key to enhancing learner's satisfaction of on-line classes in Liberal Arts course.

A Study on the Extrinsic and Intrinsic Reward Influencing on the Flow (몰입에 영향을 미치는 내적보상과 외적보상)

  • Choi, Dong-Seong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.37-48
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    • 2011
  • As people increasingly play online games, numerous new features have been proposed to increase players' log-on time at online gaming sites. However, few studies have investigated why people continue to play certain online games. This research would verify that enjoyment experience could be explained by the conceptual framework. In the first, this study results indicate that customers would show a higher level of loyalty if they had an optimal experience with the games. The state of flow was felt when players were aware of opportunities for personal interaction and social interaction. The personal interaction could be motivated either to achieve the high cognitive performance or by providing the equity of distribution of the objective performance in order to examine players' cognitive performance; the social interaction can be motivated either to enhance a high level of self-esteem of player or to achieve the positive reputation in order to evaluate their self-esteem. This finding can answer the questions of what enjoyment experience is and why players are repeatedly playing specific online games.

The Role of Social Interaction Influencing on Flow and Immersion in the Context of Online Games: The Moderating Effect of Offline Dependence (온라인 게임에서 사회적 상호작용이 충만감과 중독에 미치는 영향: 오프라인 의존성의 조절효과)

  • Kim, Yong-Young
    • Information Systems Review
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    • v.12 no.3
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    • pp.117-139
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    • 2010
  • Online games are not only tools for enjoyment, they are also the linking pins connecting between the online and the offline worlds. The effects affecting other domains can be termed 'spillover'. With the process behaving as forward and reverse spillovers, there are interaction effects on online and offline behavior. However, there is little research dealing with the spillover effects from the offline to the online domain. This study concentrates on the individual behavior of online garners centering on offline dependence. With the purpose of finding the factors affecting both flow and immersion, I am interested in the moderator effect of offline dependence influencing both flow and immersion from social interaction. A research model is developed and a survey research is conducted from one of universities in Korea. The results show that flow is strongly influenced by skills, challenge, and social interaction, but immersion is only influenced by skills and social interaction and not challenge. The findings reveal that the moderating effect of offline dependence affects only the relationship from social interaction to the immersion on the lower offline dependence group.

The Effect of Reward Channel and Reward Time of Customer Loyalty Programs for On-offline Channels -Focusing on Department Stores and Online Shopping Stores- (온-오프라인 채널에서 운영하는 고객보상프로그램의 보상채널과 보상시점에 따른 효과 분석 -백화점과 온라인 종합몰을 중심으로-)

  • Park, Minjung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.37 no.4
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    • pp.467-481
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    • 2013
  • The study examined the main effect of the reward channel and reward time of customer loyalty programs for on-offline shopping channels; in addition, it investigated the interaction effect of the reward channels and merchandise as well as the interaction effect of the reward time and merchandise. An online apparel shopping web experiment was conducted with a 2 (reward channel: online channel reward vs. offline channel reward) ${\times}2$ (reward time: immediate vs. delayed) ${\times}2$ (merchandise: online channel product vs. offline channel products) between-subject factorial design. An online shopping channel was considered the core-shopping channel and a department store was considered the cross-shopping channel. Loyalty program value, core-channel loyalty and cross-channel loyalty were measured as dependent variables. A total of 845 shoppers (who had experiences in shopping in both channels) participated in the experiment. The results of the study revealed (1) the main effect of the reward channel on loyalty program value, core-channel loyalty and cross-channel loyalty [online>offline channel rewards], (2) the main effect of reward time on loyalty program value, core-channel loyalty and cross-channel loyalty [immediate>delayed reward], and (3) the interaction effect of the reward channel and merchandise on loyalty program value, core-channel loyalty, and cross-channel loyalty. (4) Finally the study found that loyalty program value affected cross-channel loyalty indirectly through core-channel loyalty. This study suggested diverse theoretical and managerial implications for multi-channel retailers.

Online pedagogical strategies of a fashion design CAD course - Focused on Adobe Photoshop, Illustrator, and Texpro programs - (패션디자인 CAD의 온라인 교육 방법 연구 - 포토샵, 일러스트레이터, 텍스프로 프로그램을 중심으로 -)

  • Kwon, Sang-Hee
    • The Research Journal of the Costume Culture
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    • v.30 no.5
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    • pp.717-731
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    • 2022
  • The purpose of this study is to suggest effective online pedagogical strategies for a fashion design CAD course to enhance student learning and satisfaction. The study investigated student experience of online learning and compared online learning with a face-to-face learning experience. Student concentration, participation, perceptions of effectiveness of teaching, utilization of learning materials, and satisfaction were analyzed using a 5-point Likert scale. Advantages and disadvantages of online learning as well as advantages of face-to-face learning were also analyzed both quantitatively and qualitatively. Student concentration, participation, and perception of effectiveness of teaching were greater for face-to-face learning with significantly higher concentration on individual practice. Students utilized video recording of synchronous online lectures more actively than PDF lecture notes. The advantages of face-to-face learning were plentiful communication and feedback and easy questioning process as well as high levels of understanding and concentration. Meanwhile, major disadvantages of online learning were the speed of the lecture, lower levels of understanding and concentration, limited peer interaction, and technical problems. Major advantages of online learning were flexibility and convenience, repetitive learning through videos, and instant communication and feedback. Students preferred a blended learning approach for the fashion design CAD course. For effective online learning, it is suggested that instructors frequently question and check student practice through screen share in a private online meeting room and engage activities that are demanding of student interaction. The video recording of synchronous online lectures is also suggested as a supplemental learning material for repetitive learning.

