• Title/Summary/Keyword: experience contents

Search Result 2,712, Processing Time 0.03 seconds

Oral health behavior according to oral health education experience in the elementary school teachers (일부 초등학교 담임교사의 구강보건교육경험유무에 따른 구강건강행태)

  • Lee, Jung-Hwa;Ryu, Hae-Gyum
    • Journal of Korean society of Dental Hygiene
    • /
    • v.15 no.2
    • /
    • pp.253-259
    • /
    • 2015
  • Objectives: The purpose of this study was to investigate the oral health behavior according to oral health education experience in the elementary school teachers and to provide the basic data for the development of oral health education program. Methods: A self-reported questionnaire was filled out by 239 elementary school teachers in Busan and Ulsan from May 7 to 31, 2013. The questionnaire consisted of general characteristics of the subjects, use of oral health devices, dental clinic visit within a year, purpose of dental clinic visit, subjective oral health condition, place and contents of oral health education, future contents of oral health education, purpose of tooth brushing, recognition of sealant, recognition of dental caries prevention effect of fluoride, and method and frequency of tooth brushing. Data were analyzed by Predictive Analysis Software(PASW) Statistics $19.0^{(R)}$(SPSS Inc., Chicago IL, USA). Results: Of the 239 teachers, 187 teachers had oral health education experience and 52 did not. Those who had oral health education experience reported higher scores in tooth brushing than those who did not. 59.4% of the respondents answered the experience of oral health education in dental clinics. Conclusions: Oral health behavior was different from the experience of oral health education in the elementary school teachers. The teachers are the most important persons influencing on the right tooth brushing habit in the students. So the teachers must take the continuing and systematic oral health education.

The Effects of the Social Network of Disabled Wage Worker on Job Satisfaction :Centered on the Mediating Effects of Discrimination Experience (임금근로 장애인의 사회적 네트워크가 직무만족에 미치는 영향: 차별경험의 매개효과를 중심으로)

  • Ha, Kyeong hye
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.5
    • /
    • pp.305-316
    • /
    • 2017
  • The purpose of this study is to analyze the effect of the social network of disabled wage worker on discrimination experience and job satisfaction and the mediating effect of discrimination experience, based on this, we propose a solution. For this purpose, data of 805 people with Panel Survey of Employment for the Disabled were analyzed using data from the 8th year(2015). The results of the study are as follows: First, the social networks of disabled wage worker were found to reduce the discrimination experience and increase the job satisfaction. Second, the discrimination experience of disabled wage worker decreased job satisfaction and mediated the relationship between social network and job satisfaction. These results that the social network is important for the discrimination and job satisfaction of disabled people, and we suggest that is necessary to make efforts at government and enterprise level to strengthen the social network of the disabled.

Effect of the Affordance Characteristics of VR Game UI on the User Experience (VR 게임 UI의 어포던스 특성이 사용자 경험에 미치는 영향)

  • Park, Jun-Hong;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.2
    • /
    • pp.252-258
    • /
    • 2020
  • Advances in IT technologies are developing VR content technologies that provide five senses information to users and interact with them. These VR content technologies are widely used by users not only for time and space limitations but also for providing immersion experiences. VR contents are contents that allow users to experience images that are played on the screen through five senses such as augmented reality, virtual reality, and holograms as well as visuals. VR games are also becoming more diverse in interfaces for the interaction of users with VR games. This study recognized the importance of the interface and analyzed the impact of the application characteristics of VR game UI on user experience and satisfaction from the user perspective. Research shows that VR game UI interacts with user experience and satisfaction. This appears to affect user experience based on how well people using VR game UI can understand and utilize the characteristics and functions of UI.

