• Title/Summary/Keyword: online students

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Effect of explicitness of paid advertisements and BJ interactivity on flow and product attitude in YouTube muk-bang (유튜브 먹방에서 유료광고포함 명시성과 BJ 상호작용성이 플로우 및 제품태도에 미치는 영향)

  • Park, Min Yeong;Shin, Jae Ik
    • The Journal of Information Systems
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    • v.33 no.2
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    • pp.169-189
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    • 2024
  • Purpose The purpose of this study is to identify the influence relationship between BJ interactivity, explicitness of paid advertisements, flow, and product attitude in YouTube muk-bang, and to determine whether there are gender differences in the relationship between them. Design/methodology/approach In this study, an online survey was conducted targeting college students who watch YouTube muk-bang content using a questionnaire form provided by Google. 115 questionnaires were collected from April 1 to 15, 2024, and after excluding 15 insincere responses, a total of 100 questionnaires were used in the final analysis. Findings The results of the empirical analysis are as follows. First, the explicitness of including paid advertising was confirmed to have a significant impact on both flow and product attitude. Second, while BJ interactivity had a significant effect on flow, it was confirmed that it had no significant effect on product attitude. Third, flow was confirmed to have a significant impact on product attitude, and as a result of confirming the moderating effect due to differences between genders in the relationship between the variables set in this study, it was confirmed that there was no moderating effect.

Relationship between hours of smartphone use and oral disease symptoms in Korean adolescents (한국 청소년의 스마트폰 사용과 구강질환 증상과의 관련성)

  • Sun-Sook Kim;Hye-Jeong Youn
    • Journal of Korean society of Dental Hygiene
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    • v.23 no.6
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    • pp.529-536
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    • 2023
  • Objectives: This study aimed to determine the relationship between hours of smartphone use and oral disease symptoms in Korean adolescents. Methods: In this study, data from the 2022 Youth Health Behavior Online Survey were used. The final analysis was conducted on students who responded that they have used a smartphone (N=50,375). Chi-squared test and multivariate logistic regression analysis were used to analyze the relationship between oral disease symptoms and smartphone use time (p<0.05). Results: Consequent to examining the effect of smartphone use on oral disease symptoms, it was found that oral symptoms, such as pain during chewing and tingling throbbing, increased as smartphones were used for >4 h (p<0.05). Additionally, oral symptoms, such as gingivalgia bleeding and bad breath, appeared to increase as smartphones were used for >6 h (p<0.05). However, using smartphones for <0-2 h or 2-4 h had no effect on oral disease symptoms. Conclusions: In adolescents, oral disease symptoms increased significantly with increasing hours of smartphone use. Therefore, adolescents should be guided so that they use smartphones for <2 h or >4 h. Moreover, guidance on forming the habit of tooth brushing after eating food should be provided to prevent oral disease symptoms.

Relationship between handwashing practices and infectious diseases in Korean students (한국 학생의 손씻기 실천과 감염병 이환과의 관련성)

  • Zhang, Dong-Fang;Lee, Moo-Sik;Hong, SuJin;Yang, Nam-Young;Hwang, Hae-Jung;Kim, Byung-Hee;Kim, Hyun-Soo;Kim, Eun-Young;Park, Yun-Jin;Lim, Go-Un;Kim, Young-Tek
    • Journal of agricultural medicine and community health
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    • v.40 no.4
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    • pp.206-220
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    • 2015
  • Objectives: The purpose of this study was to investigate the association between practice and infectious diseases in elementary, middle and high school students. Methods: In 16 metropolitan cities and province of the Korea, the students who from fourth grade of elementary school to third grade of high school were surveyed by personal interviews and an web-based online survey from 5 to 25 September, 2014. We analyzed data with chi-square test and logistic regression analysis. Results: Common cold, diarrhea, and eye infections were more prevalent among students in higher grade than lower grade. In particular, common cold was more prevalent among girls than boys, using hand sanitizer than washing with soaps, and students who wash the dorsal side of hand than not wash the dorsal side of hand. Conclusions: Higher-grade students showed low status of hand washing practice. Hand washing was determined as the fact which influences to increase the prevention of communicable disease such as common cold. Considering the fact that youth groups have higher risk of being infected due to their group life, schools are recommended to provide adequate educations regarding proper hand washing practice with soap.