Pragmatics and Translation in the Use of English Words in Banner Advertising on Portal Sites

  • Ban, Hyun;Noh, Bo Kyung
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.259-264
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    • 2021
  • In modern socity, online communication plays a vital role in social interaction of communicities. It is so common for online users to see display advertisements online while surting the Net. Specifically, most web banners diaplayed on portral sites consist of words, phrase, and sentences. Considering that the primary purpose of adversiting is persuation, the advertisement such as web banners is an examplary case to show the interaction among pragmatics, translation and advertising because the linguistic expressions employed in the banners represent its pragmatic use, leading to persuation and functioning as a communicative tool for the smooth communication between source text producers (adversisers) and target audience (online users). This can be part of the so-called translation process. In particular, we can easily witness the use of English words in web banners. Thus, this paper looks at web banners displayed on major four portal sites-Naver, Daum, Nate, and Zum, giving a special attention to the content contained in the web banners as well as the use of English words. As s result, we found that the frequencies of English words in each portal site were higher when the advertised products were targeting young online users, whereas the frequencies were lower when the users are older group than young people. The finding supports the prgramatic perspective that linguistic expressions are understood in social contexts and shows the so-called translation process which involves a shift from semantic meaning of words to their pragmatic use. Finally, we can conclude that the interaction is possible when we have the framework where translation, pragmatics, and advertising are all communitative components for social interaction within social contexts.

Analysis of Interaction Pattern of the Students in Online Discussion of Physics Investigation (온라인 물리탐구토론에 나타난 학생들의 상호작용 유형 분석)

  • Lee, Bong-Woo;Lee, Sung-Muk
    • Journal of The Korean Association For Science Education
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    • v.24 no.3
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    • pp.638-645
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    • 2004
  • In this study, the on-line discussion learning system of physics investigation was developed for developing the creativity in the problem solving and critical thinking. And with the number of participants of a topic unit, the formation of multiple discussion field and a turn-taking, we found that the interaction patterns of the students were composed of interpersonal interaction pattern, interaction pattern of one to one participation, interaction pattern of one to many participation and interaction pattern of many to many participation. These interaction patterns could make us understand the participation structure and the aspect of interaction of the students in the cyber space.

A Study on the Effects of Playfulness of Blog on Online Word-of-Mouth (블로그의 즐거움이 온라인 구전에 미치는 영향)

  • Ock, Jung-Bong;Kwahk, Kee-Young;Kim, Hee-Woong
    • Information Systems Review
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    • v.11 no.3
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    • pp.19-38
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    • 2009
  • This study aims to investigate the effects of playfulness of blog as an intrinsic motivator on online word-of-mouth. For this purpose, we proposed a research model that consists of user participation, interaction, and community trust as mediating factors and tested it empirically using LISREL 8.7 based on the structural equation model. The empirical results showed that playfulness of blog had an impact on trust through user participation and interaction, which in turn affected online word-of-mouth. In conclusion, we discussed both theoretical and practical implications of this research and suggested its limitations.

Collaborative Learning Agent for Promoting Group Interaction

  • Suh, Hee-Jeon;Lee, Seung-Wook
    • ETRI Journal
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    • v.28 no.4
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    • pp.461-474
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    • 2006
  • This project aims to design and develop a prototype for an agent that support online collaborative learning. Online collaborative learning, which has emerged as a new form of education in the knowledge-based society, is regarded as an effective method for improving practical and highly advanced problem-solving abilities. Collaborative learning involves complicated processes, such as organizing teams, setting common goals, performing tasks, and evaluating the outcome of team activities. Thus, a teacher may have difficulty promoting and evaluating the entire process of collaborative learning, and a system may need to be developed to support it. Therefore, to promote interaction among learners in the process of collaborative learning, this study designed an extensible collaborative learning agent (ECOLA) for an online learning environment.

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Analysis of Learning Effect of Online Learning Application for Radiation Therapy Major (방사선치료학 전공의 온라인 학습 애플리케이션 학습효과 분석)

  • Dae-Gun, Kim;Sungchul, Kim
    • Journal of radiological science and technology
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    • v.45 no.6
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    • pp.515-522
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    • 2022
  • The aim of the study was analyzed effect of the interaction with contents (IC), learning satisfaction (LS) and learning achievement (LA) through evaluation of the self-directed learning ability (SDLA) and immersion in learning (IL) for online learning application in the radiation therapy. A total of fifty university students who completed the radiation therapy course were be surveyed. There was significant positive correlation with the IC and the intention to continue using (ICU) in SDLA, and IC, LS, LA, and ICU in LC. The online learning application could be increase the satisfaction and achievement of radiation therapy learning.