• Title/Summary/Keyword: 디지털네이티브

Search Result 44, Processing Time 0.02 seconds

A Research on the intention to accept telemedicine of undergraduate students: based on Social Cognitive Theory and Technology Acceptance Model (대학생의 비대면 진료 수용의향에 관한 연구: 사회인지이론과 기술수용모델을 중심으로)

  • Jeon, Ha-Jae;Park, Seo-Hyun;Park, Chae-Rim;Shin, Young-Chae;Park, Se-Yeon;Han Se-mi
    • Journal of Digital Convergence
    • /
    • v.20 no.2
    • /
    • pp.325-338
    • /
    • 2022
  • This study was conducted to explore the acceptance behavior of undergraduate students toward telemedicine, which is temporarily allowed in the COVID-19. We applied social cognitive theory and technology acceptance model in order to reflect the convergence characteristics between medical service and digital technology of telemedicine. Based on these theoretical backgrounds, we investigated perception toward telemedicine and determinants of intention to accept telemedicine. To examine the research model and hypothesis, an online survey was conducted for college students who have not used telemedicine from September 8 to 10, 2021. A total of 184 data were collected, and multiple regression analysis was conducted using the SPSS 28.0 program. The results showed that health technology self-efficacy, usefulness and convenience benefits, social norm, and trust in telemedicine providers had positive effects on intention to accept telemedicine. This study is meaningful in that it selected undergraduate students, who are digital natives, as new targets for telemedicine, and presented the basic direction of strategies to target them.

Path Analysis of Bodily-Kinesthetic Intelligence, Linguistic Intelligence, Flow and Learning Outcomes in Motion-Capture Game-Based Learning (동작인식게임 활용학습에서의 신체운동지능, 언어지능, 몰입, 학습성과 간 경로분석)

  • Ryoo, EunJin;Kang, Myunghee
    • Journal of The Korean Association of Information Education
    • /
    • v.21 no.6
    • /
    • pp.607-618
    • /
    • 2017
  • Recently, there is a growing interest in learning to use games as a teaching method for digital native learners. In this study, we conducted a path analysis between bodily-kinesthetic intelligence, linguistic intelligence, flow, learning outcomes(academic achievement, persistence intention) in motion-capture game-based learning(the used game developed for elementary school history class). As a result, bodily-kinesthetic intelligence directly influenced flow and indirectly influenced learning outcomes. Linguistic intelligence did not have direct influence on flow and indirect effects on learning outcomes. Through this result, we expected that the motion-capture game-based learning facilitate learning motivation and performance of learners for higher bodily-kinesthetic intelligence.

Analysis of the Effects of Learners' Visual Literacy and Thinking Patterns on Program Understanding and Writing in Basic Coding Education for Computer Non-majors (컴퓨터 비전공자를 위한 기초 코딩 교육에서 학습자의 시각적 문해력과 사고 유형이 프로그램 이해와 작성에 미치는 영향 분석)

  • Park, Chan Jung;Hyun, Jung Suk
    • The Journal of Korean Association of Computer Education
    • /
    • v.23 no.2
    • /
    • pp.1-11
    • /
    • 2020
  • As software and artificial intelligence education became more and more important, in December 2019, the Ministry of Science and ICT announced plans to expand software and AI education to mandatory education in elementary and secondary schools by 2022. In addition to elementary and secondary schools, most universities are actively engaged in software education for computer non-majors, but research on coding education for computer non-majors is insufficient. The purpose of this paper is to find an efficient teaching and learning method for coding education for computer non-majors. Nowadays, college students, called Millennial and Generation Z, prefer visual information and are familiar with computers as digital natives. Based on these characteristics, this study examined the visual literacy and thinking styles of college students and then examined whether the students' visual literacy and thinking styles influenced coding-based problem solving in coding subjects. Based on this, this paper proposes an alternative to do programming education more efficiently for students who are new to coding.

