• Title/Summary/Keyword: online students

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Spatial Distance Effect in Shaping Perceived Similarity of Products in the Online Store

  • JANG, Jung Min
    • Journal of Distribution Science
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    • v.19 no.2
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    • pp.53-64
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    • 2021
  • Purpose: Even though arranging images of products is a common practice in the online retail context, relatively little attention has been paid to the distance effect among alternatives, that is, how distance among displayed products can impact consumers' responses. Drawing on contagion theory, the primary goal of the current study is to investigate how spatial distance between two products in a product display can influence consumers' perceived similarity. Research design, data and methodology: This study used a 2(spatial distance: close vs. far) experimental design and collected data from undergraduate students in Korea through an online survey using Qualtrics. ANOVA was conducted to test the proposed effect, in which the dependent variables are the perceived similarity of usage occasion/purpose (Study 1) and the indexed differences of perceived brand statuses between two products (Study 2). Results: The results of both experiments indicated that the displayed products were perceived to be more similar to one another when products were presented close together (vs. far). Conclusions: The results help to fill a research gap and provide a better understanding of the role of physical distance in diverse marketing communications. This is especially useful when designing online shopping websites to form perceptions of brand images.

A Development of Online Gamification for Adolescents Social Entrepreneurship Education (청소년 사회적 기업가정신 교육을 위한 온라인 게이미피케이션 개발)

  • Park, Sung JIn;Heo, Eun Hye;In, Jaehyun;Hong, Miji
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.25-34
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    • 2021
  • The purpose of this study is to develop online gamification contents to prove the social entrepreneurship of adolescents and verify the effectiveness. To implement the Agzak class, a youth social problem-solving education program, via Google spreadsheet for this study. To analyze the effectiveness of the developed contents 1378 middle school students participated in A area for the survey. According to the results, online content is more effective than offline content in understanding social problems and future talents. Based on the results of this study, it suggests further development of sustainable online education contents by gamification.

The Influence of Self-Directed Learning and Learning Commitment on Learning Persistence Intention in Online Learning: Mediating Effect of Learning Motivation

  • Park, Jung Hee;Lee, Hyunjung
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.9-17
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    • 2021
  • This is a descriptive investigative study which attempts to confirm the mediating effect of learning motivation in the relationship between self-directed learning, learning commitment, and learning persistence intention of university students in an online learning environment. The questionnaires were randomly distributed online and the agreed questionnaires were retrieved, with a total of 338 copies used for analysis. The following is the summary of the findings. First, there were significant differences in learning persistence intention according to general characteristics depending on age, major, part-time job, and academic level. Second, the results showed a positive correlation between self-directed learning, learning commitment, learning motivation, and learning persistence intentions of the subjects were statistically significant. Third, after checking the mediating effect of learning motivation in relation to self-directed learning, learning commitment and learning motivation, the learning motivation has a partial mediating effect on learning and 23% explanatory power, and the learning commitment was found to have a complete mediating effect on the impact of learning motivation on learning intentions with 21% explanatory power. Based on these results, it is necessary to provide a more diverse educational environment, such as operating a motivation semester program that can improve learning motivations along with learning commitment, and the use of a variety of contents that can focus the learner's interest or attention.

A Study on Solution Focused Counseling for Children in Online Classes (원격수업을 하는 자녀들을 위한 해결중심상담에 관한 연구)

  • Lee, Da-Mi
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.349-358
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    • 2021
  • The purpose of this study was to investigate how children who are taking online classes due to the COVID-19 pandemic can be helped through solution-focused counseling. This study examined how children's time spent playing games, communication between parents and children, and plans for their future have changed. The participants in the study were three siblings and their mother. The three children were elementary school students and were taking online classes. In this study, the participants were given solution-focused counseling. The data was analyzed using Creswell's spiral data analysis methodology. The results of this study were as follows. First, the participants spent less time palying games. Second, communication between the participants and their parents improved. Third, the participants became more motivated to plan for their futures.

A Case Study of Desktop Video Conferencing Instruction at university (대학에서의 DVC(desktop video conferencing) 강의사례 연구)

  • Park, Rak-young;Kim, Mi-young;Choi, Won-sik
    • 대한공업교육학회지
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    • v.30 no.2
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    • pp.104-114
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    • 2005
  • The purposes of this study were to examin instructor and students's responses and to explore the pros and cons and the possibility of the DVC(desktop video conferencing) instruction at a C university in Daejon. 6 males and 5 females took the course. 10 lived in Daejeon and 1, who accessed from other region, lived other province, Pusan. Students were surveyed and interviewed, instructor was interviewed and the online observation of the instruction was undertaken. Students' responses showed that the DVC instruction was very effective to generate student's learning motivation and interest and to deliver the learning contents. Instructor's variety roles different from conventional one were very important and instruction must be run to activate students' interactions.

