• Title/Summary/Keyword: 사회적 실재감

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An Exploratory Study on Social Presence in Synchronous Distance Course : Focused on the Cases of Christian Education Classes (실시간 화상 수업에서의 사회적 실재감 탐색 : 기독교교육 수업 사례를 중심으로)

  • Park, Eunhye;Sung, Jihoon
    • Journal of Christian Education in Korea
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    • v.64
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    • pp.203-235
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    • 2020
  • The purpose of this study is to identify the degree of social presence perceived by students and to explore the factors that have affected it after practicing Christian Education classes as synchronous distance course due to Covid-19. It is also to suggest effective ways in the aspects of the design and operation to improve social presence. In order to measure social presence and derive influencing factors, research related to synchronous distance class and social presence is summarized through literature review. The researchers also surveyed 58 students in three courses of Christian education major at a University in Gyeonggi-do and conducted in-depth interviews with 6 students. The main findings are as follows: First, the sense of social presence was moderate, the emotional bond was the lowest by sub-factor, the open communication, the sense of community was moderate, and the mutual support and concentration were the highest. Second, factors that had a positive impact on the sense of social reality were group activities, selfintroduction activities, active participation in classes, mutual communication such as Q & A or response to peer learners' opinions during lectures by professors, questions, feedback, etc, and having a smaller number of students. Factors that had a negative impact on the perception of social presence were lack of private conversations, poor participation in classes, lack of communication with each other, and difficulty concentrating. The causes of these negative factors were technical problems and limitations arising from zoom, inconvenience and distracting surroundings, lack of time, and psychological awkwardness. Reflecting the results of the study, orientation to effective synchronous distance course, guidance on smooth communication methods, strengthening the role of professors to promote learning, strengthening group activities and learner-centered activities, and proposing a smaller scale of students were ways that are offered to improve the sense of social presence in synchronous distance courses.

Effects of Modality and Smart Device on Learner's Interaction Experience in Online Learning (스마트 기기를 활용한 온라인 토론학습에서 모달리티가 학습자의 상호작용경험에 미치는 영향)

  • Park, Seyoung;Shin, Dong-Hee;Kim, Tae-Yang;Shin, Jae-Eun
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.507-519
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    • 2015
  • Along with the rapid diffusion of smart devices, smart learning has been taking place as a main pedagogy in education. Under these drastic changing circumstances, social presence and interaction between learners have been highlighted as key factors in educational research. In this light of rising importance, this study examined the effects of modality and smart device on users' perceived social presence and interaction experience in a smart learning environment. It conducted 2(text based interface vs. audio/video based interface) by 2(smartphone vs. tablet PC) between-subjects experiment. 80 participants were systematically recruited and randomly assigned to four conditions. The findings showed that social presence was higher in audio/video based interface condition than in text based interface condition. Modality also had a positive effect on learner's interaction experience. On the other hand, the effect of smart device is found to be statistically insignificant. Instead, interaction effect existed between modality and device on social presence. The result of this study suggests that the modality and characteristics of device should be considered seriously when designing interface of smart learning contents. The findings in this study provide future studies with heuristic implications by highlighting users' perceived cognition and experience.

A Study on the Effect of e-CRM on the Reuse Intention of e-Learning Service (이러닝 서비스의 e-CRM이 재이용의도에 미치는 영향에 관한 연구)

  • Hong, Kyu Jeong;Kang, Min Jung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.383-396
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    • 2021
  • This study attempts to verify the effect of e-CRM on reuse intetnion of e-learning and to determine whether the presense mediates the relationship between e-CRM and reuse intetnion of e-learning through empirical analysis. The results of the study are as follows. First, The effect of e-CRM(e-marketing, e-service, e-communication) on the intention of reuse for e-learning services was significant. Second, it was found that the effect of e-CRM(e-marketing, e-service) on reuse intention of e-learning was significantly mediated by the teaching presence. Third, it was found that the effect of e-CRM(e-marketing, e-service, e-communication) on reuse intention of e-learning was significantly mediated by the cognitive presence. Finally, it was found that the effect of e-CRM(e-marketing) on reuse intention of e-learning was significantly mediated by the social presence.

