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The Influence of On-Off Line Blended Learning in Emphasizing the Interaction Between Teacher and Students on the Perception about Learning Environment and Science-Related Attitude (교사와 학생의 상호작용이 강조된 온-오프라인 혼합형 학습이 학습 환경에 대한 인식과 과학 관련 태도에 미치는 영향)

  • Hwang, Yohan;Kim, Jinsook;Lee, Mu Sang
    • Journal of The Korean Association For Science Education
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    • v.35 no.1
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    • pp.27-35
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    • 2015
  • General education is changed by accepting the change in education environment to digital generation, emphasis about student-centered education, and change of teacher's role. E-learning has taken center stage as an effective learning environment but the problems are drawn for the absence of interaction that is important in learning. In this study, on the basis of questionnaire results about learning using website, we operated blended-learning where students come and go in cyberspace and physical space to set up the lesson environment for emphasizing interaction. We selected a control group (N=40) and an experimental group (N=40) from second grade students in a middle school for this research. General instructor-led lessons were implemented in the control group and blended-learning lessons to emphasize interaction between teacher and students were implemented in the experimental group. The experiments were applied to eight class-hours in 'characteristics of matter' unit. We implemented Test of Science Related Attitude (TOSRA) to the students before and after the lessons and administered questionnaire for checking attitude changes and perception in students. The results of the test show that the experimental group students were more encouraged and became more confident and curious about scientific learning than the control group students. The analysis of the interview and results of TOSRA show that blended-learning provided guidance and feedback by the teacher to the experimental group students more than the control group students. Blended-learning is suggested as a learning-method that is helpful in improving scientific attitude in students because it enables them to express their experiences without limit of time-space and promote interaction between teacher and students.

A Study on Digital Humanities Research Guides of Academic Libraries in the U.S. (대학도서관의 디지털 인문학 연구지원 가이드에 관한 연구 - 미국 대학도서관 사례를 중심으로 -)

  • Lee, Jisu
    • Journal of the Korean Society for Library and Information Science
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    • v.56 no.1
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    • pp.297-320
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    • 2022
  • In this study, the current status of digital humanities(DH) research support guide service, which is increasing recently in research-oriented academic libraries in the United States, was analyzed by comparing the contents provided by each institution's Website. Based on the ranking of research-focused academic libraries with the largest volume of books in North America as of 2018-19 in Association of Research Libraries(ARL) statistics, the service contents of 30 institutions providing DH research support guide service were analyzed. The criteria for analysis are 8 components of services presented in previous studies: (1) tools and technology, (2) funding, (3) community, (4) pedagogy, (5) projects, (6) resources, (7) publications and consultations, and (8) workshops and training. As a result of the analysis, it was found that most of the institutions operating the DH research support guide service provided 'DH resources', and more than half of the institutions were providing 'DH tools and technology' and 'DH community' information. In addition, most institutions are operating the DH research support guide service in cooperation with the library itself, on-campus research institutes and centers, or other departments for DH publication and project consultation, so they focused on research support information services through consulting. In the future, discussions on the DH research support guide service operation plan of domestic academic libraries and the competency of service personnel should be continued.

A Case Study on the Local-based Welfare Facilities of Urban Renaissance Agency in Japan by Business Entry System for Stable Living (일본 UR도시기구의 안심주공간사업자참여제도를 통한 지역복지거점시설 정비사례 연구)

  • Yoo, Soon-Seon
    • Journal of the Korean housing association
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    • v.24 no.5
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    • pp.9-16
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    • 2013
  • The purpose of this study is to analyze local-based social welfare facilities to respond to secular change of the UR rental housing estates in Japan. The selected case studies for the analysis are Hibarigaoka, Hamakousien, Turumai UR rental housing estates constructed around 1960's. The analysis was done through UR website, MLIT (Ministry of Land, Infrastructure, Transport and Tourism) and MHLW (Ministry of Health, Labour and Welfare) policy report, and related literature. These case studies are connected with housing policy as well as welfare policy and performed to Stable Living Creation Project by Business Entry System for Stable Living. The types of local-based social welfare facilities are classified by welfare corporation and medical corporation. The results are as follows: 1) The implementation of cooperative and participative system not only the private sector (welfare and medical Corporation, etc.) but also the public (MLIT, MHLW, UR Renaissance Agency, Local government, etc.). 2) Repurposed of land through rent and transfer of land for local-based social welfare facilities in the process of housing stock renewal utilization. 3) The pursue of regional revitalization through attached to multi-generation facility or local community space for elderly in local-based social welfare facilities.

