• Title/Summary/Keyword: experience contents

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Effect of Biophilic-Horticultural Education on Children's Multisensory Enhancement

  • Kwack, Hyeran;Chae, Meeyeoun
    • Journal of People, Plants, and Environment
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    • v.21 no.6
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    • pp.501-514
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    • 2018
  • This study aimed to develop a program that can be linked to gardening education activities in elementary students' curriculums and creative experience learning courses, and to apply the developed program to 6th graders in an elementary school located in Seoul. Research was conducted in a large category called biophilia, which named the instinct of human nature and nature throughout the research. The curriculum revised in 2015 was selected for the purpose of the garden education program based on the objectives and contents of the unit, and for the purpose of the class. In the process of developing and implementing the program, experience properties and elements were divided into direct and indirect experience of nature, including shapes and forms found in nature, air, water, plants, weather, animals, and natural materials. The results showed that the biophilic horticultural education program was effective in promoting students' multi senses. In the case of the experimental group, all the multi-sensory areas showed statistically significant differences, especially in the area of environmental literacy, environmental effect and emotional balance including plant cultivation knowledge. There was a relatively smaller difference in the dietary effect area than other areas because of no directional dietary program was included in the developed program. As a result, first, it is expected that the data can be utilized on site as a program or place of activity for students in upper grades. Second, it will be necessary to develop a more diverse program using other biophilic elements that were not covered in this study in order to maximize the effects of biophilic education.

An Exploratory Study on Experience of Luxury Brand Virtual Fashion Show (럭셔리 패션 브랜드 가상패션쇼 경험에 대한 탐색적 연구)

  • Hyojo Jung;Eunju Ko
    • Journal of Fashion Business
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    • v.27 no.2
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    • pp.70-87
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    • 2023
  • Today, VR, AR, and MR technologies that travel between real world and virtual world are rapidly developing. These technologies are adopted in luxury fashion brands for virtual fashion shows and runways, virtual retail shops and virtual fitting services. Despite its growth potential and social importance, virtual fashion space has been studies insufficiently. Therefore, this study aimed to examine the consumer experience on the virtual fashion space types, components of virtual fashion space, perceived value, and continuous usage intention. Prada, one of the most active luxury fashion brands in the VR field, was selected as the stimulus for an in-depth interview. Participants experienced virtual fashion show space through VR device (Oculus Quest 2 from Meta) before responding to the questions about their experience. Results showed that material space was more like virtual whereas perceptual space felt like reality. Participants could imagine about more virtual image from material space and more real image from perceptual space elements. Moreover, perceptual space enhanced the immersion, presence, and interactivity compared to material space. Most participants perceived that the virtual fashion show was useful and playful, leading to the continuous usage intention. It implies that improvements for some technical limitation from VR device and virtual contents can provide quality consumer experience in the future. Based on results of this study, fashion companies can establish useful marketing strategies for consumers' immersive and playful experiences when introducing virtual fashion space.

A Case Study on Storytelling Application of Native Local Foods (향토음식의 스토리텔링 적용 사례연구)

  • Choe, Jeong-Sook;Park, Han-Sik
    • Journal of the Korean Society of Food Culture
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    • v.24 no.2
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    • pp.137-145
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    • 2009
  • The purpose of this study is to present the scheme that can enhance the value of native local foods by analyzing the case into which storytelling is incorporated in order to revitalize native local foods. Towards this end, the cases of native local foods throughout the country were recommended through professional survey and one region among them was finally selected through the field study. The survey on the native local foods was conducted through qualitative study. The four stages of storytelling: the findings of storytelling, the production of storytelling, the experience of storytelling, and sharing of storytelling were analyzed by stage and the contents of the survey by stage were developed. In the findings of story, the origins and background of the main family's foods and food-related stories were derived. The production of stories deals with how to convey the stories of surveyed native local foods to consumers and it presented the stories about the place and food menu. In the experience of storytelling, the physical environment and non-physical environment, in which people visit native local eating houses and experience native local foods were analyzed. Finally, in the sharing of story, how the tourists who have experienced the native local foods make stories and disseminate and share them was analyzed. The significance of this study is that through the storytelling technique it presented the findings, production, experience and sharing of native local foods in the level that can apply to practical business. Although the research is in the stage of inquiry, this study is meaningful in that it presented the basic methodology that can induce the revitalization of the native local food industry through examining the tradition and significance of native local foods that can be found in all the regions of the country.

위상수학 강좌의 새로운 지도 방안

  • Kim, Ju-Young
    • East Asian mathematical journal
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    • v.26 no.2
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    • pp.219-232
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    • 2010
  • The main purpose of this work is to suggest a new approach to teaching general topology to undergraduate students. First, we change the order of contents. Usually, we introduce definitions, examples, theorems, and problems in this order. But, showing familiar examples of some concept of topology prior to the definition of one is the best method so far as I know from teaching experience of topology, which students feel very hard because of its abstractness. For more efficiency, mathematics-clubs each consisting of three or four students in topology course are established. This makes students very positive in topology class.

