• Title/Summary/Keyword: Online-to-offline

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The Effect of Sense of Community on Learner Satisfaction in Online Learning : A Meditating Model

  • Lee, Sang-Kon;Lee, Ji-Yeon
    • Journal of Information Technology Applications and Management
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    • v.15 no.3
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    • pp.153-167
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    • 2008
  • This study examines the effect of sense of community on the relationship between learner satisfaction and influencing factors related to the online learning environment. Influencing factors related to the online learning environment are derived from previous literature and classified into two groups : social dimension (leader's enthusiasm, offline activities) and system dimension (usefulness, ease of use, enjoyability). Learner satisfaction is defined as the learners' perceived learning gains from taking an online class. Study participants included 250 university students from two different institutions. The participants were divided into 43 groups and asked to complete an online TOEIC preparation module using a commercial cooperative learning system over 4 weeks. Data were collected at three points for each participant, at the beginning, 3 weeks after, and at the end of the online module. Two system factors related to the online learning environment (ease of use, usefulness) directly influenced learner satisfaction, while social factors indirectly influenced learner satisfaction through the mediating role of sense of community.

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Online Games and Cyber Delinquency among Adolescents (청소년의 온라인 게임과 사이버 일탈에 관한 연구)

  • 성윤숙
    • Journal of Families and Better Life
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    • v.22 no.2
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    • pp.37-57
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    • 2004
  • Online games are very popular among adolescents in Korea. They sometimes lead to cyber delinquency. An ethnographic analysis was conducted in this study to address the social significance of online games. The results showed that the adolescents who were addicted to or indulged in the games were likely to commit delinquency online and/or offline. Delinquency in an information society is typically individualistic, whereas deviant behaviors in an industrial society are more social and collective, such as group violence. Parenting style, student-teacher relationship, peer pressure, game environment, and recreational facilities for the adolescents were intertwined with such adolescent delinquency. Finally, some implications of the online games from the perspective of social welfare practice were discussed to prevent online game indulgence and addiction and adolescent delinquency.

The Daily Us (vs. Them) from Online to Offline: Japan's Media Manipulation and Cultural Transcoding of Collective Memories

  • Ogasawara, Midori
    • Journal of Contemporary Eastern Asia
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    • v.18 no.2
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    • pp.49-67
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    • 2019
  • Since returning to power in 2012, the second Abe administration has pressured Japanese mainstream media in various ways, from creating the Secrecy Act to forming close relationships with media executives and promoting anti-journalism voices on social media. This article focuses on the growth of a jingoist group called the 'Net-rightists' ('Neto-uyo' in the Japanese abbreviation) on the Internet, which has been supporting the right-wing government and amplifying its historical revisionist views of Japanese colonialism. These heavy Internet users deny Japan's war crimes against neighboring Asian countries and disseminate fake news about the past, which justifies Prime Minister Shinzo Abe's hostile diplomatic policies against South Korea and China. Over the past years, the rightist online discourses have become powerful to such an extent that the editorials of major newspapers and TV reports shifted to more nationalist tones. Who are the Neto-uyo? Why have they emerged from the online world and proliferated to the offline world? Two significant characteristics of new media are discussed to analyze their successful media manipulation: cultural transcoding and perpetual rewriting of collective memories. These characteristics have resulted in constructing and reinforcing the data loops of the 'Daily Us' versus Them, technologically raising current diplomatic tensions in East Asia.

Implement Cloud-based Customized Rental Book Delivery O2O Platform (클라우드 기반 맞춤형 대여 서적 배달 O2O 플랫폼 구현)

