• Title/Summary/Keyword: Studying Immersion

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A Study on Leisure Type, Daily Life Stress, and Studying Immersion of Middle School Students in DaeJeon (대전지역 중학생의 여가활동유형과 생활스트레스 및 학습몰입에 관한 연구)

  • Song, Jin-Suk;Lee, Young-Kwan
    • Journal of Korean Home Economics Education Association
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    • v.20 no.4
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    • pp.43-57
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    • 2008
  • The purpose of this study was to analyze a relationship of adolescent's leisure's type, daily life stress, and studying immersion in middle school students. Subjects were 200 middle school students. Instrumentation were questionnaires from the leisure's type scale, daily life stress scale, and studying immersion scale. Data analysis was by mean, percentile, oneway-ANOVA, Pearson correlation, and multiple regression. The major findings of this study were as follow; First, there was a significant difference between adolescent's leisure's type and daily life stress. Second, there was a significant difference between adolescent's leisure's type and studying immersion. Third, there was a positive or negative relation among adolescent's leisure's type, daily life stress, and studying immersion. Fourth, studying and family problem in daily life stress, and educational oriented leisure in adolescent's leisure type was the most predicting variable in adolescent's studying immersion.

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University Students' Starts-up Intention and Its Antecedents: Focusing on Entrepreneurship Education for Freshman Orientation (대학생의 창업의도에 미치는 영향요인에 대한 연구: 신입생 Orientation 기업가정신 교육을 중심으로)

  • Yu, Jum Suk;Suh, Chang Soo;Yu, Yon Ho;Kim, Young Soo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.5
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    • pp.91-104
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    • 2016
  • The major results of the study are as follows: First, the accomplishement needs and academic self-efficacy enables students with start-up education through studying immersion and entrepreneurship to set up realistic objectives for personal life and resolving unpredictable problems. Second, creativity does not significantly affect studying immersion, but the higher the creativity of students participating in start-up education, the higher the entrepreneurship compare to studying immersion. Third, studying immersion has a significant impact on entrepreneurship, but has less impact on student's intention for start-up. Students with higher studying immersion through start-up education has higher entrepreneurship spirit and as a result, higher intention for start-up. Finally, the limitation of the study was that the sample was taken only from the freshman of Soonchunhyang University. Therefore, further study is needed for students from all university with start-up education.

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Analysis of Game Immersion using EEG signal for Computer Smart Interface (스마트 인터페이스를 위한 뇌파의 게임몰입 분석)

  • Ga, Yunhan;Choi, Taejin;Yoon, Gilwon
    • Journal of Sensor Science and Technology
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    • v.24 no.6
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    • pp.392-397
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    • 2015
  • Recently computer games have been widely spread. For the purpose of studying brain activities, EEG was measured during the computer game and analyzed in terms of channels and frequency bands. EEG data were obtained during the resting state and game immersion. Then the power spectra of alpha, beta and theta bands were computed. During game immersion, the ratio between theta / alpha could effectively differentiate between rest and game immersion. Changes in brain activity (26~53%) were observed in the parietal and occipital lobes. Interestingly, immersion shows different features compared to concentration. The state of game immersion could be detected. Therefore, it is possible to utilize the state of immersion as one of the game parameters or to generate a control signal that may be used to provide a warning message or abort the game when the situation of the excessive indulgence in the game reaches. EEG can be applied as smart interface for computer game.

A study on Convergence Factors Related with Academic Burnout of Students in Health Majors in Studying for TOEIC (보건계열 일부 대학생의 토익학습의 학업소진 영향과 관련된 융복합적 요인 연구)

  • Hong, Soomi;Kim, Seung-Hee;Bae, Sang-Yun
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.315-327
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    • 2017
  • This study was carried out to examine the converging factors related to academic burnout in students from health-related majors who are involved in studying for the Test of English for International Communication (TOEIC). Research subjects included 291 randomly selected students from the J-region, who were enrolled in TOEIC classes. Data collection took place from April 3, 2017 to April 14, 2017, using anonymous self-administered questionnaires. The results of a multiple regression analysis in female students showed higher academic burnout pertaining to studying for the TOEIC when sleeping hours, self-worth, self-efficacy, school adaptation resilience, and study immersion were low, and job-seeking stress and test anxiety were high. The explanatory power of this model was 65%. Based on these results, to reduce academic burnout pertaining to studying for the TOEIC in health majors, it is first necessary to increase sleeping hours, self-worth, self-efficacy, school adaptation resilience, and study immersion, and to make efforts to manage self-competence, job-seeking stress, and test anxiety. The results of this study may be used to decrease the academic burnout caused by studying for the TOEIC in health major students and to increase their aptitude for studying English, to cultivate globalized capabilities. Future studies need to conduct an effect analysis on the control and mediation effect that these factors have on academic burnout.

