• Title/Summary/Keyword: 도전감

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A Relationship among Facilitating Discourse, Students' Perceived Challenge, and Learning Outcomes in an Online Science Gifted Education (온라인 영재교육에서 담화촉진, 도전감, 학습결과간의 관계)

  • Choi, Kyoung Ae;Lee, Sunghye
    • Journal of Gifted/Talented Education
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    • v.26 no.3
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    • pp.541-559
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    • 2016
  • This study investigated a relationship among facilitating discourse, students' perceived challenge, and learning outcomes(persistent intention and learning achievement) in an online science gifted education program. Two hundreds and forty-two middle school students participated in the study. A survey questionnaire which was consisted of 6 items of facilitating discourse from teaching presence questionnaire(Shea, Swan, & Pickett, 2005) and 5 items of challenge from Student Perceptions of Classroom Quality(Gentry & Owen, 2004) was administered. First, the findings of this study showed that students' perceived facilitating discourse as a part of teaching presence was positively related to students' perceived challenge in an online course. Second, students' perceived facilitating discourse were positively related to persistent intention, but were negatively related to students' achievement. Third, students' perceived challenge was positively related to persistent intention and achievement. Finally, challenge mediated the relationship between students' perceived facilitating discourse and persistent intention, and the relationship between students' perceived facilitating discourse and students' achievement as well. This results suggested that online program should be designed to increase the levels of facilitating discourse.

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.

The Effects of Students' Perceptions of Classroom on Self-regulations Strategy Use, Persistent Intention, and Achievement in a Context of Online Science Gifted Education Program (온라인 과학탐구수업에서 학습자의 수업에 대한 인식이 자기조절전략 활용, 수강지속의사, 학업성취도에 미치는 영향)

  • Lee, Sunghye;Chae, Yoojung
    • Journal of Gifted/Talented Education
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    • v.26 no.2
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    • pp.365-387
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    • 2016
  • This study examined the effects of students'perceptions of classroom on self-regulatory strategy use, persistent intention, and achievement in an online Science gifted program. The sample included 434 middle and high school students who participated in the 3-months online gifted program. Participants volunteerly surveyed on their perceptions of classroom (appeal, challenge, choice, meaningfulness, academic self-efficacy), self-regulatory strategy use, and persistent intention. Student achievement data was collected from online learning system. Multiple Regression was conducted to analyze the effect of students'perceptions of classroom on various dependent variables. The results of this study showed that (1) students use of rehearsal strategy was positively related to academic self-efficacy among the sub-variables of students'perceptions of classroom and the use of rehearsal strategy was negatively related to challenge; (2) the use of elaboration strategy was positively related to challenge and meaningfulness; (3) the use of time management strategy was positively related to academic self-efficacy and the use of resource management strategy was positively related to challenge; and (4) students' persistent intention was related to appeal, challenge and meaningfulness, achievement was related to challenge.

A Study on Consumer Purchase Intention Using a Flow (Flow를 이용한 소비자 구매의도에 관한 연구)

  • Park, Jong-Won;Yoon, Sung-Jun;Choi, Dong-Choon
    • Journal of Global Scholars of Marketing Science
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    • v.12
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    • pp.59-75
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    • 2003
  • In order for electronic commerce to be successful, it must have a theoretical framework that considers the characteristics of the internet user who are consumers in the cyber space and impacts their purchase intentions. We were able to obtain participation of 350 people from across the country using 316 responses(34 responses removed), we derived statistics by means of SPSS/PC version 10.0 and AMOS 4.0 statistics package. We found that, the higher the degree of skill and the sense of challenge, the level of involvement and perceived service quality increased. And the degree of skill has a negative influence on awareness of perceived risk than the sense of challenge. Perceived service quality, perceived risk and involvement has a influence on purchase intentions.

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A Study on the Attitude toward Online Game-based Edutainment (온라인게임 기반 에듀테인먼트에 관한 태도 연구)

  • Park, Seong-Taek;Kwon, Hye-Young;Kim, Tae-Ung;Jang, Woo-Jung
    • Journal of Digital Convergence
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    • v.10 no.3
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    • pp.251-263
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    • 2012
  • Edutainment refers to the form of entertainment designed to educate as well as to amuse. It typically seeks to instruct its audience by embedding messages or educational contents in some familiar form of entertainment such as computer games, films, websites, multimedia software, etc. The purpose of this study is to identify the determinants of attitude toward online game-based edutainment. This study proposes the attitude, fun, usefulness, social interaction, challenge, and educational story as major research variables, and collected the survey responses from game players having experiences with online game-based edutainment. Factor analysis confirmed that 19 questions can be categorized into 6 factors : attitude, fun, usefulness, social interaction, challenge, and educational story. Regression analysis shows that fun, usefulness and educational story significantly and directly affect the attitude toward these edutainment games, and that educational story influences the level of usefulness. In addition, challenge and social interaction were found to have significant impact on fun. In conclusion, the wider implications of the findings for utilizing online game-based edutainment are provided.

대학생의 창의성과 자기효능감이 창업의지에 미치는 영향에 관한 연구

  • Lee, Il-Han;Lee, Hyeon-Gyeong
    • 한국벤처창업학회:학술대회논문집
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    • 2016.04a
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    • pp.190-193
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    • 2016
  • 본 연구는 대학생의 창의성과 자기효능감이 창업의지에 미치는 영향에 관하여 연구하였다. 창의성은 유창성, 독창성, 도전성으로 구성되었다. 전문대학교 대학생을 대상으로 설문을 통해 자료를 수집하였으며 최종 265부를 분석에 이용하였다. 연구결과는 다음과 같다. 첫째, 창의성의 독창성, 도전성은 창업의지에 정(+)의 영향을 미치는 것으로 나타났다. 반면, 유창성은 창업의지에 영향을 미치지 못하는 것으로 나타났다. 둘째, 자기효능감은 창업의지에 정(+)의 영향을 미치는 것으로 나타났다. 본 논문의 학문적 시사점으로는 첫째, 창업에서의 창의성에 대한 연구가 부족한 상황에서 창업의지에 대한 창의성의 영향요인에 대해 연구를 하였으며, 둘째, 창의성이 창업의지에 미치는 영향력은 창의성의 특성별로 차이가 있다는 결과를 얻었다는 것이다. 실무적으로는 창의성과 자기효능감을 높이기 위한 실습형의 체계적인 창업교육을 통해 창업의지를 높일 수 있음을 시사하고 있다.

