• 제목/요약/키워드: 앱만족

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The Development and Application of Education Program for Smart Educational App Production Using Authoring Tool for the Elementary School Student (저작도구를 활용한 초등학생의 스마트교육용 앱 제작 교육프로그램 개발 및 적용)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.225-232
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    • 2013
  • The smart education is performed in the education field, but the contents related to the subject class performed in the various smart devices are insufficient and it is necessary to continue training teacher and learner for the app development education. Therefore this study developed and applied the contents production education program of the game type web app around elementary science 6 grade 1 term utilizing Storyline authoring tools, similar to PowerPoint and be executable in the various devices. After educating students, we investigate the convenience of the use of Storyline, satisfaction level of learning contents work activity, and the continued availability, and etc,. They are interested in the activity of the smart educational contents development and they wished to participate in the continued app development education and activity in spite of it make difficulty for using English menu.

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Accessibility Analysis of Mobile Applications for Open Platforms (개방 플랫폼용 모바일 애플리케이션 접근성 분석)

  • Moon, Hyun Ju;Min, Hong Ki;Kim, Sukil
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.2
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    • pp.187-198
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    • 2017
  • In this study, we analyzed the accessibility of open platform Android mobile banking applications, based on Korean mobile application accessibility KS standard, Section 508 technical standard of Rehabilitation Act, and European BBC guidelines. Experimental result showed that there are no mobile banking applications of 8 commercial banks in Korea that satisfy all guidelines of three standards. Typical violations included missing alternative text, keyboard focus violations, control size and spacing non-compliance, and low contrast ratio. These violations are fatal in that they make the accessibility of the blind, the disabled and the low vision and the elderly impossible. The reason that mobile banking applications do not comply with accessibility is that mobile application developers and providers have low awareness of accessibility and do not know how to implement accessibility properly. Comparing Korea mobile application accessibility guidelines with the revised standard of the Section 508 of Rehabilitation Act and the BBC standard, many guidelines are missing. Also, evaluation criteria are ambiguous and abstract, making it difficult for developers to refer specifically. Therefore, improving mobile application accessibility requires developer and government efforts and complementation of standards.

Establish Marketing Strategy Using Analysis of Local Currency App User Reviews -Focused on 'Dongbackjeon' and 'Incheoneum' (지역화폐 앱 사용자 리뷰 분석을 통한 마케팅 전략 수립 - '동백전'과 '인천e음'을 중심으로)

  • Lee, Sae-Mi;Lee, Taewon
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.111-122
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    • 2021
  • This study analyzed user reviews of Dongbaekjeon and Incheoneum app, which are representative local currencies in Korea, to identify the positive/negative factors of local currency users, and established a marketing strategy based on this. App user reviews were classified into positive and negative based on the star rating, and word cloud, topic modeling, and social network analysis were performed, respectively. As a result, in the negative reviews of Dongbaekjeon and Incheoneum, dissatisfaction with app use and card issuance appeared in common. In positive reviews, keywords such as 'local economy' and 'small business owners' along with satisfaction with 'cashback' appeared. It means that local currency users perceived that their consumption support local economy, and they felt satisfaction in using local currency. Based on the satisfaction/dissatisfaction factors identified as a result of the analysis of this study, we identified what needs to be improved and to be strengthened, and appropriate marketing strategies were established. The text mining method used in this study and research results can provide meaningful information about local currencies to public officials and marketers in charge of local currencies.

A Study on the Need for a Mobile Application Development Educational Program using an Authoring Tool (저작도구를 이용한 모바일 애플리케이션 개발 교육프로그램의 필요성에 대한 연구)

  • Chang, Young-Hyun;Oh, Sang-Yeob
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.253-258
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    • 2014
  • To ensure excellence in logical software education for smart IT technologies in schools, the study was conducted to determine whether a course on mobile application (app) content creation using an app authoring tool can be introduced as a part of the regular curriculum. As an approach method, five sessions of related training for characterized high school teachers as well as three sessions for elementary, middle and general high school teachers nationwide and a satisfaction survey were conducted for a total of five surveys. The average of 91.4% for more than moderately satisfied' is judged to reflect the perception of a highly successful study. In conclusion, the introduction of an app development education program using an authoring tool in schools is considered essential, and furthermore, the need for establishing new national technical qualifications is still rising.

Analysis on affective and cognitive effects of application development education using authoring tool for high-school students (고등학생 대상 저작도구 활용 앱 개발 교육의 정의적·인지적 효과 분석)

  • Yoon, Seonghye;Kang, Woori;Lee, Myoungwoo
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.415-424
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    • 2017
  • Due to the influence of the fourth industrial revolution in recent years, maker education is getting attention. Therefore, this study tried to propose the possibility of application (app) development education as maker education by empirically verifying the affective and cognitive effects of app development education using authoring tool. To do this, we implemented app development education in D high school in Seoul, Korea, and collected data from 41 participants. We analyzed the changes in attitudes toward SW education and creative problem-solving ability before and after the education by conducting the paired t-test, and the level of satisfaction and perceived achievement through descriptive statistics analysis. Also, the learner's responses collected through the open-ended questionnaire were analyzed qualitatively. The result showed that the attitude toward SW education and creative problem-solving ability showed statistically significant improvement after app development education using the authoring tool, and the learner's statement also supported this result. Also, satisfaction and perceived achievement after the education were relatively high. Through these results, we have empirically confirmed the effect of app development education using the authoring tool for high school students, and derived the theoretical and practical implications.

