• Title/Summary/Keyword: 经验

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A Study on Flipped Learning Experience of Nursing Students (간호학과 학생들의 플립러닝 학습 경험에 관한 연구)

  • Kim, Yun-Jeong;Cho, Eui-Young;Jeon, Eun-mi
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.4
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    • pp.159-163
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    • 2017
  • The purpose of this study is to apply flip learning to nursing students and to understand their teaching experience. That is, we analyze the meaning of experience by applying the phenomenological analysis method of Colaizzi, which is aimed to grasp the essence of each individual experience by studying the learning experiences of nursing students participating in the flip learning lesson. The analysis of Colaizzi's phenomenological analysis of the meaning of flip - learning lessons in nursing students resulted in seven themes and three central meanings. Based on this study, it is suggested that qualitative and quantitative research should be expanded to expand the flip learning method in the major subject of nursing science.

Effect of Flow Experience, Self-directed Learning Readiness and Internet Addiction on Academic Achievement in Web-based Computer Education (몰입경험, 자기주도학습 준비도, 인터넷 중독이 웹기반 컴퓨터교육의 학업 성취도에 미치는 영향)

  • Jang, Phil-Sik
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.293-300
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    • 2012
  • This study investigates the causal relationships among flow experience, self-directed learning readiness, internet addiction and academic achievement in web-based computer education. The gender differences in path models were also examined. The results indicated that, self-directed learning readiness has positive and direct influence on flow experience and academic achievement. And self-directed learning readiness has a negative and direct influence on internet addiction. For female students, academic achievement was positively and directly influenced by flow experience and indirectly by self-directed learning readiness. However, the mediating effect of flow experience and indirect effect of self-directed learning readiness were not significant for male students.

A Study on the Influence of Consulting Expertise and Experience of utilizing of Word of mouth intentions : Focused on the Mediating Effects of Consulting Firms Brand (컨설팅전문성과 활용경험이 구전의도에 미치는 영향연구 : 컨설팅사브랜드를 매개효과로)

  • Jo, Young-Jun
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.195-202
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    • 2012
  • This Study is to verify that Consulting firm's brand plays a mediating role in consulting expertise, experience utilizing, and word of mouth intention. The results of study show that firstly, Consulting expertise and experience utilizing have a positive effect on word of mouth intention, and secondly Consulting firm's brand have also a positive effect on the mediating role in the relationship between consulting expertise & experience utilizing, and of mouth intention. This study have a significant meaning to ascertain that word of mouth intention should enhance the value of consulting firm's brand with first priority, and importance of consulting expertise and experience utilizing should be recognized, and the values of consulting expertise and experience utilizing be enhanced by consulting firm's brand.

The Effects of In-School Work Experience on Subsequent Labor Market Outcomes (재학 중 근로경험의 실태와 노동시장 성과)

  • Lee, Byung-Hee
    • Journal of Labour Economics
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    • v.26 no.1
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    • pp.1-22
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    • 2003
  • Many students accumulate work experience while they attend college. Using data from Korean Youth Panel, I investigate the effects of in-school work experience on school-to-work process. Work during college contributes to take first job quickly after school, but has no significant effect on wage level of first job. These results show that in-school work experience might help job search but not provide skills and knowledge. These findings suggest that it is necessary to link the youth internship programme to in-school learning in collaboration with school.

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Flow Experience of Digital Contents: Focusing on the Case of Online Games (디지털 콘텐츠 몰입경험: 온라인게임 사례를 중심으로)

  • Um, Myoung-Yong;Kim, Tae-Ung
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.209-216
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    • 2010
  • The purpose of this paper is to examine a user's flow experience of digital contents. In the paper, the flow experience of digital contents was applied to the case of online games and it was experimentally investigated whether challenge and skill affect the user's flow experience. The results of the paper indicate that there are differences in the flow experience according to the level (low, medium, high) of challenge and skill in the context of online games. Furthermore, there is no interaction effect between challenge and skill affecting flow experience. The findings provide useful implications for IT firms that will plan to develop and design digital contents.

Visual Probing of User Experience Structure: Developing a New Methodology for Value-Centered HCI (가치 중심적 HCI를 위한 새로운 방법론의 개발: 모바일 인터넷 서비스의 사용자 경험 구조를 중심으로)

  • Lee, In-Seong;Choi, Bo-Reum;Kim, Jin-Woo;Jung, Seung-Ki;Lee, Ki-Ho
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.582-591
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    • 2007
  • 지금까지 HCI분야의 많은 연구들은 사용성 (Usability)을 중요한 연구 주제로 인식하여 왔다. 그러나 연구의 범위를 사용성에 한정하는 것은 HCI 분야의 잠재성을 좁히고, 사용자 경험 (User Experience)의 개념도 좁은 범위로 한정시키게 된다. 따라서 향후 HCI 분야의 연구는 정보 기술의 사용성 측면의 뿐만 아니라, 정보 기술의 사용을 통한 다양한 사용자 경험을 구조적인 관점에서 살펴보아야 한다. 즉 사용성 중심의 연구가 아닌, 보다 전반적이고 구조적인 측면에서 사용자 경험을 살펴보는 새로운 방향의 HCI 연구가 필요할 것으로 보인다. 이와 같이 사용자 경험을 보다 전반적이고 구조적인 측정에서 이해하기 위해서는 사용자가 특정 정보 기술의 사용을 통해 추구하는 가치 (Value)와 그와 같은 가치를 실현 시킬 수 있는 정보 기술의 속성 (Attribute) 및 결과 (Consequence), 그리고 속성, 결과, 가치 간 연관 관계를 구조적인 측면에서 살펴보아야 한다. 본 연구는 사용자 가치에 대한 대표적인 이론인 Means-End Chain Theory와 속성, 결과, 가치 간 연관 관계를 파악하기 위한 정성적 연구 방법론인 Laddering 기법을 기반으로 사용자 경험 구조 파악 및 가치 중심적 HCI (Value-Centered HCI)를 위한 새로운 연구 방법론을 제안하고자 한다. 또한 본 연구에서는 새롭게 제안된 방법론을 통해 모바일 인터넷 서비스에 대한 사용자 경험 구조를 도출하고, 모바일 인터넷 상황에서 도출된 결과 및 본 연구에서 새롭게 제안된 방법론의 이론적이고 실용적인 의의를 제시하고자 한다.