Digital Citizenship Library Programming in Award-Winning Libraries of the Future: A case review of public libraries in the United States (공공도서관의 디지털 시민성 프로그래밍: 미국의 미래 도서관 수상 도서관을 중심으로)

  • Jonathan M. Hollister;Jisue Lee
    • Journal of Korean Library and Information Science Society
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    • v.54 no.4
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    • pp.359-392
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    • 2023
  • Digital citizenship includes an evolving set of knowledge and skills related to effectively and ethically using technology, especially when interacting with other people, information, and media in the online context. As public libraries have long provided access to and training with a variety of technologies, this study explores how digital citizenship has been covered in public library programming to identify potential trends and best practices. A purposive sampling of public library recipients of the American Library Association (ALA) and Information Today Inc.'s Library of the Future Award over the past 11 years (2013-2023) identified 7 case libraries to review. The titles and descriptions of 337 relevant library programs for audiences of school-aged children (5 years old and up) to seniors were collected for a 2-month period from each library's website and analyzed using Ribble & Parks (2019) 9 elements of digital citizenship. The findings suggest that programming related to digital citizenship most often addresses themes connected to digital access and digital fluency through coverage of topics related to computer and technology use. Based on themes and examples from the findings, public libraries are encouraged to expand upon existing programs to integrate all elements of digital citizenship, strive for inclusive and accessible digital citizenship education for all ages, and leverage resources and expertise from relevant stakeholders and community partnerships.

The Effects of Service Qualities on Customer Satisfaction, Trust, and Behavioral Intention in Smartphone Shopping Malls (스마트폰 쇼핑몰의 서비스품질이 고객만족, 신뢰, 행동의도에 미치는 영향)

  • Yang, Seung-Kwon;Shim, Jae-Hyun
    • The Journal of Industrial Distribution & Business
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    • v.9 no.12
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    • pp.31-43
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    • 2018
  • Purpose - Smartphone shopping malls provide customers with a variety of tangible and intangible services including web sites, web design, use convenience, information for products and shopping and various after services. Accordingly, it is needed to expand and classify service qualities based on the various services provided by smartphone shopping malls, and then analyze path structures of smartphone shopping malls' qualities → customer satisfaction → behavioral intention. The purpose of this study is to categorize the qualities of smartphone shopping mall users based on the e-SERVQUAL by Lee(2002) and the SERVQUAL by Parasuraman et al.(1988, 2005), the smartphone shopping malls' service qualities based on service quality of smartphone shopping malls used in the previous use studies, and the Website quality factors of service industry and to analyze path structure of smartphone shopping mall's qualities → customer satisfaction → behavioral intention on college students in order to confirm the system of smartphone shopping malls' qualities. Research design, data, and methodology - This study's survey was carried out on the college students of university located in northeastern of Seoul. It was from December 7 - 15, 2017, and a total of 240 questionnaires were distributed, with 228 collected. Of them, effective questionnaires used in the final study were a total of 201 except 27 that couldn't be used. In this study, empirical analysis was done with factor analysis, correlation analysis, multiple regression analysis, simple multiple regression analysis and moderating regression analysis by using Statistics Package SPSS18.0. Results - The study results are as follows: First, smartphone shopping malls' qualities were classified into six categories like customer system quality, Web design quality, convenience quality, information-offering quality, service quality, and product quality. Second, it showed that system quality, Web design quality, and information-offering quality had a positive impact on customer satisfaction, respectively. Third, it suggested that quality factors of smartphone shopping mall users had a positive impact on customer satisfaction in the order of quality, information-offering quality, system quality and Web design quality. Finally, it showed that customer service quality, product quality, and convenience quality did not have a positive impact on customer satisfaction. In addition, it said that customer satisfaction of smartphone shopping mall users had a positive impact on behavioral intention and thereby, the higher the customer satisfaction was, the higher the relations between reuse intention and recommendation intention were. Meanwhile, moderating regression analysis showed that trust did not have moderating effect in the relations between customer satisfaction and behavioral intention. The above study revealed that smartphone shopping malls' qualities were classified into six categories and it was possible to generalize after empirical analysis was made in the path structure. Conclusions - Smartphone shopping mall users consider usefulness of obtaining shopping information and quality on quick and abundant shopping information more important than access environment of smartphone shopping malls and kind services of smartphone shopping mall managers. Thereby, smartphone shopping mall marketers need to take service qualities like system quality and information-offering quality into more consideration.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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An Analytical Study on the Books Selected in 'One Book, One City' Reading Campaigns in the U.S.A. (미국의 '한 책, 한 도시' 독서운동 선정 책의 현황 분석)