The Effect of Metaverse Presence on Intention to Continuous Use Through User Motivation: Moderating Effect of Normative Interpersonal Influence (메타버스 실재감이 사용자의 이용 동기를 통해 지속적 이용의도에 미치는 영향: 규범적 대인 민감성의 조절 효과)

  • Hwang, Inho;Kim, Jin soo;Lee, IL Han
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.3
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    • pp.119-133
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    • 2022
  • The COVID-19 pandemic is rapidly changing the behavior of members of society. Typically, the strong contagious power of the virus minimizes interaction between people in the real world, and they keep interaction activities to a minimum through online activities. Recently, as people demand online activities that enhance a sense of reality, the metaverse, which strengthens the 3D technology-centered sense of presence capability, is being chosen by people. The purpose of this study is to suggest a strategic direction for the establishment of the metaverse business model of startups by presenting factors for users' use and gratification of the metaverse. In detail, this study proposes the motivation for using the metaverse by reflecting the uses and gratification theory, and suggests a method to strengthen the motivation for the metaverse by reflecting the presences provided by the metaverse plotform and individual characteristics (normtive interpersonal influence). We surveyed people over 20 years of age who experienced metaverse and obtained 314 samples. In addition, we conducted the main effect analysis using the structural equation model and the moderating effect analysis using Process 3.1. As a result of hypothesis testing, we confirmed that metaverse presence (telepresence, social presence) has a positive effect on intention to continuous use by increasing metaverse's use and satisfaction factors (information, enjoyment, social interactivity). In addition, we found that individuals' normative interpersonal influence moderated the positive relationship between uses and gratification factors(enjoyment and social interactivity) intention to continuous use. Our study suggests strategies for establishing a user-centered business model for companies related to the metaverse.

The Role of Student Immediacy in a Technology-Mediated Learning Context (기술 매개 커뮤니케이션 환경에서 학습자 즉시성의 영향: 비대면 수업을 중심으로)

  • Hyejin Moon;Yumi Yi
    • Science of Emotion and Sensibility
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    • v.27 no.1
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    • pp.47-58
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    • 2024
  • This study aimed to investigate the role of student immediacy in learning-related positive affective experiences in the technology-mediated education context. In particular, perceived social presence was expected to mediate the relationship between student immediacy and positive affect. Moreover, we hypothesized the moderating role of technology readiness in the relationship between student immediacy and perceived social presence. To test this hypothesis, a survey of approximately 500 undergraduate students who have attended non-face-to-face online courses was conducted. The results revealed that social presence fully mediated the relationship between immediacy and positive affect. That is, students who scored high on the immediacy scale tended to experience a greater level of social presence during online classes; consequently, they tended to demonstrate more positive affect. As expected, technology readiness moderated the relationship between immediacy and social presence. Unlike previous studies that mainly focused on instructor immediacy, the present study contributed to immediacy literature by empirically testing the positive effect of student immediacy on learning. Furthermore, this study revealed the potential importance of communication competence and its progress in predicting student participation and satisfaction, which could have been changed since the COVID-19 pandemic.

The Effect of Self-regulated Learning Strategy and Presence on Academic Achievement in Web-based e-learning (웹기반 이러닝에서 자기조절학습전략과 실재감이 학업성취도에 미치는 영향)

  • Park, Ji-Hye;Lee, Young-Sun
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.215-227
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    • 2018
  • Research on ways to improve e-learning effectiveness has been actively conducted due to the increased numbers of web-based e-learning learners. Of many variables related to e-learning effectiveness, self-regulated learning strategy and presence have been reported as major factors that influences academic achievement in e-learning settings. The purpose of this study was to investigate the effect of self-regulated learning strategy and presence on academic achievement in web-based e-learning. In addition, this study tried to provide useful basic data for successful support and design of e-learning by verifying the mediating effect of these variables. As a result, it was verified that teaching presence and social presence have mediating effects in the relationship between self-regulated learning strategy and perceived achievement in web-based e-learning. Moreover, subjective perception of student's academic achievement played a mediating role between learners' perceived presence and academic achievement. Through this study, it is verified that it is necessary to search for ways to improve the level of learners' teaching presence and social presence in web-based e-learning design in order to eventually improve academic achievement.