마케팅의 새로운 화두 ‘체험과경험’

  • Hwang, Bu-Yeong
    • Digital Contents
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    • no.6 s.157
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    • pp.114-117
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    • 2006
  • 현대마케팅의 특징을 규정짓는 요소는 무엇일까. 최근마케팅의 가장 큰 화두는 무엇일까. 약간의 과장을 보탠다면 ‘브랜드’와 ‘정보화’의 두요소가 모든 마케팅을 규정 짓는다고 할 수있다. 정보의 교환과 소통이 인터넷이라는 혁명적인 도구를 이용해 활발해졌고, 그러한 환경변화는 마케팅의 중심에 있는 브랜드를 육성하는 방법까지도 변화시켰다. 브랜드를 제대로 육성하기 위해서는 상투적인 마케팅 수단을 벗어나 새롭게 발전된 개념에 대한 이해가 필수적이라고 주장하는 이들이 힘을 얻고 있다. 특히‘ 체험마케팅(Experiential Marketing)’과‘ 브랜드화 된 고객 경험(Branded Customer Experience)’이란 개념이 마케팅의 새로운 틀로 부각되고있다.

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Design of Virtual Experience Contents for an Environment Education (환경교육을 위한 가상체험 컨텐츠의 설계)

  • Ryu, Kyung-Chang
    • Proceedings of the KAIS Fall Conference
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    • 2010.05a
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    • pp.555-558
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    • 2010
  • 본 논문에서는 무분별한 경제 개발로 인해 변형된 자연환경의 변화를 비교체험 할 수 있도록 조선시대의 모습을 재연하여 과거와 현재의 변형된 자연환경을 비교 체험할 수 있도록 3D 기술을 이용하여 사이버공간에서 학습할 수 있는 가상체험 3D 콘텐츠를 설계하였다. 본 논문에서 연구된 콘텐츠를 이용하여 초 중등학생 및 성인을 대상으로 환경교육을 실시할 수 있는 교육활동자료로 활용하고, 일상생활 속의 환경보전에 대한 내면화 과정을 통하여 환경보전에 대한 인식과 태도를 형성하고 환경보호를 위한 지식과 기능을 학습하고 환경보호 행동을 실천할 수 있도록 돕는데 그 목적이 있다.

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A Study on the Efficacy of User Interaction for Metaverse-Based Education (메타버스 기반 교육에서 사용자 상호작용의 효용성에 관한 연구)

  • Yuchul Shin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.227-228
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    • 2024
  • 본 논문에서는 메타버스 기반 교육에서 학습자의 상호작용 중요성을 분석하고 전통적인 교육 방식의 차이점을 확인하여, 메타버스 환경에서 제공되는 다양한 학습 경험들이 교육의 효용성을 항상 시키는 방법에 관해 확인한다. 그리고 메타버스 기반 교육이 가져오는 혁신적인 변화와 사용자의 상호작용 중요성에 대한 새로운 방향성을 제안한다.

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Analysis of the Effectiveness of a Problem-based Digital Textbook

  • Park, Chan-Seok;Kim, Mi-Hye;Yoo, Kwan-Hee
    • International Journal of Contents
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    • v.8 no.2
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    • pp.23-27
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    • 2012
  • The successful use of digital textbooks (DTs) in schools requires the development of various teaching and learning methods that are appropriate for DTs. However, recent DT studies have focused mainly on the implementation of DT features and formats. The objective of this study was to investigate a problem-based learning instructional model appropriate to DTs and to present the experimental results using the problem-based DT to demonstrate its educational effectiveness. Two learning-achievements tests were conducted to analyze the learning experience and effectiveness of the problem-based DT after it had been used in a high school for a certain period. The experimental results indicated that the students who used the DT, especially lower-level students, exhibited improved problem-solving ability and demonstrated a better practical understanding of the subject than students who used printed textbooks.

Charter School Principals' Perception on Transformational Leadership Practices

  • Lee, In-Hoi
    • International Journal of Contents
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    • v.7 no.4
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    • pp.70-76
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    • 2011
  • The purpose of this study was to investigate charter school principals' perception on the transformational leadership practices in New York State. The data generating sample consisted of 44 charter school principals. Descriptive statistics and multiple regression were employed to analyze the data. The results were as follows: first, the transformational leadership practices of charter school principals were in the moderate to high categories, and the greatest gap was on Inspiring a shared vision leadership practice. Second, there were no statistically significant relationships between the leadership practices and the demographic variables of: gender, age, ethnicity, and level of education of principals. However, a positive relationship was found between both the Modeling the way and Encouraging the heart leadership practices and the educational level of charter school principals. Third, there was a significant relationship between the Inspiring a shared vision leadership practice of charter school principals and prior experience as a school principal.

The Study of the Interrelations between Game Components and Flow (게임구성요소와 몰입과의 상관관계에 대한 연구)

  • Park, Sang-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.819-823
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    • 2006
  • In games, immersion is the most important factor that makes the player play game continuously. The user's inability to immerse in game makes him/her not interested in game, so it makes the user give up. So, we must perceive the immersion factor that the games have. By applying the factors that causes immersion to the game development, we will be able to multiply the joy of game to the user, and bring high profit to the game developing enterprises. To this, this study finds out the interrelations between the factor of immersion existing inside the game and the components of the game to experience the highest immersion status to the user.

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