• Title/Summary/Keyword: 모바일효능감

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Factors Influencing the Intention to Use Mobile Services in Academic Libraries (대학도서관 모바일 서비스 이용 의도에 미치는 영향 요인 분석)

  • Kim, Sung-Jin
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.25 no.1
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    • pp.85-105
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    • 2014
  • The purpose of this study is to identify the factors that influence users' intention to use mobile services in academic libraries, based on the Davis' Technology Acceptance Model. This study employed both perceived usefulness and perceived ease of use, which were core variables in TAM, and added perceived playfulness that was recently applied to many researches on mobile system acceptance intention. As external variables, ubiquitous ability, context awareness, and mobile internet self-efficacy were employed. The data was collected from 325 surveys from two academic libraries and was analyzed with SPSS 18.0 and AMOS 21.0. As a result, perceived usefulness was the most significant factor in predicting users' acceptance intention and perceived ease of use was an indirect determinant of service usage. But perceived playfulness was not significantly correlated. Ubiquitous ability among external variables had a significant effect on perceived usefulness, context awareness did on both perceived playfulness and ease of use, and mobile internet self-efficacy did on perceived ease of use. Based on the findings, this study discussed theoretical and practical implications in academic library mobile service area.

The Effect of Process Oriented Guided Inquiry Learning Using Mobile Augmented Reality on Science Achievement, Science Learning Motivation, and Learning Flow in Chemical bond (화학 결합에서 모바일 증강현실을 이용한 과정기반 안내탐구학습이 과학 학업 성취도, 과학 학습 동기, 학습 몰입감에 미치는 영향)

  • Jeon, Young-Eun;Ji, Joon-Yong;Hong, Hun-Gi
    • Journal of The Korean Association For Science Education
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    • v.42 no.3
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    • pp.357-370
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    • 2022
  • In this paper, we developed an augmented reality learning tool suitable for chemical bond learning and proposed a process-oriented guided inquiry learning using mobile augmented reality (POGIL-MAR) to find out how it affects science achievement, science learning motivation and learning flow. Participants were 139 10th-grade students from a coeducational high school in Gyeonggi-do, and they were randomly assigned to the control group (TL), the treatment group 1 (POGIL), and the treatment group 2 (POGIL-MAR). They learned the concept of the chemical bond from the Integrated Science subject for four class periods. Results of two-way ANCOVA revealed that the POGIL-MAR group scored significantly higher than the other groups in a science achievement test, science learning motivation test, and learning flow test, regardless of their prior science achievement. In addition, in the case of the low-level group, the POGIL-MAR group showed a statistically significant improvement in achievement compared to the TL and POGIL groups. The MANCOVA analysis for sub-factors of science learning motivation show that the POGIL-MAR group had significantly higher scores in intrinsic motivation, career motivation, self-determination, self-efficacy, and grade motivation. In particular, the interaction effect between the teaching and learning method and the level of prior achievement was significant in the intrinsic motivation. Meanwhile, the MANCOVA analysis for sub-factors of learning flow show that the POGIL-MAR group had significantly higher scores in clear goals, unambiguous feedback, action-awareness merging, sense of control, and autotelic experience. Based on the results, educational implications for effective teaching and learning strategy using mobile augmented reality are discussed.

A Study on Satisfaction of Third Party Mobile Payment Service in China (중국의 제3자 모바일결제 서비스 만족도에 관한 연구)

  • Moon, Jae-Young;Kim, Hyo-Kyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.193-194
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    • 2020
  • 인터넷 시대에 있어 사회관계망 서비스(SNS, Social Network Service)는 기존의 커뮤니케이션 중심의 기능에 더하여 다양한 개성과 새로운 형태의 플랫폼으로 지속적으로 변화하고 있다. 많은 나라에서는 자신들만의 독특한 특징을 반영한 SNS와 페이스북 등 전 세계적으로 많이 이용하고 있는 SNS 등을 인터넷을 통해 누구나 자신들의 정보를 공유하고 타인의 정보를 획득할 수 있게 되었다. 이에 본 연구는 본 연구는 중국의 제3자 모바일 결제서비스의 특징을 알아보기 위하여 위쳇을 사용하는 중국 사용자를 대상으로 유형성, 편리성, 정확성, 공감성, 자기효능감, 혁신성, 신뢰성, 수용의도를 통하여 그 특징을 알아보고 한다.