A Study on Reward-based Home-training App Users Using a Cash-cow User Prediction Model (캐시카우 사용자 예측 모델을 통한 리워드형 홈트레이닝 앱의 운영 및 관리 전략에 관한 연구)

  • Sanghwa Kim;Jinwook Choi;Byungwan Koh
    • Information Systems Review
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    • v.23 no.4
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    • pp.183-198
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    • 2021
  • Due to the Covid-19 pandemic, the home-training app market is growing rapidly and numerous apps are entering the market. It is becoming more difficult for an app to secure the profitability. In this study, by analyzing actual user data of a reward-based home-training app, we propose a model that predicts cash-cow users of the app. Cash-cow users are the users who watch in-stream ads to watch training videos although they cannot earn any rewards by doing so. Thus, these users make profits for the app yet do not incur any costs. The results of this study show that the users who irregularly watch training videos are more likely to be cash-cow users than the users who regularly watch training videos. This result suggests that, paradoxically, for sustainable profitability, home-training apps may need to find a way to retain the users who watch training videos irregularly so that they can be satisfied with the service and continue use the apps.

Study for Mathematics App development for Senior (스마트 기기 활용 시니어 수학 자료 개발 연구)

  • Ko, Ho Kyoung;Lee, Hyeungju
    • Communications of Mathematical Education
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    • v.30 no.3
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    • pp.309-333
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    • 2016
  • This study is part of app development research based on user centered design which targets silver generation learners. The mathematical contents provided by Senior math application focus on Numeracy issues. In order to finalize the user interface and the mathematical contents which is for developing the mathematic application, teaching experiment was carried out through 9 senior learners. Also CIPP program evaluation model was used for monitoring the result of this teaching experiment. Factors such as 'educational objectives' 'requirement analysis' 'educational environment' 'curriculum' 'learning content' 'learning matter' 'interaction' 'program administration' 'supporting environment' 'satisfaction' 'study result' 'substantiality of learning' were checked and as a result the Senior Mathematic application was developed through these feedbacks.

Analyzing user satisfaction factors for mobile health apps (모바일 헬스케어 앱 사용자 경험 요인 분석)

  • Kim, Guyeop;Kim, Hyun K.;Shin, Yuan;Park, Gyuwon;Park, Sunyoung;Lee, Yuryeon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.129-131
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    • 2021
  • 본 연구의 목적은 모바일 헬스케어 앱의 사용자 경험 요인을 분석하여 제안하는 데 있다. 의료 관련 앱은 주로 의료 서비스 제공자 중심의 기능으로 디자인되어 개인의 서비스 접근성이 낮으며, 데이터 활용에 대한 고려가 부족하다. 개인이 주도적으로 건강 데이터를 활용하기 위해서는 개인 - 건강 데이터 커뮤니케이션을 고려한 앱 개발이 필수적이며, 이와 관련된 사용자 경험을 평가하는 도구가 필요하다. 먼저 문헌 조사를 통해 사용 편의성, 사용 만족도, 정보 구조, 유용성, 정보 품질, 심미성 6가지 사용자 경험 요인을 수집하였다. 이후, '나의건강기록' 앱을 대상으로 사용자 심층인터뷰를 진행하여 모바일 헬스케어 앱 사용자 경험에 영향을 주는 요인을 분석하였다. 심층인터뷰 결과, 사용자 경험 요인에 정보의 이해용이성 요인이 새롭게 도출되었다. 정보의 이해용이성은 건강 정보를 알기 쉽게 제공하여, 사용자들이 어려움 없이 정보를 이해할 수 있는 능력을 의미하고 건강정보이해능력과 관련이 높다. 각 도출된 요인은 정보 주체(사용자)의 편의성, 활용성, 유지율을 높일 수 있는 모바일 헬스케어 앱을 디자인하는 데 유용할 것으로 기대된다.

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Factors Influencing Satisfaction of Branded App and Purchasing Intention: Moderation Role of Product Involvement (브랜드 앱 만족도와 구매의도의 영향요인: 제품관여도의 조절효과)

  • Jin Xinhua;SooYeon Chung;Cheol Park
    • Information Systems Review
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    • v.18 no.4
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    • pp.121-140
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    • 2016
  • Today, consumers are interested in branded apps as new marketing channels. Consumers do not have ready access to information that will enable them to judge the quality of a particular product or service before purchase, but they will gain such information with branded apps. As they need to be actively chosen and downloaded to users' smartphone by the users themselves, branded apps have greater marketing effectiveness and influence than traditional channels. Therefore, corporations that place emphasis on interactions with customers anticipate a new marketing effect with their branded apps. With previous research on smartphone applications as a background, this research finds key factors in branded apps that influence users' satisfaction. Additionally, the study centers on the relationship in which satisfaction in the branded app significantly influences the purchase intention for the branded product/service.

Relationship Analysis between Malware and Sybil for Android Apps Recommender System (안드로이드 앱 추천 시스템을 위한 Sybil공격과 Malware의 관계 분석)

  • Oh, Hayoung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.5
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    • pp.1235-1241
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    • 2016
  • Personalized App recommendation system is recently famous since the number of various apps that can be used in smart phones that increases exponentially. However, the site users using google play site with malwares have experienced severe damages of privacy exposure and extortion as well as a simple damage of satisfaction descent at the same time. In addition, Sybil attack (Sybil) manipulating the score (rating) of each app with falmay also present because of the social networks development. Up until now, the sybil detection studies and malicious apps studies have been conducted independently. But it is important to determine finally the existence of intelligent attack with Sybil and malware simultaneously when we consider the intelligent attack types in real-time. Therefore, in this paper we experimentally evaluate the relationship between malware and sybils based on real cralwed dataset of goodlplay. Through the extensive evaluations, the correlation between malware and sybils is low for malware providers to hide themselves from Anti-Virus (AV).