Determinants the Effect of Exposure Type of Short-form Branded Content on Consumer Response : Focusing on the Mediating Effect of Perceived Sense of Belonging (숏폼 브랜디드 콘텐츠 노출 유형이 소비자 반응에 미치는 영향: 인지된 소속감의 매개 효과를 중심으로)

  • Kim, Qurie;Choi, Jeonghye;Park, Kyung Min
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.10
    • /
    • pp.642-657
    • /
    • 2022
  • The fourth industrial revolution became a decisive opportunity to increase our dependence on non-face-to-face services. Therefore, this study tried to derive a new strategic plan for non-face-to-face marketing by discussing the short-form branded content currently in the spotlight among the digital native generation. In particular, focusing on the phenomenon of co-viewing, where short-form branded content is viewed and communicated on social media, how exposure type of branded content affect attitudes toward short-form branded content and the products it contains verified. In addition, this research presents the perceived sense of belonging as a mediating variable. It was confirmed through an experiment whether the sense of belonging perceived by consumers during the co-viewing process significantly mediated the relationship between the exposure types and consumer attitudes. As a result of the study, it was found that the exposure type significantly affected the attitude towards the contents and the products contained in them. Furthermore, the perceived sense of belonging was also significant as a mediating variable.

Moderating Effect of Book Reading in the Relationship between Children's TV Viewing and Creativity (아동의 TV 시청 시간과 창의성 간의 관계에서 책 읽기 시간의 조절 효과)

  • Hyuna Lee;Hyunmin Kang
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.1
    • /
    • pp.493-500
    • /
    • 2023
  • The current research has investigated the effect of school-aged children's TV viewing on their creativity, and examined the moderating effect of book reading in the relationship between children's TV viewing and creativity. Using data from the 10th (2017) Panel Study on Korean Children, the relationship between 9-year-old children's TV viewing, book reading, and performance on Korean Figural Creativity Test for Elementary school Student (K-FCTES) was examined. There was a significant negative correlation between children's TV viewing and creativity, and a positive correlation between children's book reading and creativity. In addition, children's TV viewing had a significant negative effect on their creativity, and children's book reading moderated this relationship. This study has its significance in that it identifies the negative effects of media exposure that needs be considered for creativity development of today's children, who are growing as digital native from birth, and it shows the importance of book reading as a factor that can control the negative effects of TV exposure.

Designing Mobile Application for Korean Traditional Markets Based on O2O Service Platform (O2O 서비스 기반 전통시장 주문 모바일 어플리케이션의 설계 및 개발)

  • Bang, young sun;Yang, Seung Mok;Jeon, Hye Rin;Lee, Danielle
    • Journal of Digital Contents Society
    • /
    • v.19 no.9
    • /
    • pp.1689-1697
    • /
    • 2018
  • This paper explored how to design amobile application for Korea's traditional markets based on O2O service and data science technologies. In order to cover a broader scope of customers, diversify the ways to sell products, and increase the profits of Korea's traditional markets, the application bridges online customers with offline stores at traditional markets and augments both convenience and accessibility. Beyond the typical face-to-face interactions between customers and sellers at traditional markets, this application offers mobile payments and personalized recommendations of nearby stores and preferable products using Beacon and datascience technologies. Moreover, it offers multi-language support for foreign customers who are not familiar with Korea's traditional markets and the products sold there. In conclusion, using O2O service, which is a rising trend among prevalent platform technologies, this study proposed a new e-commerce model for Korea's traditional markets to promote market expansion.

Factors Influencing Seniors' Behavioral Intention of Generative AI Services (시니어의 생성형AI 서비스 이용의도에 영향을 미치는 요인)

  • Sung, Myoung-cheol;Dong, Hak-rim
    • Journal of Venture Innovation
    • /
    • v.7 no.2
    • /
    • pp.41-56
    • /
    • 2024
  • Recently, generative AI services, including ChatGPT, have garnered significant attention. These services appealed not only to digital natives, such as Generation Z, but also to digital immigrants, including seniors. This study aimed to analyze the factors affecting seniors' behavioral intention of generative AI services. A survey targeting seniors was conducted, resulting in 250 valid responses. The data were analyzed using multiple regression analysis. For this purpose, performance expectancy, effort expectancy, social influence, requisite knowledge, biophysical aging restrictions of seniors based on MATOA (Model for the Adoption of Technology by Older Adults), a research model on technology acceptance by seniors and AI hallucinations of generative AI services were set as independent variables. The empirical results were as follows: performance expectancy and social influence had a significant positive impact on seniors' behavioral intention of generative AI services. Additionally, requisite knowledge positively influenced seniors' behavioral intention of generative AI services, while biophysical aging restrictions had a significant negative effect. However, effort expectancy and AI hallucinations did not show a significant influence on seniors' behavioral intention of generative AI services. The variables were ranked by influence as follows: performance expectancy, social influence, requisite knowledge, and biophysical aging restrictions. Based on these research results, academic and practical implications were presented.

