• 제목/요약/키워드: online-order

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Learners' Perceptions and Experiences of Using e-Textbooks in Online Learning Environment

  • LEE, Sunghye;CHAE, Yoojung;CHOI, Kyoungae
    • Educational Technology International
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    • 제20권2호
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    • pp.195-221
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    • 2019
  • This study explored middle and high school students' learning experiences using e-textbooks in online learning courses. Data were collected from in-depth interviews. The interviewees for this study were 19 students who enrolled voluntarily in an online mathematics and science inquiry program, actively participated in the online learning. The students generally have high academic achievement and motivation for learning in science and mathematics. Data were analyzed based on a grounded theory approach. As a result, the characteristics of the online learning environment using e-textbooks were conceptualized via three different categories including temporal, spatial, and technical. Such characteristics of the learning environment were able to provoke self-directed learning, extended learning, interactive learning, in-depth learning, improved ICT literacy, and formation of positive emotions and learning habits. Most of the learners showed positive feedback towards the use of e-textbooks, while some mentioned the technical limitations compared to conventional paper-based learning. This study suggested that e-textbooks are likely to induce positive experiences for learners in the context of online learning, so it is necessary to design contents that utilize various functions and advantages of electronic teaching materials in order to use e-textbooks effectively.

대학생의 수면의 질이 비대면 온라인 학습 만족도에 미치는 영향 (The effect of sleep quality on non-face-to-face online learning satisfaction in college students)

  • 고은정
    • 한국임상보건과학회지
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    • 제11권1호
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    • pp.1607-1615
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    • 2023
  • purpose: In addition to evaluating the quality of sleep of college students, the effect on non-face-to-face online learning satisfaction is identified and used as basic data for improving the quality of remote lectures. Methods: From June 1 to June 24, 2022, a self-entry survey was conducted on students enrolled in the dental hygiene department of D University in Daegu. To evaluate the non-face-to-face online learning satisfaction and sleep quality of the study subjects using the lBM SPSS Statistics 21 program, ANOVA analysis was conducted on the difference between individual stress levels and non-face-to-face online learning satisfaction. The correlation between sleep quality, stress, and non-face-to-face online learning satisfaction was analyzed using Pearson's correlation coefficient. Results: The lower the quality of sleep, the higher the stress, resulting in statistically significant results (p<0.001). The higher the quality of sleep, the higher the learning satisfaction, resulting in statistically significant results (p<0.001). There was a statistically significant positive correlation between learning satisfaction and stress (r=0.591, p<0.01). Conciussions: Through the above results, in order to improve the satisfaction of non-face-to-face online learning, it is necessary to manage the individual's learning environment and health to relieve stress. Instructors also need to communicate with learners and apply teaching methods considering learners' academic abilities.

온라인 게임 부정사용 억제가 감정과 재사용의도에 미치는 영향에 관한 연구 (The Influence of Restrictions toward Online Game Misbehavior on Users' Emotional States and Intention to Reuse)

  • 양창규;황운초;황유섭
    • 벤처창업연구
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    • 제10권3호
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    • pp.111-121
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    • 2015
  • 휴대용 스마트기기의 확산과 함께 더욱 많은 사람들이 온라인 게임을 즐기고 있다. 그간 온라인 게임에 관한 연구는 이용자의 재사용의도를 증대시키는 요인에 주된 관심을 가졌고 부정적인 측면과 관련된 억제효과 등에 대한 연구는 미비하였다. 본 연구는 온라인 게임의 이용을 증대시키는 요인과 억제시키는 요인을 함께 고려한 연구모형을 제시하고 결과를 도출해냈다. 연구결과에 따르면 온라인 게임 부정사용 억제를 위한 (1) 억제정책은 온라인 게임 이용자의 즐거움과 환기에 미치는 영향력이 없지만, (2) 억제시스템은 즐거움과 환기에 부정적인 영향을 미치고 있으며 (3) 온라인 게임 부정사용을 억제하는 환경에서도 이용자의 감정은 여전히 온라인 게임 재사용의도에 영향을 미친다. 이 연구결과는 온라인 게임의 건전한 이용을 유도하기 위해서는 강제적인 시스템적 억제보다는 이용자의 감정에 부정적인 영향을 주지 않는 억제정책수립, 교육을 통한 이용자의 인식변화 유도가 온라인 게임 활성화를 저해시키지 않으면서도 부정사용 억제가 가능한 전략임을 시사한다.