The Effects of Chatbot's Error Types and Structures of Error Message on User Experience (챗봇의 오류 유형과 오류 메시지 구조화 여부가 사용자 경험에 미치는 영향)

  • Lee, Mi-Jin;Han, Kwang-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.6
    • /
    • pp.19-34
    • /
    • 2021
  • The aim of this study is verifying the effects of chatbot's error types and structures of error message on attitude, behavior intention towards the chatbot and perceived usability of the chatbot. The error types of chatbot are divided into 'experience' error and 'agency' error, which set different expectancy level, according to mind perception theory. The structures of error message were either unstructured condition composed of error specification only or structured condition composed of apology, explanation and willingness of improvement. It was found that score of perceived usability was higher in experience error condition than agency error condition. Also, all three scores of dependent variables were higher in structured error message condition than unstructured error message condition. Furthermore, expectation gap of experience didn't predict the dependent variables but expectation gap of agency predicted all three dependent variables. Finally, the tendency of interaction effect between the error type and the structure of the error message on expectation gap of agency was observed. This study confirmed the mitigating effect of structured error messages and the possibility that these effects may vary by the type of error. The result is expected to be applicable to design of error coping strategies that enhance user experience.

Mediation Analysis of Sense of Community between Adolescent's Experience Activity and Life Satisfaction (청소년 체험활동 만족도가 삶의 만족감에 미치는 영향과 공동체의식의 매개효과)

  • Son, In-Bong;Kim, Tae-Hyeong
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.6
    • /
    • pp.359-368
    • /
    • 2021
  • The purpose of this study is to identify the effects of adolescents' experience activity satisfaction on their life satisfaction, and verify the mediating effects of sense of community between the two factors. For this, analysis has been conducted using Korean Children and Youth Panel Study (KCYPS, Ed. 6). Analysis were performed using the SPSS 24.0 program to verify the mediating effect, and the Sobel test was performed to analyze the statistical significance of the mediating effect. First, it was analyzed that the experience activity satisfaction had a statistically significant positive (+) effect on sense of community. Second, it was found that the adolescents' experience activity satisfaction had a significant positive (+) effect on the life satisfaction. Third, it was confirmed that snse of community had a positive (+) effect on life satisfaction, and at the same time, it was found that adolescents' experience activity satisfaction had a significant positive (+) effect on life satisfaction, so sense of community had a partial mediating effect.

Influence of Parent-child Travel Push-pull Motivation, Experience on Behavioral Intention (자녀 동반 가족여행에서의 Push-pull 동기, 경험이 행동의도에 미치는 영향)

  • Wei, Yuqian;Park, KeunSoo;Liu, Hengyu;Zhao, Yizu
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.2
    • /
    • pp.462-473
    • /
    • 2021
  • With the development of society, changes in the family structure of China's residents and the increase in family income, parent-child travel has gradually become a new hotspot for tourism consumption. It is important for tourism marketers to understand the needs and motivations of parent-child travelers. This study explored the push and pull motivations of parent-child travelers by conducting a questionnaire survey of 290 travelers to parent-child farms and validated the path relationships between push and pull motivations, experiences and behavioral intentions. The result indicated that: 3 push factors were derived from the factor analysis of 13 push items and were named as 'For children & Family', 'Escape & Relax', and 'Socialization'; 3 pull factors were derived from the factor analysis of 11 pull items and were labeled: 'Facilities & Safety', 'Theme activities', and 'Environment'. Through sub hypotheses testing, the results show that push-pull motivation of parent-child travelers has a positive effect on their experience(4Es) for attending. 'Esthetics Experience' has the highest effect on the parent-child travelers' behavioral intentions, followed by 'Education Experience' and 'Entertainment Experience'.

The Effect of Customer Experience on Trust Transfer in E-Commerce Chatbot Environment : Focusing on the Moderating Effect of Social Presence (이커머스 챗봇 환경에서의 고객경험이 신뢰의 전이에 미치는 영향 : 사회적 실재감의 조절효과를 중심으로)

  • Choi, Sang Mook;Choi, Do Young
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.7
    • /
    • pp.136-148
    • /
    • 2022
  • This study aims to examine the effects of customer experience on the relationship between brand trust and customer experience. The survey was conducted on consumers who experienced chatbot service through internet shopping mall, and the research hypothesis was verified by analyzing the final 299 questionnaires. The results of the study showed that the customer experience using chatbot service had a positive effect on chatbot trust, had a positive effect on shopping mall trust, seller trust and brand trust through the mediating role of chatbot trust, and the social presence of chatbot had a moderating effect in the trust transfer. This study provides a theoretical basis that customer experience of chatbot service has positive effect on brand trust through chatbot trust, and suggests implications in that chatbot service can be an important means of marketing. In future studies, various studies related to chatbot trust are needed.

