• Title/Summary/Keyword: 온라인 영향

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A Study on the Effects of Digital Co-Teaching on Reading Literacy (디지털 협력수업이 독서 리터러시에 미치는 효과 연구)

  • Juhyeon, Park;Bong-Suk Kang
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.3
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    • pp.211-230
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    • 2023
  • The purpose of this study is to confirm the effect of digital co-teaching between teachers online on improving students' reading literacy. In order to achieve the purpose of the study, a pre-test was conducted on first-year high school students, and a post-test was conducted after conducting the co-teaching over two sessions. For statistical analysis, the data of 101 students with no missing values in pre- and post-tests were used. Through the OECD's PISA reading literacy evaluation framework and factor analysis, a reading literacy test tool consisting of expression, comprehension, and information literacy was developed and the degree of change in reading literacy was measured through a self-report with the tool. As a result of the analysis, it was confirmed that the digital co-teaching had a statistically significant positive effect on the expression, comprehension and information literacy of high school students. This study is meaningful in that it shows that digital co-teaching can be applied as a way to improve reading literacy in PISA organized by the OECD.

Korean Hedge Detection Using Word Usage Information and Neural Networks (단어 쓰임새 정보와 신경망을 활용한 한국어 Hedge 인식)

  • Ren, Mei-Ying;Kang, Sin-jae
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.9
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    • pp.317-325
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    • 2017
  • In this paper, we try to classify Korean hedge sentences, which are regarded as not important since they express uncertainties or personal assumptions. Through previous researches to English language, we found dependency information of words has been one of important features in hedge classification, but not used in Korean researches. Additionally, we found that word embedding vectors include the word usage information. We assume that the word usage information could somehow represent the dependency information. Therefore, we utilized word embedding and neural networks in hedge sentence classification. We used more than one and half million sentences as word embedding dataset and also manually constructed 12,517-sentence hedge classification dataset obtained from online news. We used SVM and CRF as our baseline systems and the proposed system outperformed SVM by 7.2%p and also CRF by 1.2%p. This indicates that word usage information has positive impacts on Korean hedge classification.

A Study of Effective Utilization of the Cognitive Work Analysis Framework on Information Behavior Research (정보행태 연구 분야에서 '인지적 업무분석(Cognitive Work Analysis)' 프레임워크의 효과적 활용에 대한 연구)

  • Kwak, Chul-Wan
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.20 no.1
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    • pp.209-220
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    • 2009
  • The purpose of this study is to investigate the information behavior of the junior high school students in the public library and to find the effectiveness of the behavior analysis using a cognitive work analysis(CWA). Data was collected through a dept interview and an observation method. Results show that the students had four constraints when they searched materials for reports: relevant materials for reports, limitation of materials, opening hours, use possibility. There are three behavior types. A type is that students find materials on the shelf through searching an online catalog, then make a report using reading the materials. B type is that students find materials on the shelf and check out the materials. C type is that students find materials and check out them by library staff help. CWA can be used for the information behavior research on the library space. CWA can, however, apply for space redesign when various researches would be conducted about the information behavior.

Investigation and Analysis of Dark Patterns in Advertisements of News Websites (뉴스 사이트별 다크패턴(Dark Patterns) 광고 실태조사 및 분석)

  • Jun-Young Han;Sang-Jun Yeon;Jun-Hyoung Oh
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.3
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    • pp.515-525
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    • 2024
  • Dark patterns refer to intentionally deceptive design techniques used by online service providers to hide necessary information, preventing users from taking desired actions or luring them into unintended behaviors. In this study, we analyzed the prevalence of dark patterns such as banners, advertorials, pop-ups, and video ads, and their impact on users across the top 200 news websites worldwide. The research revealed that there is a minimal correlation between banner ads and user bounce rates or unique visitors. Consequently, the main screen moving banner and headline news screen moving banner were most frequently observed in South America, while the headline news screen fixed banner was most commonly observed in Asia. All other categories were predominantly observed in Europe, making European websites the most diverse and abundant in various dark patterns.

Ethical Fashion Consumer Behavior in Korea - Factors Influencing Ethical Fashion Consumption - (한국에서의 윤리적 패션 소비자 행동 - 윤리적 패션 소비에 영향 미치는 요인을 중심으로 -)