The Effect Of Social Network Game Users' Attachment Factors On Their Intention To Continue To Use Through Immersion And Addiction. (소셜 네트워크 게임(SNG) 이용자의 애착 요인이 몰입과 중독을 통해 지속이용의도에 미치는 영향)

  • Kim, TaeYoung;Jeon, JoongYang;Kwon, DoSoon;Park, DongCheul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.1
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    • pp.93-113
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    • 2022
  • Among Korea's content industries, the game industry is growing in size to the extent that it can be said to be a representative export-benefiting industry. Accordingly, many users are immersed in the game, and furthermore, they are addicted. This study aims to derive factors for social game users to continue to use by identifying the factors of domestic social network game users' attachment to social network games and empirically studying the causal relationship between these factors and the intention to continue to use them through immersion and addiction. To this end, a research model was presented that applies the main variables of the attachment theory of social network game users to games. The research model of this study surveyed general college students at S University in Seoul who tended to use social network games. As a result of the study, first, it was found that perceived stability had a significant effect on immersion and addiction. Second, it was found that perceived avoidance had a significant effect on immersion and did not have a significant effect on addiction. Third, perceived anxiety was found to have a significant effect on immersion, and it was found that it did not significantly affect addiction. Fourth, it was found that immersion did not significantly affect addiction, and it was found that it had a significant effect on continuous use intention. Fifth, addiction was found to have a significant effect on the intention to continue use. Through this, social network game users' attachment to games can provide useful implications for social network game companies to become attached to existing consumers, spreading social network game users, and improving the possibility of continuous use.

The Influence of Self-esteem and Transfer of Learning on Organizational Commitment, in Korean Work-Learning Dual System of Engineering Students - Mediated by Self-efficacy (공학계열 일학습병행제 학생의 자아존중감과 학습전이가 조직몰입도에 미치는 영향 - 자기효능감을 매개로)

  • Kim, Changhwan
    • Journal of Engineering Education Research
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    • v.27 no.1
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    • pp.32-40
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    • 2024
  • This study attempted to develop an efficient management plan that allows both workers and organizations to coexist by analyzing the factors that influence the level of organizational immersion of engineering students. Analysis methods included frequency analysis, t-test, pearson correlation analysis, and hierarchical analysis. Firstly, self-esteem and transfer of learning were influential factors on organizational commitment. Second, self-esteem and transfer of learning were influencing factors of self-efficacy. Third, self-efficacy was an influential factor in organizational commitment. Fourth, self-efficacy appeared as a mediating effect on self-esteem and organizational immersion in learning transfer. Therefore, it is necessary to look for various factors that can increase self-efficacy, and to find opportunities for students to be highly immersed in the organization while studying at the same time.

Implementation of Infant Learning Content using Augmented Reality (증강현실을 이용한 유아용 학습 콘텐츠의 구현)

  • Lee, Jong-Hyeok;Cho, Hyun-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.1
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    • pp.257-263
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    • 2011
  • Recently as AR(Augmented Reality) is focus of attention, AR is applied to various fields and is expected its valuable use. In this paper, we implemented the system based on Goblin XNA which supports high resolution model file and higher AR. We confirmed the relation of model output among the number of marker, the location and changes of camera distance. And we produced the infantile studying contents using AR and embodied. In implemented contents, we showed the familiar character to infants on each page marker. As the result of it, we can raise their concentration and at a time studying supporters can use the contents easily as well. Also we put 3 marker on each page of contents to recognize it smoothly in case one part of it is hidden by any obstacle. Finally we maximized the learning effect such as presence and immersion in studying through reinforcing 3D models according to the every situation.