The experience of distanced synchronous and asynchronous learning in paramedic students through focus group interviews (응급구조과 대학생의 원격수업 경험 분석)

  • Lee, Young-Ah
    • The Korean Journal of Emergency Medical Services
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    • v.25 no.2
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    • pp.157-167
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    • 2021
  • Purpose: The study was a qualitative study to examine the synchronous and asynchronous distanced learning experience of online paramedic students during the COVID-19 pandemic. Methods: The subjects included 10 students enrolled in the department of emergency medical service at J City C University. Written consent was provided by the subjects prior to the study, and focus group interviews were then conducted with sufficient explanation. The interviews were recorded and were directly transcribed immediately after the interview. Research results were then derived through content analysis. Results: A total of 4 domains and 9 categories were derived from the experiences of paramedic students on distanced learning. The 4 domains included "distanced lectures type," "student's adaptation and non-adaptation," "change of evaluation," and "learning anxiety." Conclusion: Contents of each domain derived from this study are expected to be used as basic data for the design of the distanced learning in the future.

A Case Study on Design and Operation of Engineering Theory Classes Applying Review Games (복습게임을 활용한 공학이론 수업의 설계 및 운영 사례)

  • Kim, Gi Dae;Han, Anna
    • Journal of Engineering Education Research
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    • v.24 no.4
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    • pp.52-60
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    • 2021
  • This study designed and developed a class using review games as a way to enhance students' interest, class participation, and class comprehension in engineering theory classes, and explored their educational effectiveness. To this end, a review game strategy based on the Creative Training Technique was established and applied to three engineering theory subjects. The types of review games include Jin-jin-ga, Bingo, Challenge Golden Bell, Finding hidden terms, and Completing initial sentences. As a result of applying this review game strategy to the classes over the past decade, students' satisfaction and lecture evaluation scores significantly increased compared to before application, and it was confirmed that students' interest in and understanding of the class increased significantly. Furthermore, this gamification class strategy can be a way to increase students' participation in theory classes regardless of their major, and can be applied to non-face-to-face online classes.

COVID-19 Perception among college students: focus on knowledge, infection possibility, preventive possibility, and preventive behaviors (대학생의 코로나19에 대한 인식 : 지식, 감염예방 가능성, 감염예방행동수칙 준수 중심으로)

  • Lee, Young-Ah
    • The Korean Journal of Emergency Medical Services
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    • v.26 no.2
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    • pp.47-59
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    • 2022
  • Purpose: This study aimed to survey coronavirus disease (COVID-19) related knowledge, preventive possibility, and preventive behaviors levels among college students and identify the correlation between these variables. Methods: An online survey was conducted among college students from October 25 to November 5, 2021. The data were analyzed by an independent t-test and Pearson's correlations. Results: A total of 344 college students participated. The correct answer rate for COVID-19 knowledge level was high, infection and preventive possibility levels were moderate, and the anxiety level was high. Infection possibility had a positive correlation with anxiety and preventive behaviors had a positive correlation with preventive possibility. Conclusion: The findings regarding COVID-19 perception can be used to develop appropriate health policies for infectious disease prevention behaviors in educational fields.

Interactive learning in oral and maxillofacial radiology

  • Ramesh, Aruna;Ganguly, Rumpa
    • Imaging Science in Dentistry
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    • v.46 no.3
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    • pp.211-216
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    • 2016
  • Purpose: The use of electronic tools in teaching is growing rapidly in all fields, and there are many options to choose from. We present one such platform, Learning Catalytics$^{TM}$ (LC) (Pearson, New York, NY, USA), which we utilized in our oral and maxillofacial radiology course for second-year dental students. Materials and Methods: The aim of our study was to assess the correlation between students' performance on course exams and self-assessment LC quizzes. The performance of 354 predoctoral dental students from 2 consecutive classes on the course exams and LC quizzes was assessed to identify correlations using the Spearman rank correlation test. The first class was given in-class LC quizzes that were graded for accuracy. The second class was given out-of-class quizzes that were treated as online self-assessment exercises. The grading in the self-assessment exercises was for participation only and not accuracy. All quizzes were scheduled 1-2 weeks before the course examinations. Results: A positive but weak correlation was found between the overall quiz scores and exam scores when the two classes were combined (P<0.0001). A positive but weak correlation was likewise found between students' performance on exams and on in-class LC quizzes (class of 2016) (P<0.0001) as well as on exams and online LC quizzes (class of 2017) (P<0.0001). Conclusion: It is not just the introduction of technological tools that impacts learning, but also their use in enabling an interactive learning environment. The LC platform provides an excellent technological tool for enhancing learning by improving bidirectional communication in a learning environment.

The Examination of the Variables related to the Students' e-learning Participation that Have an Effect on Learning Achievement in e-learning Environment of Cyber University (사이버대학 e-러닝환경에서 학업성취도에 영향을 미치는 학습 참여 변인 규명)

  • Kang, Min-Seok;Kim, Jin-Il;Park, Inn-Woo
    • Journal of Internet Computing and Services
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    • v.10 no.5
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    • pp.135-143
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    • 2009
  • The purpose of this study is to examine the variables related to the students' e-learning participation that have an effect on learning achievement in e-learning environment of cyber universities. Based on the related research, the followings are derive. First, students' attendance and participation in discussion showed higher correlation with the learning achievement than other participation variables. However, the total studying time in online classes showed lower correlation with the learning achievement. Second, the variables that have an effect on the learning achievement were in the order of students' attendance, participation in discussion, access frequency to online classes, learning progress and number of data uploads. Third, by the learners' background, the difference among the variables that have an effect on learning achievement were found. Based on the results above, this study suggests considerations about participation variables to enhance the learning achievement in cyber universities.

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