Ideas of Teaching-learning Experiences Selection for Multicultural Education (다문화교육을 위한 교수-학습 경험 선정 아이디어)

  • Kwon, Choong-Hoon;Kim, Hun-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.8
    • /
    • pp.293-302
    • /
    • 2008
  • Multiculuralism becomes the presentive term of Korea. And school is interested in multicutural education very much. The reason for this is connected to the fact of increasing intermarriages, immigrant laborers, and their children. So, the academic world is producing various research papers and public institution is proposing and practicing several policies. Particularly multicultural education is recognized as the very important intervening strategy on multicutral society and studied. The purpose of this paper is to suggest the ideas of teaching-learning experience selection for multicutural education in Korea. So the study contents of this paper are as follows ; First, it is to analyze the concepts of multicultural education and its' research trends. Second, it is to review the prior models of theorizing multicultural education and the models of curriculum development and teaching design. Finally, it is to inquiry the model of teaching-learning experience selection for multicutural education. Above all, we think that it is necessary to develop the model of multicutural teaching-learning experience selection classified by objects involved in multicutural education.

Effects of Modality and Smart Device on Learner's Interaction Experience in Online Learning (스마트 기기를 활용한 온라인 토론학습에서 모달리티가 학습자의 상호작용경험에 미치는 영향)

  • Park, Seyoung;Shin, Dong-Hee;Kim, Tae-Yang;Shin, Jae-Eun
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.2
    • /
    • pp.507-519
    • /
    • 2015
  • Along with the rapid diffusion of smart devices, smart learning has been taking place as a main pedagogy in education. Under these drastic changing circumstances, social presence and interaction between learners have been highlighted as key factors in educational research. In this light of rising importance, this study examined the effects of modality and smart device on users' perceived social presence and interaction experience in a smart learning environment. It conducted 2(text based interface vs. audio/video based interface) by 2(smartphone vs. tablet PC) between-subjects experiment. 80 participants were systematically recruited and randomly assigned to four conditions. The findings showed that social presence was higher in audio/video based interface condition than in text based interface condition. Modality also had a positive effect on learner's interaction experience. On the other hand, the effect of smart device is found to be statistically insignificant. Instead, interaction effect existed between modality and device on social presence. The result of this study suggests that the modality and characteristics of device should be considered seriously when designing interface of smart learning contents. The findings in this study provide future studies with heuristic implications by highlighting users' perceived cognition and experience.

Implementation of Traveling Contents for Elderly Patients using Virtual Reality and Photon Network (가상현실과 포톤 네트워크를 이용한 고령 환자용 여행체험 콘텐츠의 구현)

  • Im, Soo-Bin;Cho, Myeon-Gyun
    • Journal of Convergence for Information Technology
    • /
    • v.8 no.6
    • /
    • pp.123-128
    • /
    • 2018
  • Recently, the number of elderly people residing in nursing homes has increased rapidly due to the increase in the elderly population and the introduction of long-term care insurance. These long-term care patients suffer from chronic illnesses and dementia, and thus suffer from inconveniences or lack of cognitive ability. Thus, psychological and emotional support is urgent because they are depressed away from their families. Therefore, in this paper, we aim to provide a virtual experience of overseas trips by using VR and Photon networks for elderly patients with mobility difficulties. Existing VR-based travel experience service is doing alone, but the proposed contents can enjoy the scenery together with the view of the family member as well as the conversation during the travel experience. It is expected that the elderly patients with long - term care will be able to restore their psychological stability and improve their willingness to heal and improve their quality of life from the proposed application.