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디지털미디어 시대의 시각디자인 교육시스템 연구

  • 정봉금
    • Archives of design research
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    • v.16 no.3
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    • pp.341-350
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    • 2003
  • The topic of 21st century's culture is the appearance of digital media. It made changes as big as the industrial revolution, and our society is now ruled by the digital media. The main objective of this study is to forecast the direction of current visual design education by researching and analyzing how the introduction of digital media is influencing the evolution of visual design's identity, which is an ever changing and developing science. Also, since the rain target of digital media is the young generation, the change in the method of expressing visual language is inevitable In fact, there have been a lot of changes in the methods of creating and distributing visual communication due to the introduction of digital media. In the past, most educational institutions of design had similar objectives, curriculums and teaching methods to provide education that prepares students for practical business. However, in this digital media era, the application and utilization of visual design are uncomparably diversified, and it is generally classified as interaction. The purpose of this study is to find a wat to train visual design professionals in this digital era. For this purpose, this study will identify a new educational system that fulfills the demands of this society by fusing the traditional education and the new digital education, and will suggest what an design education institute that is ahead of the demands of society should be like.

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An Longitudinal Analysis of Intrinsic Motivation's Effects on the Acceptance of Programming Language (내재적 동기가 프로그래밍 언어의 수용에 미치는 영향에 대한 종단적 분석)

  • Lee, Woong-Kyu
    • Information Systems Review
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    • v.12 no.3
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    • pp.159-175
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    • 2010
  • Although many studies have analyzed and identified the importance of intrinsic motivation in the acceptance of information technology (IT), especially hedonic systems such as online game and online shopping, the acceptance of programming languages such as Java were not studied in a view of intrinsic motivations. The objective of this study was to investigate the effects of intrinsic motivation on the acceptance of programming language by the longitudinal analysis. In the service of the objective, we suggested the research model which included both intrinsic and extrinsic motivations and longitudinally extended by belief updating theory. For the validation of this model, the university students who participated Java class were surveyed twice, and the suggested research were analyzed by partial least square (PLS). In result, most of the suggested hypotheses were supported.

A Case Study on Industry-Academic Capstone Design Program (기업연계형 캡스톤디자인 프로그램 사례연구)

  • Huh, Won-Whoi
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.119-125
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    • 2020
  • In the 21st century, the 4th Industrial Revolution is in need of talented people who are equipped with experience and knowledge of various industries. Each university operates a capstone design to nurture the talent needed for practical work and attaches importance to the industry. However, since students in a single major plan as team members, there are limitations in current market situation and environmental awareness, marketing and design. In order to improve the shortcomings of the capstone design, which is carried out at the center level, engineering and design need to collaborate with each other without focusing only on the technical part. In this study, the researcher introduces the engineering and design linkage cases of the Capstone Design Program operated by the Department of Media Software and seeks to improve them. First, the educational purpose and operation plan of capstone design in the engineering field was reviewed and the improvement plan was suggested based on the result of the program case operated by the researcher.

Effects of Contents Narrativity on the Related Contents Preference: Surveying on Korean College Students (문화콘텐츠의 서사성이 그와 연관된 콘텐츠 선호도에 미치는 영향: 한국의 대학생을 대상으로)

  • Lee, Yun-Jeong;Shin, Hyung-Deok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.1
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    • pp.62-69
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    • 2015
  • This study examined the effects of the level of narrativity of a culture content on the level of preference of a related culture content. The culture contents were categorized into novels, cartoons and TV programs according to the content type, and into dramas, comedies, and actions by the contents genre because previous studies found a high level of narrativity in novels and dramas. Based on the survey data on the movie preference, the following were found. First, when people prefer novels with high-level narrativity, rather than TV programs, which have low-level narrativity in a certain genre, they prefer watching movies in the same genre. Second, this relationship is even more reinforced when the genre of the original of the movie is drama, which has high-level narrativity, rather than comedies or actions, which have low-level narrativity. Narrativity plays an important role in the movie preference, especially when it comes to movie originals.

The development step to advance an academic performance based on information technology (정보기술에 기반 한 학업성취도 향상을 위한 발전단계에 관한 연구)

  • Cho, Sok-Hwan
    • The Journal of Information Technology
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    • v.7 no.2
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    • pp.7-17
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    • 2004
  • An academic performance can advance the expectations that lead to academic success. The purpose of this study was to research the relationship of the variables; past performance, the ability to use information technology, outcome expectations, grade goal of studies, and study performance in an information technology course. Participants completed a background questionnaire, the Information Technology Proficiency Exam, the scale of the ability using computer, and the Technology Outcome scale. Based on path model results, the findings suggest that students' academic performance is related to past performance. Consistent with theory, the findings suggest that the studies performance is influenced by ability using information technology via the establishment of the grade goal of studies. In the present study, the past performance variable failed to predict an academic studies performance when impacted by outcome expectations.