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Analysis on Information Use of Smartphone in the context of Tourists (관광객 대상 스마트폰 사용의 정보이용 분석)

  • Jee, Geun-Sung;Kim, Min-cheol;Ha, Tai-Hyun
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1543-1550
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    • 2017
  • Previous research on smartphone has been focused on personal performance, accessibility, and information gaps in information system quality. In order to analyze the relationship between the use of smartphone information and personal characteristics, this study conducted a survey of 300 tourists at Jeju Airport, by using three variables of self-efficacy, 'impulsiveness and demographic variables (age, sex, education level, etc.) of smartphone use with personal characteristics. In conclusion, self-efficacy and impulsiveness seem to be positively related to the use of smartphone because it seems to be a living environment in which the desired information can be acquired within a desired time. In addition, there seems to be a difference between a mobile native environment in which online and offline boundaries are always connected and an environment in which 40 to 50 digital literacies are connected. This can be interpreted as a result of additional analysis.

A Study on the Influencing Factors of Fashion Beauty Magazine Curation Service Usage Intention: Focused on the Extended Technology Acceptance Model (패션뷰티 매거진 큐레이션 서비스 이용의도 영향요인: 확장된 기술수용모델을 중심으로)

  • Lee, JongSook
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.373-381
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    • 2021
  • This study attempted to present a strategic direction that helps in vitalizing the domestic fashion and beauty magazine industry by examining the factors that influence the intention to use the fashion beauty magazine curation service. A survey was conducted on 314 college students in Korea, and the results were derived through a series of analysis processes using the SPSS 21.0 and AMOS 21.0 programs. Technology self-efficacy had a positive effect on perceived ease of use and perceived usefulness, perceived value had a positive effect on perceived usefulness. Technology self-efficacy and perceived value had a positive effect on intention to use, perceived ease of use had a positive effect on perceived usefulness. Perceived ease of use did not have a significant effect on intention to use, but perceived usefulness had a positive effect on intention to use. In order to increase the intention of using the mobile-based fashion beauty magazine curation service for college students, it is necessary to clearly understand the value and usefulness of the curation service.

Factors Affecting Marriage Immigrant Women's Satisfaction with Digital Information Change (결혼이주여성의 디지털 정보화 변화 만족도에 영향을 미치는 요인)

  • Jun-Su Kim;Woo-Hong Cho;Young-Eun Jang;Dea-Hun Choi
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.207-210
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    • 2024
  • 본 연구의 목적은 결혼 이주 여성의 디지털 정보화 변화 만족도에 미치는 영향을 탐색하는 데 있다. 이를 위해 2022년 실시한 디지털정보격차 실태조사 자료 중 결혼이주여성 응답을 SPSS 25.0 통계프로그램을 활용하여 영향 관계를 분석하였다. 결과, 첫째, 결혼 기간이 정(+)적인 영향을 미쳤다. 둘째, 스마트폰 이용일수가 정(+)적 영향을 미치는 것으로 나타났다. 셋째, 디지털 정보화기기 활용 역량 중 PC 활용 능력은 부(-)적 영향을 미쳤고, 모바일기기 활용 능력은 정(+)적 영향을 미쳤다. 넷째, 디지털 정보활용 역량 중 취미여가에 활용은 결혼 이주 여성의 디지털 정보화 변화 만족도에 정(+)적 영향을 미치는 것으로 나타났다. 다섯째, 디지털 사회자본 중 가교형 사회자본이 정(+)적 영향을 미치는 것으로 나타났다. 여섯째, 디지털 정보화 자기효능감은 결혼 이주 여성의 디지털 정보화 변화 만족도에 정(+)적 영향을 미치는 것으로 나타났다.

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A study on security independent behavior in social game using expanded health belief model (건강신념모델을 확장한 소셜게임(Social Game) 보안의지행동에 관한 연구)