Influence of Social Presence on Online Community Users' Continuance Intention (사회적 실재감이 온라인 커뮤니티 지속사용의도에 미치는 영향)

  • Kim, Kwang-Mo;Choi, Hee-Won;Kwon, Song-Il
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.131-145
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    • 2014
  • This study is an empirical analysis on the relationship between social presence and online community users' continuance intention. Based on Bhattacherjee(2001)'s expectation-confirmation model (ECM) of IT continuance model, we test the influence of social presence on one's intention to continue using online communities. This study sampled 132 online community users. Research hypotheses are tested using the structural equation modelling(SEM) approach. The results of this study demonstrate that user satisfaction is influenced by perceived usefulness and perceived enjoyment. But, the confirmation of expectation did not affect user satisfaction. And, social presence has direct effects on perceived usefulness and perceived enjoyment. Further, social presence has a positive effect on users' continuance intention through mediating effect of perceived usefulness. This study suggests that perceived usefulness should be taken into account when carrying out the operating strategy of online communities.

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.

Effects of Character Identification on User Experience and Perceived Risk in Smoking Simulation Game (흡연 시뮬레이션 게임에서 사용자와 동일한 캐릭터의 사용이 실재감, 몰입, 위험인식에 미치는 효과)

  • Kim, Si-Sung;Lee, Jong-Wouk;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.41-50
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    • 2015
  • This study attempted to identify differences in user experience such as spatial presence, social presence, flow, empathy, anxiety, and perceived risk between simulating characters of animation and of actual userimage. The playtesting method was conducted on 60 male smokers using 'Smoking Sims', a simulation game produced by The Center for Health Communication Studies. The results found that the simulation of actual image character is higher in the level of perceived risks for smoking, spatial presence, social presence, flow, and empathy than the simulation of animation character. The study shows that identification with a game character affects user experience and enhances the effectiveness of perceived risks as well. It emphasizes the importance of game design to implement identification in serious game like a smoking cessation simulation.

Perceptions of social presence and aggressive behavior in cyberspace (사이버 공간에서 사회적 실재감의 지각과 공격행동)

  • Jae-Hwi Kim ;Yeon-Jung Kim
    • Korean Journal of Culture and Social Issue
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    • v.10 no.3
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    • pp.83-101
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    • 2004
  • This study investigated the effects of social presence as means of self-awareness and interpersonal-awareness on the cyber-aggressive behavior. The cyber-aggressive behavior (flaming and direct aggression use of character) should be differ from existence of social presence and type of social presence of internet users. To test hypothesis, an experiment was executed a field study on cyberspace, an on-line game, "fortress 2 blue forever". I made a chat-room in the game site to conduct an experiment to 107 person who entered the chat-room and blinded ignorance of this situation made by researchers. As the subjects enter the chat-room, he chats with 3 researchers who were waiting before he gets in. The social presence was operated with 3 phases by the contents of the chat (①control group; nothing, ②experimental group 1; reaction about other people ③experimental group 2; reaction about other people + self-exposure by an exchange information of their home region). The studies show that, subjects of the control group behaved more aggressively than other subjects of the experimental groups(both flaming and direct aggression use of character). Meantime, I compared experimental group 1 with experimental group 2 to investigate difference between the type of social presence. As the result, subjects of the experimental group 1 behaved more aggressively than experimental group 2 (only flaming, there's no difference in direct aggression use of character).

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