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The Potential Risk of Sports Sponsorship: Categorization of Crisis and Developing Contingency Plans in Perspective of SCCT (스포츠 스폰서십의 잠재적 위험: SCCT를 적용한 위기 유형 분류와 대응전략 개발)

  • Shin, Seongyeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.214-221
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    • 2018
  • This study was conducted to identify the negative effects of sports sponsorships on consumer attitudes towards sports celebrities and the products advertised by them. The results of this study verified the main effects of sports celebrities' responsibility level on consumer attitudes toward the sports celebrity and his/her products in cases of negative incidents. Furthermore, the moderating roles of sports celebrities' response strategies were identified. Data were collected from 135 undergraduate students in the Republic of Korea using a questionnaire. The data from nine participants were discarded because of disingenuous answers to the questionnaire; thus, the final sample consisted of 126 participants. Multivariate analysis of variance (MANOVA) of the obtained data revealed that a sports celebrity's responsibility level has negative effects on consumer attitude toward the sports celebrity and the product. The moderating effects of the sports celebrity's response strategies were also significant.

A Study on the Application of Google Classroom for Problem-Based Learning (문제중심학습을 위한 구글크레스룸 활용 방안 연구)

  • Bayarmaa, Natsagdorj;Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.7
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    • pp.81-87
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    • 2018
  • Problem-based learning (PBL) appears to be a superior and effective strategy to train competent and skilled practitioners and to promote long-term retention of knowledge and skills acquired during the learning experience. This study concerns the implementation of PBL in the online environment and face-to-face PBL. An online environment allows participants to communicate with one another, view presentations or videos, interact with other participants, and engage with resources in work groups. Nowadays, education is accessible everywhere with the use of digital devices. Educational institutions subscribe to GSuite for Education, and Google introduced its Google Classroom as an e-learning platform. This study aims to analyze Google Classroom and to design PBL for Mongolian students taking Korean courses. The main objective of this paper is to identify the usability and evaluation of Google Classroom. The result of this study will be a proposed e-learning platform for Dornod University, Mongolia, which is initially needed in the Natural Science and Business Department.

Evaluation of Island Tourism Information Characteristic Using the IPA (IPA를 이용한 섬 관광정보 특성 평가 - 대학생 집단을 중심으로)

  • Lee, Dong-Ho;Lee, Seok-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.1
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    • pp.248-254
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    • 2011
  • As the demands of island tourism increasing, the importance of information is considered the key success factor of island tourism. This study suggest the several factors that affecting in island tourism based on the previous studies of tourism research domain. the Important Performance Analysis(IPA) that has much popularity in tourism research is used to evaluate the information characteristic and priority of island tourism in university students of Korea. Based on the result of this study, the information of the natural landscape/scenery and the sightseeing related activity have less priority than the facilities and local foodstuff of the specific island. Considering the aspects and levels of currently serviced island tourism information, differentiated information that including the facilities and local foodstuff of island have reasonable priority for establishing effective and efficient island tourism strategy.

The Successful Process of Technology Commercialization Training Program : Focus on the Absorptive Capacity (기술사업화 교육프로그램의 성공적인 프로세스 개발 연구 - 흡수역량을 중심으로-)

  • Kim, Myung-Seuk;Choi, Jong-In
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.6
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    • pp.2506-2514
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    • 2011
  • The research object is stepwise process of absorptive capacity is important factor to get the successful result of technology commercialization training program. We analyze the relationship between absorptive capacity and educational performance with empirical study to the students who attended the technology commercialization training program. Results show that potential absorptive capacity has positive effect on realized absorptive capacity. Realized absorptive capacity also has the positive effect on educational performance. We conclude the successful technology commercialization training program is based on the stepwise process of absorptive capacity. That means technology commercialization training program will set up based on not functional but stepwise process. Further more, technology commercialization training program must be practical, focusing, interdisciplinary, and repetitive courses.

A Study on the Features of Selecting Mobile Shopping Malls Using IPA Metrics (IPA 매트릭스를 활용한 모바일 쇼핑몰 선택속성에 관한 연구)

  • Kim, Jong-ha;Kim, Kyung-hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.12
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    • pp.2379-2386
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    • 2016
  • This study conducted an analysis using IPA metrics targeting college students to get strategic implications for marketing in the recently fast-growing mobile shopping market. The IPA analysis result about the selection of mobile shopping malls is as follows. First, out of the 21 features, 'reliability of the offered products(6.09)' had the highest level of importance and 'convenience of payment(5.29)' had the highest level of performance. Second, in the area of 'Doing great, Keep it up' 11 features were included such as 'convenience of payment' and 'reliability of the offered products'. Third, the feature that needed to be corrected in the area of 'Focus here' was 'shortening the waiting time for exchange, refund or warranty service'. Fourth, low priority areas in terms of importance and performance, there were 3 features including 'push/notification helps purchases'. Fifth, to the area of 'overdone' 4 features belonged such as 'variety in the type of products'.