• Title/Summary/Keyword: experience contents

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An Exploratory Study on Awareness Change of Participants in Agricultural Education - Focused on the Agricultural Career Program for Adolescents - (농업교육 참여자의 인식변화에 대한 탐색적 연구 - 청소년 농생명산업 진로체험 프로그램 -)

  • Park, Soo-Jin;Chae, Hye-Sung;Hwang, Dae-Yong
    • Journal of Agricultural Extension & Community Development
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    • v.26 no.4
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    • pp.205-219
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    • 2019
  • It is more important than ever to have talent with innovative capacities for sustainable agriculture and rural areas, but adolescents's interest in and understanding of agriculture and rural areas is very low. Therefore, this study analyzed the experiences of participants in the Agriculture Career Exploration Activities Program. and suggests strategies to improve and revitalize agricultural education based on these findings. First, Institutions and facilities that run agricultural education programs need opportunities for self-checks. Second, it is necessary to develop various contents and its distribution channels to enable the experience related to it in daily life. Third, it is important to provide experience in the middle school curriculum, which requires the use of a system such as the Free Semester System. Fourth, education and promotion to parents and teachers is also important, as it has a direct impact on youth's perception of it.

Development and Effect Analysis of Experiential Electrical Safety Education System Based on Virtual Reality (가상현실 기반 체험형 전기안전 교육 시스템의 개발 및 효과 분석)

  • Jeon, Jeong-Chay
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.65 no.10
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    • pp.1767-1773
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    • 2016
  • Every year, lives are lost due to electrical safety accidents that could have been prevented with proper education and awareness of electrical safety. To prevent such accidents, experiential education is more effective than indoctrination education. This paper describes the electrical safety education system based on virtual reality (VR) and evaluates effect of the proposed system. Users operated the experiential electrical safety education system, and they were provided electrical stimulation in an electric shock experience using a haptic device. Appropriate stimulation values were calculated according to age (children vs. adults) and gender through experiment. The scenario in which participants experience electrical safety in the home environment was structured, and related educational contents was produced. A total of 68 healthy elementary students evaluated the educational effect of the system. The results showed that the educational effect and the sustainability of effect of the proposed system are superior to those of existing multimedia learning methods. By implementing electrical safety education stimulating the senses of human, the learning effect was promoted and this experiential education would be able to prevent electrical accidents.

An Empirical Study on the Effect of the Use of Information Technology on Revisit Intention of Theatre Audiences (연극작품 연출에서의 정보기술 활용이 관객 재방문의도에 미치는 영향에 관한 실증연구)

  • Choi, Ji-Ae;Kwon, Ohbyung
    • The Journal of Information Systems
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    • v.28 no.4
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    • pp.223-250
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    • 2019
  • Purpose As the 4th Industrial Revolution proceeded, attempts to direct and utilize information technology such as robots and drones in plays have been active. Information technology, such as AI or media art, which is applied in the production of theater productions, shapes the possibility of expressing the difficulty of actors, the effectiveness of dramatic effects, and the illusion. Despite the inconsistent effects of information technology on theatrical studies, little has been done despite the fact that the research on what factors affect the audience's satisfaction through the play. Hence, The purpose of this study is to demonstrate the characteristics of information technology and theater, especially audience's revisit intention. Design/methodology/approach The research model combining the theory of task-technology fit and the experience-economic model is presented. Findings The results of the empirical analysis suggest that the fit of information technology and theatrical task enriches the audience's experience and has a beneficial effect on the dissemination and export of contents management of art management in terms of revisit as a consumer and production of theatrical performing arts. This leads to the conclusion that task-technical fit and experiential economy could be applied to the field of performing arts in theater. It may also give useful implications to related producers such as producers, directors, and actors.

A Effect of Environmental Education on Residential Energy Use -Based on the Experience of the Education of Residential Energy Use among the University Student - (에너지 절약에 대한 교육 효과 연구 - 대학생의 에너지절약 교육 경험을 중심으로-)

  • 최남숙
    • Journal of Family Resource Management and Policy Review
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    • v.7 no.1
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    • pp.91-101
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    • 2003
  • The research examines individual environmental characteristics, the consciousness energy conservation and behavior level of college students that relate to the experience of taking courses on residential energy use held in college, as well as the influence of experiencing school education in the past. This is to ultimately evaluate the effect of school education on the consciousness of the energy conservation and behavior level of college students at present time, in order to assist in proposing a direction for the school education on residential energy use. The results of the research can be summarized as follows: First, there appeared a gap between the group that has attended courses on residential energy use and the group that has not in terms of their major, school year and the level of consciousness of the need for energy conservation. Second, students that have attended courses on residential energy use in college were reported to have received more training in high school through textbooks and guidance of teachers and have more experience in special education. And third, it appeared that taking courses in residential energy use by college students are influenced by personal factors such as their school year and gender, major, contents of their high school textbooks and the level of consciousness of the need for energy conservation.