  • Ahn, Ho-Jeong;Kim, Sung-Jun;Kwon, Do-Soon
    • Management & Information Systems Review
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    • v.35 no.2
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    • pp.99-118
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    • 2016
  • With the development of Internet and popularization of smartphones over recent years, social network services are experiencing rapid growth. On top of this, smartphone gaming market is showing a rapid growth and the use of mobile social games is on the significant rise. The occurrence of game data manipulation targeting these services and personal information leakage is highlighting the importance of social gaming security. This study is intended to propose development plans effective and efficient in social game services by figuring out factors putting effects on security dependent behavior of social game users in Korea and carrying out a practical study on the casual relationship between factors influencing security dependent behavior through recognized behavioral control and attitudes for privacy infringement of these factors. To do this, proposed was a study model in which the HBM(Health Belief Model) allowing the social game user to influence security dependent behavior was expanded and applied as a major variable. To verify the study model of this study practically, a survey was conducted among university students in Seoul-based K University and S University who had experienced using social game services. According to the study findings, firstly, the perceived seriousness turned out to provide positive influence to trust. But, the perceived seriousness turned out not to put positive effects on self-efficacy. Secondly, the perceived probability turned out not to put positive effects on self-efficacy and trust. Thirdly, the perceived gain turned out to put positive effects on self-efficacy and trust. Fourthly, the perceived disorder turned out not to put positive effects on self-efficacy and trust. Fifthly, self-efficacy turned out to put positive effects on trust. But, self-efficacy turned out not to put positive effects on security dependent behavior. Sixthly, trust turned out not to put positive effects on security dependent behavior. This study is intended to make a strategic proposal so that social game users can raise awareness of their level of security perception and security willingness through this.

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An Empirical Study on the Differences of Relationship between Content Quality Factors and User Satisfaction on Mobile Contents Based on User Characteristics (사용자 특성에 따른 모바일 콘텐츠 만족도에 영향을 미치는 콘텐츠 품질요인의 차이 분석)

  • Kim, Eun-Dong;Chae, Myung-Sin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.4
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    • pp.1957-1968
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    • 2013
  • This study figured out how could mobile contents quality factors, such as usefulness, accuracy, timeliness, entertaining, economic, security etc., affect satisfaction by user individuality using empirical analysis with an aim of finding difference in content quality factors which have an influence on mobile contents satisfaction by user characteristics in integrated view systemically. The result of analysis shows that usefulness has an influence on satisfaction in principle regardless of user characteristics. This study discovered that both of usefulness and entertaining are significant to satisfaction in the groups with high-user individuality. On the other hand, in the groups with low-user individuality both of usefulness and accuracy affect satisfaction. Findings show that contents preference can be different based on user characteristics. Implications are discussed and limitations are proposed based on empirical analysis.

Analyzing Impact Factors of User Resistance to Accepting Paid Mobile Application (유료 모바일 애플리케이션 수용 저항 요인에 관한 분석)

  • Song, Seong-Beom;Kang, Ju-Young;Lee, Sang-Gun
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.361-375
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    • 2013
  • While the mobile application market is growing fast, the revenues of the majority apps are declining. Moreover, paid mobile application prices and purchases have been slow because of intensifying competition. However, the conventional studies focused only on the acceptance factor of mobile applications, so they cannot explain the phenomenon such as acceptance resistance for paid mobile applications. Therefore, our study tries to analyze the factors for the acceptance resistance of users for paid mobile applications. The research model in this paper, which is based on S-O-R model, verified through surveys how social influence and app characteristics affect user perception and how user perception affects to app resistance. The results of our study showed that paid mobile applications happened to be destroyed in front of the chasm because of the perceived loss. Consequently, the results implicate that the developers should lower the initial price and actively react to the negative reviews in order to lower the perceived loss. Moreover, the results verified that a sense of self-efficacy can lower application acceptance resistance by including personal properties to our research model as control variables.

Technical, Individual and Situational Factors Affecting Intention to Use of Mobile Easy Payment Service : Focusing on the Moderating Effects of Subjective Norms (기술, 개인, 상황 특성이 모바일 간편 결제서비스 이용의도에 미치는 영향 : 주관적 규범의 조절효과)

  • Park, Hyunsun;Kim, Sanghyun
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.105-115
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    • 2018
  • With the development of information and communication technologies, popularization of smart phones, and relaxation of the government regulation, mobile easy payment service is rapidly growing as a major financial service. Therefore, this study examines factors that influence the intention to use mobile easy payment service through empirical analysis. We collected 386 responses by survey and formed structural equation modeling with AMOS 22.0. The results show that technical factors(relative advantage, security), individual factor(self-efficacy), situational factors(trust in prior services and satisfaction of prior services) had a positive effect on the perceived value. In addition, perceived value had a positive effect on the intention to use mobile easy payment services. Lastly, subjective norms are closely related to the relationship between perceived value and intention to use mobile easy payment services. The results can be expected to provide useful references to the Fintech related industry fields.