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ICT EXPERT INTERVIEW - 실감형 콘텐츠

  • Jo, Yong-Sang
    • TTA Journal
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    • s.162
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    • pp.8-15
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    • 2015
  • 실감형 콘텐츠는 정부가 발표한 미래성장동력에도 포함될 정도로 정부와 산업계의 뜨거운 관심을 받고 있는 분야입니다. 사실 실감형 콘텐츠란 하나의 기술 분야를 말한다기 보다는 인간의 감각 기관과 인지 능력을 자극하여 실제와 유사한 경험 및 감성을 느낄 수 있게 해주는 유형의 콘텐츠를 통칭하는 것입니다. 그래서 지금까지 경험한 평면적인 디지털 콘텐츠나 3D 콘텐츠보다 더 몰입감 있고, 신기하고, 새롭고, 재미있고, 기대되는 콘텐츠라고 할 수 있지요. 2000년대 들어 우리는 이미 공상과학 영화를 통해 실감형 콘텐츠의 모습이 어떤 것인지 간접적으로 경험해 왔고, 그러한 기술들이 최근에 콘텐츠의 모습으로 완성되면서 실제적인 경험을 하고 있습니다. 하지만 더 흥분되는 사실은 지금 우리가 경험하는 것은 아주 일부분의 맛보기일 뿐, 앞으로 소개될 콘텐츠들이 제공할 새로운 경험은 더 압권이 되겠지요. 최근 정부와 산학연의 실감형 콘텐츠 기술 개발은 많은 제약과 어려움에도 불구하고 매우 적극적으로 추진되고 있습니다. 국제 표준화 기구에서 치열하게 추진되는 표준 개발에도 국내 전문가들이 적극적으로 대응하고 있습니다. 이 특집에서는 실감형 콘텐츠에 대한 개념과 트렌드를 전문가 인터뷰를 통해 들어 보고, 실감형 콘텐츠를 구성하는 여러 가지 기술 중에서도 소비자들의 기대와 눈높이를 맞춰줄만 한 새롭고 기대를 모으는 것들을 살펴보고자 합니다. 앞으로 우리는 입체 공간에서 1인칭 시점으로 얼마나 실감나게 콘텐츠 속으로 빨려들어 갈 수 있을까요? 지금까지 경험한 콘텐츠 조작은 얼마나 새로워질까요? 내가 필요할 때 딱 맞는 콘텐츠를 바로 이용할 수는 있을까요? 우리가 이렇게 새로운 것으로 즐거울 때 혹시 소외되는 사람들이 있지는 않을까요? 분명 있겠지요. 그렇다면 어떻게 우리는 정보격차를 극복할 수 있을까요? 이러한 물음에 대한 전문가들의 의견을 들어보시기 바랍니다.

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Experiences of Patient Safety Accidents in General Hospital Nurses (종합병원 간호사의 환자안전사고에 대한 경험)

  • Lee, Mi-Joon;Kang, Hee-Kyung
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.139-147
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    • 2019
  • This study aims to identify and understand nurses' experience on patient safety accidents in general hospital. The qualitative research method was used to analyze the daily life of seven nurses who had experienced nursing safety accidents directly or indirectly in general hospitals. The nurses' experiences were divided into 7 categories and 24 subordinate properties and 7 categories were "unexpected experience", "missing caused by negligence", "facing the anxiety", "difficult of loneliness", "resignation from the hospital", "entering into conflict" and "being practiced a nurse". The results of this study will contribute to the establishment of policies for safety accidents in hospitals and also it will help to make a practical improvement plan to prevent the patient safety accident at the clinical site.

Artistic Meaning of the Game Experience : Focus on Player's Perspective (플레이어 경험을 통한 게임의 예술성 의미 연구)

  • Kim, Minseo;Kim, Mijin;Oh, Gyuhwan;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.63-76
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    • 2019
  • The purpose of this study is to identify how game players experience games artistically. We organized indicator categories related to artistic experiences in games through play report produced in participatory player workshop. Based on this indicator, we embodied the artistic meaning of game experience by performing semantic network analysis. As a result, we verified that games can offer opportunities for players to reflect on themselves and their lives.

A Qualitative Study on Dismissed Workers' Psychological Experiences (해고근로자의 심리적 경험에 대한 질적 연구)

  • Jeong-Sun Lim
    • Korean Journal of Culture and Social Issue
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    • v.21 no.3
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    • pp.355-376
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    • 2015
  • This study purposed to reveal the process of change in dismissed workers' experiences at dismissal and the subsequent period of unemployment. For this purpose, six dismissed workers' psychological experiences were explored using the phenomenological method as one of qualitative research methods. Data were collected through in-depth interviews with the workers on their psychological experiences at dismissal, continuous psychological or physical changes after dismissal, current state, etc. and from the analysis of the data were derived 12 sub-themes and they were categorized into four main themes. The four main themes were 'emotions experienced with dismissal,' 'psychological and physical symptoms,' 'patterns of social perception,' 'and ways of coping with dismissal.' The main themes and their sub-categories were described, and dismissed workers' specific experiences related to them were explained. Lastly, dismissed workers' changes and experiences were discussed based on previous studies.

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