Strategies for Implementing Civilian Personnel Management Methods to Recruit and Retain Officers in Military Organizations (군 조직의 간부 유치 및 유지를 위한 민간 방식 인사관리 방법 도입 전략)

  • Ju-Yong Lee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.5
    • /
    • pp.219-227
    • /
    • 2024
  • The rapidly changing security environment and technological innovations of the 21st century present new challenges to military organizations. Particularly, as the MZ generation, comprised of Millennials (born 1981-1996) and Generation Z (born 1997-2012), emerges as the primary workforce in the military, traditional military personnel management methods are being called into question. The MZ generation, as digital natives, are technologically proficient, prioritize personal growth and quality of life, and prefer horizontal communication and participation. The purpose of this study is to reestablish talent acquisition and retention strategies for military organizations, considering the characteristics and demands of the MZ generation. To this end, we analyzed advanced talent management techniques from the corporate sector and explored ways to apply them to the unique context of military organizations. Additionally, by examining the current status and challenges of the Korean military, we attempted a balanced approach that considers both global trends and Korea's specific circumstances. The research results suggest various strategies including career development programs, cultural innovation, improvement of reward systems, participatory decision-making, enhancement of digital competencies, and creation of flexible work environments. These strategies are expected to improve the efficiency and competitiveness of military organizations while simultaneously enhancing job satisfaction and organizational commitment among MZ generation service members.

The Application of Science Education Lecture for Pre-Service Teacher Using Teaching-Learning Method Based on Flipped Learning (플립러닝 교수-학습 방법을 활용한 예비교사의 과학교육론 수업 적용)

  • Jeon, Young-ju;Yoon, Ma-byong
    • Journal of The Korean Association For Science Education
    • /
    • v.36 no.3
    • /
    • pp.499-507
    • /
    • 2016
  • A flipped learning class was held in an attempt to overcome the limits of lecture-type classes in pre-service science teacher training and to provide a student-oriented education suitable for digital native generation. The principles of teaching-learning in flipped learning were applied to the general ADDIE model to design the class; learning materials were developed accordingly. The developed flipped learning materials and class design were verified for their validity using an expert panel's Delphi method and validity test, in which the validity was verified with 0.75 CVR. The developed flipped learning materials were applied to the theory of science education and the instructional effectiveness was analyzed. The results suggest that the students' motivation to study, interest, and confidence in learning increased; however, their satisfaction in class decreased by 30% as compared to the lecture-type class and their self-confidence in the improvement of their academic achievement was not sufficient. In order for a flipped learning class to be successful, the class should be small in size, which would ensure appropriate teacher-student communication and individualized learning; also, the students' burden of learning should be reduced and accessibility to video materials for pre-class learning should be reinforced.

Project-based Learning and Learner Interaction by Web Convergency Communication Types (프로젝트기반 학습과 웹 융합 의사소통 유형별 학습자 상호작용)

  • Shin, Myeong-Hee;Choi, Do-Soon
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.2
    • /
    • pp.35-40
    • /
    • 2019
  • The purpose of this study was to investigate the effects of learners' academic achievement and learner interaction through project - based learning. In the case of interaction, we focused on the field of learning, that is, the learner's communication style in various technical environments. The subjects of this study were 80 learners who took a 3-hour elective English language learning course at a university in Korea. This study is to investigate the effect of learner interaction through KakaoTalk and LMS (Learning Management System). As a result of the study, it was found that there was a significant difference between learner interaction by project - based learning and communication type and kakao talk utilization group and LMS (Learning Management System) group. 1) The results of the kakao talk utilization group were significant in both the learner interaction and the learner's academic achievement according to the project - based learning and communication type. For current digital native learners, Kakao Talk is the result of the fact that it is the optimal environment for problem solving, communication, and uploading and sharing of educational activities.