• Title/Summary/Keyword: self-media

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The Structural Relationship among Self-Regulated Learning, Social Presence, Learning Flow, Satisfaction in Cyber Education utilizing Electronic Media (전자매체를 활용한 사이버수업에서 자기조절학습능력, 사회적 실재감, 학습몰입, 만족도 간의 구조적 관계 규명)

  • Joo, Young-Ju;Chung, Ae-Kyung;Yi, Sang-Hoi;Kim, Sun-Hee
    • 전자공학회논문지 IE
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    • v.48 no.2
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    • pp.71-78
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    • 2011
  • The purpose of the present study is to examine the causal relationship among self-regulated learning, social presence, learning flow and satisfaction in cyber education utilizing electronic media. For this study, 304 students at W cyber university in Korea completed surveys in the fall semester of 2010. The result of this study indicated that there was a meaningful effect of self-regulated learning on learning flow and satisfaction. In addition, we founded learning flow has an intermediating effect between self-regulated learning and satisfaction. Based on these results, this study propose strategies to raise satisfaction by improving students' leading role in their learning.

Analysis of the Pedagogical Perspectives Represented in the Movie Dangerous Minds: Based on the Constructivist Framework

  • Jeong, Kyeong-Ouk
    • International Journal of Contents
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    • v.9 no.4
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    • pp.45-51
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    • 2013
  • The purpose of this paper is to analyze educational theories and practices represented in the movie Dangerous Minds. This paper begins by giving the overview of the movie. Then this paper makes an analysis of the pedagogical methods and practices used by the teacher in the movie, which can encourage students to fulfill their academic success and social mobility. The lives of students at risk are transformed through the teacher's beliefs and pedagogical practices based on the constructivism, leading students on a path of selfdiscovery and self-empowerment. What is imperative in the students' lives here is their intrinsic motivation and self-efficacy toward the self and their educational system. By providing constructivist pedagogical paradigms and viewing these media texts within the context of an urban school, this paper intends to introduce educational theories and methods which can create better educational environment for students. In short, this study explores teaching theories and methods represented in the movie based on the constructivist perspectives, which are supposed to fully cultivate the potential of students.

A Study on the Development and Utilization of Web-Based Learning Materials (웹기반 교수·학습자료 개발과 활용에 관한 연구)

  • PARK, Jong-Un;BAE, Jeom-Bu
    • Journal of Fisheries and Marine Sciences Education
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    • v.15 no.2
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    • pp.184-192
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    • 2003
  • When the present Learning System for Computer-Related Subjects Using WBI is implemented on the Web with the above characteristics to help students to study computer subjects without any limitations of time or space, they can easily attain the goals of learning, have computer-utilizing abilities or information capacity, and enhance their capabilities for self-initiative learning. This system enables the learners to carry out 'plan-do-see' for the contents of learning initiatively. The learners can study the practice part of the curriculum using multi-media, such as motion pictures, voices, images, and sound effects, vividly with a sense of actual presence. It helps the students to have an active attitude toward leaning afterward. without meeting the teacher or without any storage media, the leaners can submit their assignments or materials for performance evaluation via the Internet.

Hyper-parameter Optimization for Monte Carlo Tree Search using Self-play

  • Lee, Jin-Seon;Oh, Il-Seok
    • Smart Media Journal
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    • v.9 no.4
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    • pp.36-43
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    • 2020
  • The Monte Carlo tree search (MCTS) is a popular method for implementing an intelligent game program. It has several hyper-parameters that require an optimization for showing the best performance. Due to the stochastic nature of the MCTS, the hyper-parameter optimization is difficult to solve. This paper uses the self-playing capability of the MCTS-based game program for optimizing the hyper-parameters. It seeks a winner path over the hyper-parameter space while performing the self-play. The top-q longest winners in the winner path compete for the final winner. The experiment using the 15-15-5 game (Omok in Korean name) showed a promising result.

Consumer Purchasing Decisions on Sustainable Products in Advertising: The Interplay of Message Appeals and Agency-Communion Orientations

  • Taemin Kim;Jeesun Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.185-192
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    • 2024
  • Both message appeals and individual characteristics can influence the effectiveness of sustainable product promotions. Applying the agency-communion orientation to the advertising message research context, this study examined the interplay between message appeals and agency-communication orientations in impacting purchase intentions. The findings from a 2 (message appeal: self-interest vs. public-interest message) × 2 (motivational orientation: agency vs. communion) experiment revealed a communion-over-agency effect on consumer purchasing decisions for public-interest message appeals. In the self-interest message condition, we found no statistically significant difference in impact between agency and communion on purchase intentions. In short, we contribute to advertising effectiveness research by showing that agency-communion orientations moderate the effect of message appeals. We also explain the practical implications of these findings for effective sustainable communication in advertisements based on individuals' motivational orientations.