  • Chun, Sung-Gug;Jung, Ji-Woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.81-83
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    • 2021
  • 현재 국내 많은 도서관과 여러 대여점 시설이 코로나로 인하여 운영에 제한이 있거나 중지되었다. 이에 기존 시설 이용자는 도서 대여에 불편함을 겪고 있으며, 민간 도서 대여점과 도서 대여업 산업 전반의 매출이 감소한 것을 확인하였다. 본 논문에서는 시설 사용자의 불편함과 민간 업체의 매출을 개선하기 위해 대여 서적 배달 서비스인 O2O(Offline to online) 플랫폼을 클라우드 서버에 구축하고자 한다. 플랫폼은 하이브리드 애플리케이션으로 구현하여 스마트 폰에 익숙한 신세대와 컴퓨터의 친숙한 기성세대 모두 쉽게 이용할 수 있게 구현하였으며, 이를 통해 대여점 이용자는 편리하고 안전하게 집에서 대여하고 대여점은 이용자 증가와 더불어 또 다른 홍보 수단으로 이용하여 대여점의 매출 개선을 기대할 수 있다.

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An examination of Porter`s competitive strategy on the virtual market: comparison between on-line and on-offline firms (가상시장에서 Porter의 경쟁우위전략: 온라인 기업과 온-오프라인기업간 비교를 중심으로)

  • Nam, Ki-Chan;Koo, Chul-Mo;Gee, Seung-Goo
    • Asia pacific journal of information systems
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    • v.12 no.4
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    • pp.173-192
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    • 2002
  • Internet-based on-line firms have focused on the development of new business models with an assumption that this new model would create their competitiveness. At the same time, off-line firms have opened new marketing channels on the internet in order to defend their position against on-line firms. Based on Porter's well-known generic strategy, this study compares between on-line firms and on-offline firms i) whether these two types of firms take different strategies among cost reduction, marketing differentiation, innovation differentiation, and focus and ii) how the performance of these two types of firms is affected by different strategy types. The result shows that on-offline firms prefer the strategy of marketing differentiation and innovative differentiation while the strategy of cost reduction and focus are taken without significant difference between online firms and on-offline firms. Also it is found that even though the strategy of marketing differentiation and innovation differentiation are more preferred by on-offline firms than on-line firms, these two strategy types have a significant influence on the on-line firms' performance while the focus strategy has a significant influence on the on-offline firms' performance. Other managerial implications are discussed.

Apparel Pattern CAD Education Based on Blended Learning for I-Generation (I-세대의 어패럴캐드 교육을 위한 블렌디드 러닝 활용 제안)

  • Choi, Young Lim
    • Fashion & Textile Research Journal
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    • v.18 no.6
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    • pp.766-775
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    • 2016
  • In the era of globalization and unlimited competition, Korean universities need a breakthrough in their education system according to the changing education landscape, such as lower graduation requirements to cultivate more multi-talented convergence leaders. While each student has different learning capabilities, which results in different performance and achievements in the same class, the uniform education that most universities are currently offering fails to accommodate such differences. Blended learning, synergically combining offline and online classes, enlarges learning space and enriches learning experiences through diversified tools and materials, including multimedia. Recently, universities are increasingly adopting video contents and on-offline convergence learning strategy. Thus, this study suggests a teaching method based on blended learning to more effectively teach existing pattern CAD and virtual CAD in the Apparel Pattern CAD class. To this end, this researcher developed a teaching-learning method and curriculum according to the blended learning phase and video-based contents. The curriculum consisted of 2D CAD (SuperAlpha: Plus) and 3D CAD (CLO) software learning for 15 weeks. Then, it was loaded to the Learning Management System (LMS) and operated for 15 weeks both online and offline. The performance analysis of LMS usage found that class materials, among online postings, were viewed the most. The discussion menu most accurately depicted students' participation, and students who did not participate in discussions were estimated to check postings less than participating students. A survey on the blended learning found that students prefer digital or more digitized classes, while preferring face to face for Q&As.

A Study of Relationship between Dataveillance and Online Privacy Protection Behavior under the Advent of Big Data Environment (빅데이터 환경 형성에 따른 데이터 감시 위협과 온라인 프라이버시 보호 활동의 관계에 대한 연구)

  • Park, Min-Jeong;Chae, Sang-Mi
    • Knowledge Management Research
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    • v.18 no.3
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    • pp.63-80
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    • 2017
  • Big Data environment is established by accumulating vast amounts of data as users continuously share and provide personal information in online environment. Accordingly, the more data is accumulated in online environment, the more data is accessible easily by third parties without users' permissions compared to the past. By utilizing strategies based on data-driven, firms recently make it possible to predict customers' preferences and consuming propensity relatively exactly. This Big Data environment, on the other hand, establishes 'Dataveillance' which means anybody can watch or control users' behaviors by using data itself which is stored online. Main objective of this study is to identify the relationship between Dataveillance and users' online privacy protection behaviors. To achieve it, we first investigate perceived online service efficiency; loss of control on privacy; offline surveillance; necessity of regulation influences on users' perceived threats which is generated by Dataveillance.