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Satisfaction with Online Classes of Nursing Students: Focused on Nursing Theoretical Courses

  • Park, Mi-Sook
    • 한국컴퓨터정보학회논문지
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    • 제27권4호
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    • pp.127-136
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    • 2022
  • 본 연구는 간호학전공 이론교과목을 온라인으로 수강한 간호대학생들의 학습 만족도와 학습 만족도에 영향을 미치는 요인을 파악하기 위해 시도되었다. 간호대학생 175명을 대상으로 온라인 학습만족도, 학습자 변인, 교수자 변인, 대인 상호작용 변인과 학습지원 변인에 대해 질문지를 이용하여 자료를 수집하였다. 온라인 학습 만족도의 평균은 3.99점(1점부터 5점까지 분포)이며, 온라인 학습 만족도에 대한 영향요인은 온라인 학습의 지속적 이용 의도, 학업성적, 교수자 변인, 학습지원 변인 중 학습평가 및 관리였으며, 이들 변수가 온라인 학습 만족도를 설명하는 설명력은 50.2%였다. 온라인 학습 운영의 주된 문제점으로 교수자 관련 내용이, 그리고 기술상의 문제로 안정적인 서버 구축과 음향 개선이 요구되었다. 간호대학생의 온라인 학습 만족도를 향상하기 위해 온라인 학습의 지속적 이용 의도와 학업 성취도를 높일 방안 마련과 교수자의 노력, 대학의 학습지원을 위한 세부적인 계획 및 적용이 필요하다.

온라인 콘텐츠 활용 교과서의 개념과 미래형 교과서의 방향 정립을 위한 이론적 고찰 (A theoretical study to establish the concept of textbooks using online content and the direction of future textbooks)

  • 안성훈
    • 창의정보문화연구
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    • 제7권4호
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    • pp.257-264
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    • 2021
  • COIVD-19로 인해 2020년부터 온라인 수업이 실시되면서 e-book, 구글 도구, 동영상 등 수업 시 온라인 콘텐츠 활용이 증가하였다. 이에 학생들이 온라인 환경에서도 효과적인 학습이 이루어지도록, 교사가 만들어가는 교과서의 필요성이 대두되고 있다. 또한, 교사들은 온라인 수업 및 다양한 온라인 콘텐츠를 활용하는 학생 참여형 수업이 확대됨에 따라 서책형 교과서뿐 아니라 온라인 콘텐츠 활용 교과서를 능동적으로 활용하고 있다. 즉, 온라인 수업을 위한 대비에만 국한하지 않고, 미래 교육체제로 변환을 위해 온라인 교과서의 개념 정립과 현행 교과서의 제도 및 방향성에 대한 고민이 필요한 시점이다. 이에 본 논문에서는 현재 도입되고 잇는 온라인 콘텐츠 활용 교과서의 개념 정립을 위한 기초 자료들을 분석하였고 향후에 개발될 미래형 교과서의 개발 방향에 대한 이론적 내용을 탐색하였다.

SOPPY : A sentiment detection tool for personal online retailing

  • Sidek, Nurliyana Jaafar;Song, Mi-Hwa
    • International Journal of Internet, Broadcasting and Communication
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    • 제9권3호
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    • pp.59-69
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    • 2017
  • The best 'hub' to communicate with the citizen is using social media to marketing the business. However, there has several issued and the most common issue that face in critical is a capital issue. This issue is always highlight because most of automatic sentiment detection tool for Facebook or any other social media price is expensive and they lack of technical skills in order to control the tool. Therefore, in directly they have some obstacle to get faster product's feedback from customers. Thus, the personal online retailing need to struggle to stay in market because they need to compete with successful online company such as G-market. Sentiment analysis also known as opinion mining. Aim of this research is develop the tool that allow user to automatic detect the sentiment comment on social media account. RAD model methodology is chosen since its have several phases could produce more activities and output. Soppy tool will be develop using Microsoft Visual. In order to generate an accurate sentiment detection, the functionality testing will be use to find the effectiveness of this Soppy tool. This proposed automated Soppy Tool would be able to provide a platform to measure the impact of the customer sentiment over the postings on their social media site. The results and findings from the impact measurement could then be use as a recommendation in the developing or reviewing to enhance the capability and the profit to their personal online retailing company.

SSL 프로토콜을 이용한 안전한 웹기반 교육용 온라인 게임 (On Securing Web-based Educational Online Game Using SSL Protocol)

  • 카댁 르스투 야니;요가 프리야나;프라노토 루스민;이경현
    • 수산해양교육연구
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    • 제28권3호
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    • pp.790-798
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    • 2016
  • Currently, web-based online games is becoming popular in supporting learning process due to their effective and efficient tool. However, online games have lack of security aspect, in particular due to increase in the number of personal information leakage. Since the data are transmitted over insecure channel, it will be vulnerable of being intercepted by attackers who want to exploit user's identity. This paper aims to propose an online web-based educational game, Vidyanusa which allows the students to register their personal information using a unique code, a user name and a password. It manages the users according to their schools, subject teachers and class levels. In addition, by adopting a unique code, the confidentiality of the user identity can be kept away from attackers. Moreover, in order to provide a secure data communication between client and server, Secure Socket Layer (SSL) protocol is adopted. The performance of the system after implementing SSL protocol is examined by loading a number of requests for various users. From the experiment result, it can be concluded that the SSL protocol can be applied to web-based educational system in order to offer security services and reliable connection.