  • Koh, Ae-Ran;Noh, Ji-Yeon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.12
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    • pp.1956-1964
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    • 2009
  • Understanding ethical fashion consumers in Korea is essential for the expansion of the ethical fashion market. This study analyzed ethical consumers in Korea in an examination of the factors that influence ethical purchase behavior and attitudes. The differences between ethical fashion consumers and non-ethical fashion consumers were investigated using eight variables (perceived consumer effectiveness (PCE), self-direction, benevolence, universalism, social responsibility, perceived behavioral control, face saving, and group conformity). Data were collected by means of a questionnaire through both on-line and off-line surveys from April 20 to June 7, 2009. Only the respondents knowledgeable of ethical products or ethical consumption were asked to complete the questionnaire. A total of 494 samples were used for analyses. Using independent samples t-test, the differences in each variable between two groups were examined. There were significant differences between ethical fashion consumers and non-ethical fashion consumers in attitudes toward ethical consumption behavior, behavioral intention, PCE, self-direction, universalism, social responsibility, and face saving variables. The factors influencing attitude and behavior intention were investigated by step-wise regression analyses. For ethical fashion consumers, the attitudes to ethical consumption behavior were largely influenced by PCE and benevolence. Social responsibility was the most predictable variable in guiding behavioral intention. Behavioral intention was also influenced by benevolence and attitude. Group conformity was found to be negatively correlated with behavioral intention. The findings of this study provide significant guidance for marketers of ethical fashion products. This study is the start of ethical fashion consumer research in Korea and can develop into variable subfields in the future.

Impact of Information Orientation and Technology Commercialization Capability on Technical Performance: Focusing on Mediating Effect of Technology Commercialization Capacity and Moderating Effect of Technology Accumulation Capacity (정보지향성과 기술사업화능력이 기술성과에 미치는 영향: 기술사업화능력의 매개효과 및 기술축적역량의 조절효과 중심으로)

  • Han, Sung Hyun;Heo, Chul Moo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.1
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    • pp.167-184
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    • 2020
  • This study analyzed the effects of information orientation and technology commercialization ability on technological performance of corporate workers. Information Orientation consisted of information technology capability, information management ability, information behavior and value, and technology commercialization capability consisted of productization capability, production capability, and marketing capability as sub-variables, and technology accumulation capacity was used as a coordinating variable. An empirical analysis was performed on 349 online and offline questionnaires collected from corporate employees. Analysis results using SPSS v22.0 and Process macro v3.4 First, information orientation and technical performance were found to have a significant effect.In addition, information orientation had a significant effect on technology commercialization capability. The magnitude of the influence on the productive capacity and the productive capacity in the variable of competency was in the order of information technology ability, information management ability, information behavior and value, but the influence on marketing capability was different from the previous results. Information management ability and information technology ability were in order. Second, the product commercialization capability, production capability, and marketing ability of technology commercialization ability had a significant effect on technology performance independently of information orientation. Third, the information technology ability and information management ability had a significant influence on the technical performance, but the indirect effect through the commercialization ability and marketing ability in information behavior and value was significant, the indirect effect of transit was not significant. Fourth, only the interaction terms of production capacity and technology accumulation capacity were significant among the sub-variables of technology commercialization capacity, and technology accumulation capacity, commercialization capacity, and marketing ability were not significant. Therefore, the relationship between productive capacity and technological performance can be interpreted as lower in firms with high technology accumulating ability than in lower firms, subsequent studies will require the introduction of other independent variables, models through the introduction of parameters and control variables.

Influence of User Innovativeness and Knowledge Base on Acceptance of Voice Shopping (사용자의 혁신성 및 지식수준이 가상비서 기반 음성쇼핑의 이용에 미치는 영향)

  • Jo, Woong;Ahn, Suho;Chung, Doohee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.2
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    • pp.153-169
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    • 2020
  • A new way of shopping based on virtual assistant, so called voice shopping, is drawing attention. The voice shopping market is growing around the world, and Korea is on the verge of full-scale commercialization of this new shopping. For the development of voice shopping-related industries, it is necessary to research on specific issues related to this new shopping methods, such as the quality of services, efficient processes tailored to new ways, and ways to build customer relationships. As part of such an attempt, the study seeks to determine the factors that affect consumers' perception and attitudes toward voice shopping. The study conducted the analysis based on survey response data of 171 online shopping users. In addition to the typical factors of the technology acceptability model(TAM) such as perceived usefulness and ease of use, the impact of perceived playfulness was included for analyzing the intention on the acceptance of voice shopping. In particular, this study focuses on the impact of user attributes. For the spread of voice shopping, it is necessary to set up a valid target customer and understand users for establishing an effective customer relationship. Therefore, this study tries to analyze how the perceptions on the voice shopping(perceived usefulness, ease of use, and perceived playfulness) are affected by users' attributes, such as user innovativeness and user knowledge level. The result of analysis shows that user innovativeness have a positive relationship with all of perceived usefulness, ease of use, and perceived playfulness. The user knowledge base, however, was not significant to all these three variables. The user knowledge base is shown to have a positive effect on user innovativeness which is the source of positively significant factor for the variable of the perceptions on the voice shopping. Meanwhile, among the variables of extended technology acceptance model, perceived usefulness and perceived playfulness have positive effects on the acceptance of voice shopping, while ease of use has no significant impact on the voice shopping acceptance. Ease of use has a positive relationship with perceived usefulness and playfulness. This study is meaningful in providing implications on the development of voice shopping platforms and related services, and establishment of customer relationship.