3D Massively Multiplayer Online Role Playing Game (MMORPG) Based Lecturing System (3차원 다중 사용자 온라인 게임 기반 강의 시스템)

  • Lim, Nak-Kwon;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.1
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    • pp.21-27
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    • 2010
  • Today the lectures are usually practiced in a teacher-led traditional classroom system or a student-led e-learning system. Students passively follow the teacher's lectures in both systems, though. Also due to the advances in 3D Computer Graphics and Game technologies, there are trials to exploit the positive effect of games in learning. The serious games, specifically designed games for an educational goal, or existing games for a special class have been used as lectures. Still these games have a great difficulty in being integrated into the educational system technically and economically. Therefore a new 3D MMORPG based lecturing system is presented in this paper. In our new lecturing system, the characteristics of a 3D MMORPG, achievement, sociality, and immersion, are provided to motivate students to participate actively in a lecture. A teacher and students interact with each other in realtime as 3D characters in a 3D virtual classroom on-line. An ordinary teacher can also easily apply our new system to existing classes since a teacher only needs to specify a slide file to prepare a lecture. For the future work, a user study and the effect of our new lecturing system will be performed.

Research on Developing Instructional Design Models for Flipped Learning (플립드 러닝(Flipped Learning) 교수학습 설계모형 탐구)

  • Lee, Dong Yub
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.83-92
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    • 2013
  • An emerging learning method, flipped learning, has gained much interest lately due to its process involving prior study followed by the students' classroom involvement, which direction matches that of the current educational policy that emphasizes self-directed learning. This study investigated the concept of flipped learning and explored ways to develop instructional design models that utilize it. Flipped learning is not a model that has been recently developed, as it uses the format of blended learning with the introduction of a new concept of prior learning that allows students to learn in advance through online lessons and video clips related with the classroom content to be covered. During class time, individualized supplementary or in-depth study is conducted on the basis of the students' prior learning. The main considerations for designing flipped learning are a flexible classroom environment, a shift in learning culture, intentional classroom content, and educators equipped with professional capability. The research proposes the development of instructional design models for flipped learning pursuant to such concept and considerations. Through this research, the concept of flipped learning can be comprehended; furthermore, flipped learning can be utilized more effectively in the teaching and learning environment.

Analysis of Collaborative Consumption Intentions and their Predictive Factors in High School Students (고등학생의 협력적 소비 의향 유형과 예측 요인)

  • Jung, Joowon
    • Journal of Korean Home Economics Education Association
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    • v.30 no.2
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    • pp.103-116
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    • 2018
  • The purpose of the present study is to categorize collaborative consumption intention in high school students based on providing and using collaborative consumption behaviors, to compare and analyze the factors that predict these. Data gathered from 418 high school students through an online survey were used to conduct a descriptive statistics analysis, cluster analysis, and multinomial logistic regression. Firstly, collaborative consumer intentions were classified into four groups, including a proactive group with high providing behaviors and using behaviors, an active providing group, an active using group, and a passive group with low providing and using behaviors. Secondly, mass media, social benefits, enjoyment, community effect, and reputation were revealed as factors that increased the potential for inclusion in the active groups, and home education, mass media, enjoyment, and reputation were factors that increased the potential for inclusion in the active providing group. Enjoyment was revealed as the factor that increased the potential for inclusion in the active using group. The results of the present study show that the active utilization of consumer education and a systematic approach are required to revitalize collaborative consumption and proper settlement. Furthermore, a systematic establishment of school consumer education is needed for the balanced development of collaborative consumption. Also, an environmental system in which actual expected benefits can be experienced and realized in a diverse manner should be created to encourage consumers collaborate more actively.