Nursing students' Perception of Blended Learning - Based on Focus Group Interview - (간호학과 학생들의 블렌디드 러닝에 대한 인식 -포커스 그룹 인터뷰를 중심으로-)

  • Kim, Soo-Jin
    • Journal of Convergence for Information Technology
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    • v.10 no.6
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    • pp.59-69
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    • 2020
  • This study is a qualitative study in which a focus group interview is applied to explore nursing students' perception of blended learning. 21 students in the 4th grade of nursing department were divided into 4 groups to collect data through interviews and content analysis was conducted. As a result of the study, it was categorized into four topics: 'Application and operation that are not thoroughly prepared', 'Loss of direction and departure from learning', 'One-way listening', and 'Convenience'. Students were satisfied with blended learning which is free from time and space constraints and repetitive, but felt inadequacy and unsatisfactoriness about quality of online contents, system, and preparation for applying blended learning. In order to apply blended learning in the future nursing classes, high-quality online content should be developed based on the effective design of online and offline classes considering the curriculum, and a systematic, administrative, financial, and institutional foundation to support online course should be prepared. In addition, a support system should be created to guide students' self-directed learning activities in online classes of blended learning.

Online Hedonic-Experiential Value in Internet Shopping: Antecedents and Consequences (온라인 쇼핑에서 헤도닉-경험가치(Hedonic-Experiential Value): 영향변수와 결과변수)

  • Park, Cheol
    • Asia pacific journal of information systems
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    • v.13 no.4
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    • pp.73-96
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    • 2003
  • Shopping is a work and fun for a consumer. Retailers satisfy social and physiological needs through various experiences as well as economic and rational. Do offer online shopping malls fun and hedonic experiences that offline retailers do? This study applied the hedonic-experiential value relating to the consumption dimension of fun and excitement to online shopping. Especially, a model of online hedonic-experiential value, consisted of its antecedents and consequences, was developed and identified through a survey(n=436). As the result, graphic & multi-media, site structure & design, customer services, payment, individualization, product assortment & display, interactivity, dynamic pricing factors influence online hedonic-experiential value. Also, online hedonic-experiential value significantly related to revisiting, purchasing, and word-of mouth intention of the shopping site. The implications for online retailer are discussed and further research is suggested.

K-MOOC Course Development and Learners' Satisfaction Analysis -Focusing on Apparel Pattern CAD Education- (K-MOOC 강좌 개발과 학습자 만족도 분석 -어패럴패턴캐드 교육을 중심으로-)

  • Choi, Young-Lim
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.2
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    • pp.369-383
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    • 2020
  • This study proposes a method to effectively teaching technic for pattern development and virtual garment manufacturing by adopting the K-MOOC platform for the Apparel Pattern CAD curriculum. According to K-MOOC guidelines, Apparel Pattern CAD curriculum were developed and presented through the K-MOOC platform. A questionnaire survey was utilized to evaluate K-MOOC platform features in terms of learner satisfaction when adopting the 5-point Likert scale. Questionnaire survey participants included 52 college students. The result of the survey found that most of the attributes of the K-MOOC platform were highly rated in terms of interaction and learning effectiveness. The user interface of the K-MOOC platform were shown to be satisfactory in terms of usability. Participants gave a positive assessment of the benefits of online lectures when comparing online and offline lectures. In particular, the preference for online lectures in computer-related courses such as CAD was higher than the offline. It was concluded that the Apparel Pattern CAD curriculum based on the K-MOOC platform was effective and satisfactory for learners in various aspects.