  • Yoon, Cheong-Ok
    • Journal of the Korean Society for Library and Information Science
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    • v.48 no.1
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    • pp.171-194
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    • 2014
  • The purpose of this study is to understand the current status of 'One Book, One City' community-wide reading campaign by analyzing the characteristics of the books selected during the past fifteen years. According to the lists of 'One Book, One City' Reading Promotions Projects' available from the website of the Library of Congress, the Center for the Books, a total of 1,037 books were selected by 2,220 'One Book' programs. Major findings are as follows: First, 278 books (26.8%) and 759 books (73.2%) were selected by more than two 'One Book' programs and one program, respectively; Second, three most popular books were To Kill a Mockingbird (chosen in 84 programs), Fahrenheit 451 (in 53 programs), and The Kite Runner (in 50 programs); Third, with the wide diffusion of 'One Book' campaigns, the selection of unique books by individual 'One Book' programs has increased, and the impact of the books selected by 'Seattle Reads' and 'One Book, One Chicago' has gradually decreased.

A Study on the Structure and Content Analysis of Art Museum Websites in Korea (미술관 웹 사이트의 구조 및 콘텐츠 분석에 관한 연구)

  • Noh, Dong-Jo;Lee, Seung-Wook
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.1
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    • pp.277-301
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    • 2020
  • The purpose of this study is to analyze art museum websites and derive implications for future operation of art museum websites. To this end, this research collected basic information about art museums according to '2018 National General Report of Cultural Infrastructure' and investigate the websites of 30 art museums through multi-step sampling process. This study analyzed the structure and menu of the art museum websites as well as the current state of various contents provided by the websites and the search service for the collections offered by the websites. Following sentences are the results. First of all, the art museum websites offer 5.6 top menus on average. Secondly, contents related to art museum, exhibitions, news, education, general forum, and SNS are the basic contents that should be provided on the art museum websites. Third, for contents related to news, education, and events have problems with hierarchical structure and need to be adjusted. Fourth, in the content type, specialized information contents are relatively insufficient and thus need to be improved. Fifth, the art museum websites should give sufficient information about the collection and offer directory searching hat includes keyword searching as well as detail searching service. It is also required to reorganize the directory along with the download function for searched results and the sorting service.

A refinement of customer satisfactory factors in multimedia contentware evaluation process - focused on company website design - (멀티미디어 컨텐트웨어 상품에 대한 소비자 감성 평가 요소(문화성 인자)추출에 관한 연구 - 기업 웹사이트를 중심으로 -)

  • 이종호;김명석;이현이;김태균
    • Archives of design research
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    • v.11 no.1
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    • pp.291-302
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    • 1998
  • This paper covers the development process of multimedia evaluation system, especially focused on customer satisfactory factors while customers navigating net-based Interactive multimedia system. Customers usually experience new level of interaction cased by newly developed web-based technology In ordinary multimedia system. However, if it gives customers satisfactory experience is a matter of question. To find out the relationship between customer satisfaction and interactivity factors exposed by multimedia system, a model has been developed which describes the structure of web-based multimedia system and its relation to customer satisfactory factors. Five different experiments, including 'semantic differential', 'focus group interview', and 'expert review', has been conducted and four customer satisfactory factors were identified. Those are 'customery value', 'structural perfectness', 'visual perfectness', and 'contemporaneity'. With these factors and newly delveoped evaluation system, 7 different web-site has been evaluated and analyzed at the end of this report.

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A Study of Mobile Content Generation System using 2-Dimensional bar code in Smart Device Environment (스마트 기기 환경에서 2차원 바코드를 활용한 모바일 콘텐츠 생성 시스템 연구)

  • Jin, Byung-Wook;Lee, Keun-Wang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.4
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    • pp.2349-2354
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    • 2014
  • While the number of smart phone subscribers excessing 30 million people, Korea is leaping into the 'smart powerhouse' from IT powerhouse. The popularizat+ion of smart devices so called 'PC in the hand', brought surely change to people's life style, and also it had led to a revolutionary change to and also to business and government. In several corporations of each countries, a variety of smart devices smart devices such as smart phone, tablet PC and E-books have been developing. Nowadays, the usage of the smart phone is not only the simple function calling. It has become a culture of the terminal type in the hand anywhere at any time, which makes can communicate with the others in anywhere and anytime. However, some of the subscribers who visit the website for PC version with the mobile devices screen, can feel kind of discomfort while surfing the net on a smartphone devices because the install of the existing video and flash files and the screen size for computer is not available for mobile devices. Therefore, in this paper, we studied on effective mobile contents generation program using QR code that is two dimensions bar code under the smart device environment. Also, unlike previous QR code generator that decorate standardized design, we realize an original QR code generation system from user perspective.