A study on retrospective structure in narrative comics -Focusing on webtoon - (서사만화에서의 회상구조 연구 -웹툰 <무빙>을 중심으로-)

  • Kim, Seong-jae;Lee, Hae-kwang
    • Cartoon and Animation Studies
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    • s.46
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    • pp.107-128
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    • 2017
  • Time is an indispensable element in creating a story. This makes comics artists use various time techniques such as prolepsis, summary, ellipsis and flashback to increase immersion in story when they create comics. This is intended to make a study on retrospective structure among various temporal structures. Retrospective structure means progress in different time sequence, and increases immersion by making readers become strained or relaxed. Besides, retrospective structure plays a role of increasing or decreasing the pace of story. The person who systematically put the retrospective structure into shape is $G\acute{e}rard$ Genette. He in his book "Narrative Discourse" classified retrospective structure into three types. These are made up of structure of analepse externes, analepse internes and analepse mixted. This makes a study on retrospective structure in narrative comics based on $G\acute{e}rard$ Genette's retrospective structure. To this end, Kang Full's webtoon was analyzed. The reason to analyze Kang Full's is that this work has storyline where things happening in parental generation is interwined with things in offspring generation, accordingly this is work suitable for studying the retrospective structure. This study is intended to examine whether three retrospective structures suggested by $G\acute{e}rard$ Genette are actually used through an analysis of , and as a result, it is intended to prove the fact that retrospective structure has an effect on immersion in work.

International Study and Transformational Learning: What Covid-19 Has Taught Us

  • Rodgers, Steve
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1221-1221
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    • 2022
  • Studying abroad in and of itself should be a unique and transformational learning experience for university students. Too often, "study abroad" is a code word for "faculty vacation" or "easy credit hours". For an international learning experience to be truly transformational it must offer an intense and directed program that maximizes the time the student spends in the accumulation of information that is new or different from what the student has "learned" previously. "Study abroad" may be a misnomer because it is not only about studying in another country or culture, that is, taking courses that usually have an attendance time of a few hours a week, but it is also about living in another country which becomes a 24/7 learning experience. Providing these programs during the Covid-19 pandemic has been a keen opportunity for institutional learning. When this immersion in foreign culture is combined with academic rigor applied to a student's chosen field of study the growth can be exponential. So, what is the relationship between academic and personal growth? The National Association for Study Abroad has found that "students who have studied abroad are better able to work with people from other countries, understand the complexity of global issues, and have greater intercultural learning. One study found that students returned from their study abroad experiences more tolerant and less fearful of other countries, but with a greater sense of nationalism-a phenomenon they called 'enlightened nationalism'." It is often said that "you only really learn to appreciate things that are important to you when they are gone, when you miss them." The international learning environment can provide this opportunity. The restrictions on various societies in the past two years due to the international Covid pandemic have provided existing study abroad programs with a true testing ground for the validity of their programs. At the end of the day, American colleges and universities are not helpless in the face of these developments. A lot depends on how a university positions itself for a future based on the uncertainties of the past. As Winston Churchill was working to form the United Nations after WWII, he famously said, "Never let a good crisis go to waste". In another context, Churchill's insight on human nature can also be applied to the coming semesters and years as studying abroad rebounds. What new strategies will be developed and maintained? Institutional commitment without fear will be necessary to assure that "studying abroad" will continue to develop as a truly unique and transformational learning experience.

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Validation in Emotional Evaluation System as Game Evaluation Tool -Focused on Comparison with Jakob Nielson's Evaluation System- (게임 평가도구로써 감성 평가시스템의 타당화 -Jakob Nielsen의 사용성 평가시스템과의 비교를 중심으로-)

  • Seo, Mi-Ra
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.86-93
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    • 2007
  • Online game industry is also making much efforts in developing games that have emotional disposition which is rapidly growing by the increase of emotional demand by the user. In the online game development that induces immersion stimulating the emotion of the human has the evaluation stage it must surely pass, and in this stage, emotional evaluation system is known as the evaluation method that one can verify the function, usage and human emotion desire of the game before its launching. Nevertheless, at this situation the studying result is absent in the verification of efficiency and validity of the emotional evaluation system, this study is to work on the availability and validity of the emotional evaluation system as the evaluation tool of the game comparing with the Jakob Nielsen's evaluation system through common user group which are the subjects.