A Study on the Factors to Increase the Usage of e-Learning Systems in Class-based Education: Social, Technological, and Personal Factors (대학의 교실수업에서 이러닝시스템 이용의 활성화에 관한 연구: 사회적, 기술적, 개인적 특성)

  • Choi, Su-Jeong
    • The Journal of Information Systems
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    • v.17 no.4
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    • pp.233-260
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    • 2008
  • Universities have recognized e-Learning Systems as the critical IT resources which contribute to improving the competitiveness of the universities as well as the quality of the traditional class-based lectures. Instructors deliver the main contents in the class. Other supplementary activities like online discussions, sharing of teaching-learning materials, submission of homeworks, communication among the learners and between the instructors and the learners, and so on can be efficiently facilitated using e-Learning Systems. In other words, e-Learning Systems enable a blended learning combined class-based lectures and e-learning in a variety of ways. Nonetheless, compared to the level of implementation of e-Learning Systems, the usage of both the instructors and the learners is not high. Accordingly, this study examines the determinants to affect on the usage of e-Learning Systems from the learners perspective. To draw the key determinants, we review the IS literatures related to adoption or use of the IS like Media Richness Theory (MRT), Technology Acceptance Model (TAM), Social Influence Model (SIM), and Self-efficacy Model. The variables are drawn out to be expected on the usage of e-Learning like Media Richness, Ease of Use from MRT, TAM and Instructor's Influence, Co-learner's Influence from SIM, and Self-efficacy. To test our model and hypotheses, we have collected data in the class-based lectures using e-Learning System complementary. The results of the test with 192 data are as follows: Firstly, it shows that the Instructor's Influence and the Media Richness are the influential determinants to affect on the Perception of Usefulness of e-Learning Systems. Additionally, the Co-learner's Influence and Ease of Use in order is significant to the Perception of Usefulness. Secondly, as to the degree of use of the e-Learning Systems, the Co-leaner's Influence, the Media Richness, and the Ease of Use are, in that order, the significant determinants. The Perception of Usefulness, also, founded a key factor on increasing the use of e-Learning Systems. On the other hand, the Instructor's Influence is not significant to the use of e-Learning Systems. Finally, it has been found that Self-efficacy is significant to the Perception of Media Richness, Ease of Use, but not significant to the Perception of Usefulness.

The Influence of Social Media Trust through Perceived Risk and Self-efficacy on Brand Trust (소셜미디어 신뢰가 지각된 위험과 자아효능감을 통한 브랜드 신뢰에 미치는 영향에 관한 연구)

  • Na, Kyung-Soo
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.58-69
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    • 2022
  • The purpose of this study is to find a way that companies can use social media trust effectively to increase brand trust and intelligently increase it by linking with brand authenticity. Therefore, the purpose of this study is as follows. First, a conceptual definition of the research variables of trust in social media, trust in information sources, and trust in messages is established, Second, the casual relationship between two conceptually defined independent variables and mediator variables of perceived risk and self-efficacy was verified. Third, the casual relationship was verified on whether it affects brand authenticity and brand trust through perceived risk and self-efficacy, which are mediators of social media trust. Fourth, through the verification result of the casual relationship between the research variables constituting the research model of this study, it was intended to present academic and practical implications on how social media trust can effectively enhance brand trust.

Fun Factors of New Media Content for Kids (유아용 뉴미디어 콘텐츠의 재미 요소)

  • Chung, Jee Yong
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.40-52
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    • 2018
  • Media can be considered as a type of play for kids in this new media era. Researches on media content for kids have mainly focused on educational effect or specific features such as design, but a great deal of kids content is created for fun and enjoyment. This study analyzes fun factors of the most popular kids content on Youtube: Kongsuni and Friends, Carrie and Toys, and Pinkfong. The result shows that seven fun factors can be grouped into three categories; 1) Self-determination and independence are related to the media environment; 2) Sensuous vividness, empathy, and physical dynamic are related to the content; 3) Self-expression and social interaction are related to associated activities. This study extends our perspective on kids content by analyzing fun factors in the comprehensive process of media consumption.

A Study of Sewage Treatment with a Self-Cleaning Filtration Unit (자기세정 여과 반응장치를 이용한 하수처리에 관한 연구)

  • Mo, Sung-Young;Lee, Pul-Eip;Kim, Bum-Su;Lee, Tae-Jin
    • Journal of Korean Society of Environmental Engineers
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    • v.38 no.6
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    • pp.309-316
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    • 2016
  • In this study, sewage was fed with up flow direction into a reactor equipped with a screw to circulate media that had lower specific gravity than water. It was observed that the media in the reactor could be circulated by a screw with reverse flow of the sewage feeding from the top to the bottom direction. Under these conditions, concentrations of inflow and outflow pollutants were measured at the filtration unit. Experimental results revealed stable circulation of the media with a screw in the reactor. Circulation of the media in the reactor showed more efficiency in removing the pollutants (particulate matters and organics) than no circulation. The maximum removal efficiencies of suspended solid (SS), chemical oxygen demand (CODmn), and total phosphorus (T-P) were 96%, 72% and 65%, respectively. Improvements for SS, CODmn and T-P removals with circulation of media were 52.38%, 43.14% and 118.12% respectively, compared to those without circulation.