Influential Factors of College Students' Intention to Use Wearable Device -An Application of the UTAUT2 Model (대학생의 웨어러블 디바이스 사용의도에 영향을 미치는 요인 -UTAUT2 모델의 응용)

  • Son, Hyun-Jung;Lee, Sang-Won;Cho, Moon-Hee
    • Korean journal of communication and information
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    • v.68
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    • pp.7-33
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    • 2014
  • Using data from an online survey in Korea, this study examines factors affecting college students' intention to use wearable device based on an extended Unified Theory of Acceptance and Use Technology (UTAUT) (UTAUT2 Model). The results of the regression analysis suggest that performance expectancy, social influence, and facilitating conditions from original UTAUT are statistically significant variables to explain college students' intention to use wearable device. Also, the results of the data analysis reveal that added factors from UTAUT2 like hedonic motivation and price value are influential factors to explain intention to use wearable device. In addition, this study suggests that future studies need to test the UTAUT2 model in the context of new information and communication technologies.

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Examination of the Physical Environmental Readiness for Smart Learning in Special Schools and Classes and the Actual Utilization of Smart Devices by Special Education Teachers (특수학교 및 특수학급의 스마트교육 환경 조성 및 특수교사의 스마트기기 활용 실태)

  • Kim, Jung-Soo;Kim, Suk-Jin
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.415-424
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    • 2018
  • The purpose of this study was to examine the physical environmental readiness for smart learning and the actual utilization of smart devices by special education teachers, and to suggest ways to vitalize smart education. For this, a 14-item survey questionnaire was developed, which touched upon issues regarding the availability of wireless internet service and teachers' utilization of smart devices. An online survey was conducted among a randomly chosen sample of 991 special education teachers across the nation, including teachers who work at special schools for developmentally disabled students and in special classes at all three levels of regular schools.The collected data was analyzed with the method of a cross-time-frequency analysis using a SPSS 21.0 statistics program. The research findings indicated that both special schools and classes had a poor smart education environment and that special education teachers were having a harding time because of the lack of the infrastructure and additional expenses. In addition, special education teachers were found to use smart device mostly for the purpose of motivating students. These research findings propose that it is urgent to set up a proper smart education environment for special needs students and to provide a systematic training program for special education teachers.

Interactive content development of voice pattern recognition (음성패턴인식 인터랙티브 콘텐츠 개발)

  • Na, Jong-Won
    • Journal of Advanced Navigation Technology
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    • v.16 no.5
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    • pp.864-870
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    • 2012
  • Voice pattern recognition technology to solve the problems of the existing problems and common issues that you may have in language learning content analysis. This is the first problem of language-learning content, online learning posture. Game open another web page through the lesson, but the concentration of the students fell. Have not been able to determine the second issue according Speaking has made the learning process actually reads. Third got a problem with the mechanical process by a learning management system, as well by the teacher in the evaluation of students and students who are learning progress between the difference in the two. Finally, the biggest problem, while maintaining their existing content made to be able to solve the above problem. Speaking learning dedicated learning programs under this background, voice pattern recognition technology learning process for speech recognition and voice recognition capabilities for learning itself has been used in the recognition process the data of the learner's utterance as an audio file of the desired change to a transfer to a specific location of the server or SQL server may be easily inserted into any system or program, any and all applicable content that has already been created without damaging the entire component because the new features were available. Contributed to this paper, active participation in class more interactive teaching methods to change.

Mathematics, Art and 3D-Printing in STEAM Education (수학과 예술을 3D 프린팅으로 연결하는 융합인재교육)

  • Lee, Sang-Gu;Lee, Jae-Yoon;Park, Kyung-Eun;Lee, Jae Hwa;Ahn, Seung-Chul
    • Communications of Mathematical Education
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    • v.29 no.1
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    • pp.35-49
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    • 2015
  • 3D-Printing is one of the most innovative technologies that will be widely used in the 21st century. 3D-Printing also serves as an indispensable tool in STEAM education. In this article, we introduce what we have done in our mathematical modeling class in Uni. and recent R&E project under the support of Korean Foundation for the Advancement of Science and Creativity. We planned a model of STEAM education originating from our wish to make tangible models that use mathematical formulas to express the natural beauty of an object. We used a free, open-source software, Sage, to simulate these models online. Then, we created a program that generates a .STL file from these 3D images. This model can help students understand the natural beauty inherent in mathematics and use formulas and technology tools to simulate models in 3D. Finally, we were able to help students to create their own. STL files through a website we developed by adding Sage code into a Sage notebook. Then students can make and hold a 3D object of their very own. This process shows the possibility that mathematics, art and 3D-Printing can be effectively used to achieve the goals of STEAM education.