Key Factors Affecting Intention to Order Online Food Delivery (OFD)

  • SAN, Sing Su;DASTANE, Omkar
    • 산경연구논집
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    • 제12권2호
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    • pp.19-27
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    • 2021
  • Purpose: This study investigated the impact of key factors such as service quality, perceived benefit and brand familiarity on a consumer's intention to order online food delivery (OFD). In addition, mediating effect of electronic word of mouth (e-WOM) between relationships among selected key variables and OFD purchase intention is also assessed. Research design, data and methodology: This explanatory, quantitative study employed convenience sampling and collected data through online structured questionnaire from 304 respondents who are users of OFD apps based in greater Klang valley region of Malaysia. The data was then subjected to normality and reliability assessment followed by confirmatory factor analysis, validity assessment and structural equation modelling using IBM SPSS AMOS 24.0. Results: Findings revealed that service quality, perceived benefits and brand familiarity affects purchase intention positively and significantly. Perceived benefits demonstrated highest impact on purchase intention followed by brand familiarity and service quality. Findings also suggest that e-WOM fully mediates relationship between brand familiarity and purchase intention, however, the same was not observed for remaining two variables. Conclusions: The study has enriched OFD literature by investigating impact of selected key factors on purchase intention in the context of OFD. Implications, limitations and future research avenues are then discussed.

온라인 커뮤니티에서 공부와 게임의 재미와 플로우 관계 (The Relationship of Interest and Flow of Study and Game in the Online Community)

  • 권순재
    • 한국정보시스템학회지:정보시스템연구
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    • 제21권2호
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    • pp.161-180
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    • 2012
  • One of them is online community which is popular among this modern society. However, it is not appropriate to suggest that online community is solely for personal usage or solely for work-related usage. The usage of online community goes beyond only one purpose. On the other hand, our daily activities whether personal or work-related activities are usually accompanied with preconception ideas whether it is a fun activity or not. However, even with this preconception, individuals are still enjoying themselves while doing activities that are considered as boring or mundane. Furthermore, individuals are really into the activities that they forgot about their surrounding and found themselves being in flow while conducting these activities. Unfortunately, there is little research done in South Korea addressing this emotion related factors. Because of that, more research concerning emotion related factors need to be conducted to better understand users behavior especially in online environment. With regards to that concern, this research studied two distinct everyday activities which are studying and playing games in online community. It is expected that when an individual feels more enjoyable and feels more comfortable, it will be more likely for them to be more satisfied. This satisfaction will lead them to being in a flow state. Hence, this study proposed three hypotheses. In order to investigate these three hypotheses, studies were conducted in two stages. The first stage was conducted in order to derive the implicit knowledge about fun from the participants. The second stage was done by an empirical study. It was conducted with two sample groups. The first group is the study group and the second group is the play games group. There were asked a set of questionnaires related to their enjoyment, comfort, satisfaction and flow while conducting the relevant activity. The results showed that both groups reached the state of flow regardless whether they belong to the study group or play games group. Therefore, the preconception idea about an activity does not promote or prevent individuals from feeling enjoyment, feeling comfortable and achieve satisfaction while conducting those activities.

코로나19 사태에 온라인 강의의 시스템 특성이 강의만족도에 미치는 영향연구: ICT 활용능력의 조절효과를 중심으로 (A Study on the Effect of System Characteristics of Online Lectures on Lecture Satisfaction in the COVID-19 Crisis: Focused on the Moderating Effect of ICT Utilization Ability)

  • 莫雅婷;徐雨佳;이윤구
    • 디지털융복합연구
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    • 제19권9호
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    • pp.43-57
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    • 2021
  • 본 연구의 목적은 온라인 강의가 지속됨에 따라 온라인 강의 시스템, 이용 동기, ICT 활용능력, 강의만족도 간의 관계성을 찾기 위함이다. 이를 위해 우송대학교 재학생들을 대상으로 설문조사를 실시하여 유효표본 330부를 확보하였으며, SPSS 25.0을 활용하여 실증분석을 시행하였다. 연구 결과는 시스템의 편의성·용이성·보안성과 이용 동기가 강의만족도에 유의미한 영향을 미치며, 조절효과의 변수인 ICT 활용능력은 시스템 특성(용이성 및 보안성)과 강의만족도 간의 관계에서도 유의미한 상관관계가 있는 것으로 확인되었다. 따라서 학생들의 온라인 강의의 만족도를 높이기 위해 서는 새로운 온라인 시스템 개발은 물론 ICT활용 능력을 향상시키기 위한 별도의 교육프로그램 개발 및 운영의 필요성을 제시하였다. 끝으로 온라인 강의에 대한 만족도를 높이기 위해 향후 다양한 표본조사와 연구가 필요할 것으로 보인다.