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A Study on How Social Comparison Between Players on Mobile Puzzle SNG When Competeing on leaderboard, Affect the Competition and Chllenge - Focused on Self-Evaluation maintenance model - (모바일 퍼즐 SNG 순위경쟁상황에서 플레이어의 사회비교가 경쟁심과 도전감에 미치는 영향 - 자기평가유지모형을 중심으로 -)

  • Kim, Jaehyun;Choi, Chris Seoyun;Kim, Hyunsuk
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.5-15
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    • 2018
  • The biggest characteristic of Social Network Game(SNG) is that games are played through competition and cooperation with the actual acquaintances based on SNS. Even though such competition and challenge spirit have been dealt importantly as preceding factors having influence on the flow in games in the existing game area, it is rare to find researches deeply considering the characteristics of ranking competition between acquaintances in SNG. Moreover, it was not considered that such acquaintances could be the targets of competition and also challenge at the same time in SNG. Therefore, this study examined the achievements(big differences in ranking, small differences in ranking) of the targets for comparison and closeness(strong ties, weak ties) with the targets for comparison as factors having influence on competition and challenge spirit, and also empirically analyzed the influence of such factors and interactions between factors on players' competition and challenge spirit in the ranking competitive society, by analyzing the characteristics of ranking competition between acquaintances in the mobile puzzle, SNG based on SNS through the analysis on the preceding research on the self-evaluation maintenance model of the social comparison theory. In the results, when preferentially exposing competitors with small difference in ranking and also exposing competitors with stronger ties, players' competition is stimulated, so that it can improve their challenge spirit. Such results of this study can be expected to a lot contribute to the actual design work of SNG ranking table contents.

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The Impact of Day-care Center Organizational Characteristics on Teacher Efficacy (어린이집 조직특성이 교사효능감에 미치는 영향 - 교사경력 5년을 기준으로 -)

  • Chung, Mi Ra;Kang, Su Kyung;Kim, Min Jeong;Yee, Bang Sil
    • Korean Journal of Childcare and Education
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    • v.11 no.1
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    • pp.173-190
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    • 2015
  • This study examined the effects of day-care center organizational characteristics on teacher efficacy. The participants of this study were 319 day-care center teachers who work in the Seoul-Gyeonggi area. The results of this study are as follows: First, day-care center teacher efficacy shows the difference depending on the teachers' career. Second, teachers' efficacy was influenced by day-care center organizational characteristics. In particular, it appeared that 'challenge' and 'distinction of role' affect teacher efficacy when the career of the teacher is less than 5 years. And it appeared that 'challenge', 'distinction of role' and 'retraining' affect teacher efficacy when the career of the teacher is more than 5 years. We discussed organizational characteristics for improving teacher efficacy and suggested the implication for retraining teachers and supervision to promote teacher efficacy based on the results.

Design of Convergence Contents information quality of u-convergence tourist information3.0 using flow Theory (플로우 이론을 이용한 u-융복합 관광정보3.0 의 융복합 콘텐츠 정보품질 설계)

  • Sun, Su-Kyun;Lee, Seung-woo
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.191-199
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    • 2015
  • The Journal of Digital Policy & Management. This space is for the abstract of your study in English. In this paper, we propose a u-convergence Tourist Information 3.0 System using Flow Theory. It generates a sense of u-challenge and u-skills to maximize the enjoyment of tourists is u-convergence Tourist Information 3.0. This is a challenge to good sense and adjust the rating of the Convergence Contents information quality(CCIQ) analysis to maximize the enjoyment of tourists. Convergence Contents information quality(CCIQ) of the conductive continuity of the content closed antecedents u-conductive sense, the tourist synchronization adequacy may generate data that can be analyzed. Content Information Quality of rating is the leading factor in the ability of the u-skill mastery of tourists, can generate data availability. The result is to create a meta-model is referred to as content information to reach the best quality maximize enjoyment. Design a sense of u-challenge the skill of the information quality of the tourist information content has the advantage of being able to identify the data formation has the pleasure of tourists. By applying to future national competent standard it is expected to maximize the enjoyment of the job.

A Study on the User Immersion and Loyalty of MMORPG Avatar Customization (MMORPG에서 아바타 커스터마이징의 유저 몰입요인과 충성도에 관한 연구)

  • Yang, Gi Hyun;Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.17-28
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    • 2013
  • The development of technology has enabled users to customize avatars using various combinations and appearances in MMORPG. This study investigated the loyalty and user immersion factors of MMORPG avatar customization, which included personal factors (self-esteem, self-efficacy) and environmental factors (challenging spirit, sense of unity). immersion factors were extracted and a research model was established by observing precedent studies conducted on Flow theory and on the development and transformation of avatars. This study established a theory based on a developed research model and by surveying the users of AION, a MMORPG game, who actively enjoyed avatar customization, after determining measurement items based on precedent studies. The research results showed that self-esteem, a challenging spirit and sense of unity must be enhanced to increase the customization immersion. In addition, research results showed that the degree of loyalty increased with higher customization immersion.