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Parenting Experience of Parents with Chronically Ill Children (만성질환아동 부모의 부모되기 경험)

  • Park, Eun Sook;Lee, Kee Hyoung;Oh, Won Oak;Im, Yeo jin;Cho, Eun ji
    • Child Health Nursing Research
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    • v.21 no.3
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    • pp.272-284
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    • 2015
  • Purpose: The purpose of the study was to describe the parenting experience of parents of children with chronic illness in Korea. Methods: A conventional contents analysis was used for the study. Twelve mothers of chronically ill children participated in the study. Qualitative data were analyzed using the Morse and Field method. Results: Four categories, 10 subcategories and 42 codes emerged from the data on the parenting experience of parents of children with chronic illness. The four categories were 'Sacrifice and full-engagement within self-mortification', 'Re-normalization of collapsed daily life', 'Paving a new way for independence' and 'Growing together of myself and the family'. Conclusion: Parents of children with chronic illness experienced not only negative aspects such as a confusion but also re-normalization and growing together. Based on the results, health professionals need to develop effective nursing interventions toward positive parenting for these parents and their children with chronic illnesses.

A Study for Analysing Key Factors for Establishing the Omni-Channel Customer System in a Financial Enterprise Using ANP (ANP 모형을 이용한 금융기업의 옴니채널 고객 시스템의 중요 구축 요소 분석)

  • Hwang, Hyun-Cheon;Kim, Woo-Je
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.43 no.1
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    • pp.50-60
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    • 2020
  • The omni-channel customer system is the communication system between enterprise and customer via multiple channels such as mail, email, SMS, and mobile. The omni-channel customer system complements each other channel through the integration of each channel. The purpose of this research is to derive key factors and calculate the weights that a financial enterprise considers when adopting the omni-channel customer system. For this research, we analyzed the request for proposal documents used for the omni-channel customer system implementation projects in the financial enterprise. Also, we derived, classified, and stratified the key factors to be considered for the introduction of the omni-channel customer system in the financial enterprise. As a result of analyzing the key factors, customer experience, operations, and security were identified as the components of the top category in introducing the omni-channel customer system in the financial sector. Furthermore, the weight for each key factor was calculated by using ANP. As a result of ANP, operations, customer experience, and security were important in order. Also, the degree of easiness for connecting with other systems and the various abilities for representing the contents of the omni-channels were derived as the important key factors.

Collective Sentiments and Users' Feedback to Game Contents : Analysis of Mobile Game UX based on Social Big Data Mining (집단 감성과 모바일 게임 사용경험 : 카카오게임 사례연구)

  • Cheon, Youngjoon;Kwak, Kyu Tae
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.145-156
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    • 2015
  • Existing researches have been limited to one-dimensional analysis of game experience (enjoyment, addictive user, usability). However, we considered to analyze complex sentiments of mobile game users due to diffusion of multitasking in these days. In this study, We focused on 'collective sentiments' of mobile game users and studied 'connected emotions and mental model' of them. To support theoretical assumption, we analyzed social data which reflect intention and unintended behavior of users. As a result, multiple consumption of service, diversified patterns of information recommendation and quest experience based on networking were critical to mobile game UX.

A Study on the Development of Healing VR Content Based on Horticulture (원예 기반 힐링형 VR 콘텐츠 개발 연구)

  • Min-Gyeong Hwang;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.681-686
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    • 2023
  • The study aims to develop horticulture-based VR content so that users can find rest in their chaotic daily lives. Healing contents that increase user participation, immersion, emotional stability, and creativity and concentration were implemented by using teleports, plant illustrations, inventory, NPC functions, and drawing games. Garden viewing content using VR technology requires technical research and development to overcome the difference from reality, which can increase the reality of the content and the completeness of the experience. The reality of the VR experience will be increased by using high-resolution displays, high-performance processors, and sensors, and user feedback will be collected and continuously improved. Through this, users present new methods by relieving stress, feeling emotional stability, and providing experiences that are impossible in reality.

A Study on the Visitors' Behavior by the Exhibition Method and the Presentation in Science Museum (일본과학계박물관의 전시수법과 연출에 따른 이용자행동반응에 관한 연구)

  • Park, Jong-Rae;Choi, Jun-Hyuck;Bae, Sun-Wha;Lim, Che-Jin
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.05a
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    • pp.127-130
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    • 2004
  • In order to verify the validity of the exhibition moethod in a science museum, this study undertakes a visitor follow-up survey, and clarifies the influence an exhibition method affect visitor's behavior, and its feature. The tracking research performed the visitor follow-up survey to family company children. The characteristic of the visitor's behavior by the exhibition method; Use frequency becomes low in order of 'Experience type' 'Participation type' 'Fixed type'. Experience type has tendencies, such as repetitive and continuing use, and use time was long. Otherwise use time of Fixed type was short. As a result, although the use frequency of Hands-on is high and its use time is longer than Hands-off, it turns out that is influenced according to factors, such as the exhibition method, presentation and the contents of exhibition.

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A Comparative Analysis of CAD Education and Key Success Factors in Korea, Japan, Germany and USA (Part I) (한국, 일본, 독일, 미국의 CAD교육 현황과 성공요인 비교 (제1보))

  • 이윤정
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.11
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    • pp.1448-1457
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    • 2004
  • Based upon mail survey method, this empirical research aims to compare the CAD education in four countries in terms of education conditions, education methods, and education performance. Results show that Korea is similar to Japan in many ways, while it differ from U.S.A. or Germany in several respects. Putting less importance in CAD course, Korean professors of CAD were found to be relatively young and deficient of teaching experience and/or industrial experience. And CAD course, which is not compulsory but elective one, is taught in a more crowded (junior) class with less satisfactory hardware and software. In the education goal or contents, the CAD courses in Korea lack real world problems or applications, concentrating less on students-based or problem-based learning methods than Germany or U.S.A.. Consequently, Korean CAD education is outperformed by German or U.S. one in educational performance both in skill improvement and in attitude enhancement.