State of Mind in the Flow 4-Channel Model and Play (플로우 4경로모형의 마음상태와 플레이(play))

  • Sohn, Jun-Sang
    • Journal of Global Scholars of Marketing Science
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    • v.17 no.2
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    • pp.1-29
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    • 2007
  • The flow theory becomes one of the most important frameworks in the internet research arena. Hoffman and Novak proposed a hierarchical flow model showing the antecedents and outcomes of flow and the relationship among these variables in the hyper-media computer circumstances (Hoffman and Novak 1996). This model was further tested after their initial research (Novak, Hoffman, and Yung 2000). At their paper, Hoffman and Novak explained that the balance of challenge and skill leads to flow which means the positive optimal state of mind (Hoffman and Novak 1996). An imbalance between challenge and skill, leads to negative states of mind like anxiety, boredom, apathy (Csikszentmihalyi and Csikszentmihalyi 1988). Almost all research on the flow 4-channel model have been focusingon flow, the positive state of mind (Ellis, Voelkl, and Morris 1994 Mathwick and Rigdon 2004). However, it also needs to examine the formation of the negative states of minds and their outcomes. Flow researchers explain play or playfulness as antecedents or the early state of flow. However, play has been regarded as a distinct concept from flow in the flow literatures (Hoffman and Novak 1996; Novak, Hoffman, and Yung 2000). Mathwick and Rigdon discovered the influences of challenge and skill on play; they also observed the influence of play on web-loyalty and brand loyalty (Mathwick and Rigdon 2004). Unfortunately, they did not go so far as to test the influences of play on state of mind. This study focuses on the relationships between state of mind in the flow 4-channel model and play. Early research has attempted to hypothetically explain state of mind in flow theory, but has not been tested except flow until now. Also the importance of play has been emphasized in the flow theory, but has not been tested in the flow 4-channel model context. This researcher attempts to analyze the relationships among state of mind, skill of play, challenge, state of mind and web loyalty. For this objective, I developed a measure for state of mind and defined the concept of play as a trait. Then, the influences of challenge and skill on the state of mind and play under on-line shopping conditions were tested. Also the influences of play on state of mind were tested and those of flow and play on web loyalty were highlighted. 294 undergraduate students participated in this research survey. They were asked to respond about their perceptions of challenge, skill, state of mind, play, and web-loyalty to on-line shopping mall. Respondents were restricted to students who bought products on-line in a month. In case of buying products at two or more on-line shopping malls, they asked to respond about the shopping mall where they bought the most important one. Construct validity, discriminant validity, and convergent validity were used to check the measurement validations. Also, Cronbach's alpha was used to check scale reliability. A series of exploratory factor analyses was conducted. This researcher conducted confirmatory factor analyses to assess the validity of measurements. All items loaded significantly on their respective constructs. Also, all reliabilities were greater than.70. Chi-square difference tests and goodness of fit tests supported discriminant and convergent validity. The results of clustering and ANOVA showed that high challenge and high skill leaded to flow, low challenge and high skill leaded to boredom, and low challenge and low skill leaded to apathy. But, it was different from my expectation that high challenge and low skill didnot lead to anxiety but leaded to apathy. The results also showed that high challenge and high skill, and high challenge and low skill leaded to the highest play. Low challenge leaded to low play. 4 Structural Equation Models were built by flow, anxiety, boredom, apathy for analyzing not only the impact of play on state of mind and web-loyalty, but also that of state of mind on web-loyalty. According the analyses results of these models, play impacted flow and web-loyalty positively, but impacted anxiety, boredom, and apathy negatively. Results also showed that flow impacted web-loyalty positively, but anxiety, boredom, and apathy impacted web-loyalty negatively. The interpretations and implications of the test results of the hypotheses are as follows. First, respondents belonging to different clusters based on challenge and skill level experienced different states of mind such as flow, anxiety, boredom, apathy. The low challenge and low skill group felt the highest anxiety and apathy. It could be interpreted that this group feeling high anxiety or fear, then avoided attempts to shop on-line. Second, it was found that higher challenge leads to higher levels of play. Test results show that the play level of the high challenge and low skill group (anxiety group) was higher than that of the high challenge and high skill group (flow group). However, this was not significant. Third, play positively impacted flow and negatively impacted boredom. The negative impacts on anxiety and apathy were not significant. This means that the combination of challenge and skill creates different results. Forth, play and flow positively impacted web-loyalty, but anxiety, boredom, apathy had negative impacts. The effect of play on web-loyalty was stronger in case of anxiety, boredom, apathy group than fl ow group. These results show that challenge and skill influences state of mind and play. Results also demonstrate how play and flow influence web-loyalty. It implies that state of mind and play should be the core marketing variables in internet marketing. The flow theory has been focusing on flow and on the positive outcomes of flow experiences. But, this research shows that lots of consumers experience the negative state of mind rather than flow state in the internet shopping circumstance. Results show that the negative state of mind leads to low or negative web-loyalty. Play can have an important role with the web-loyalty when consumers have the negative state of mind. Results of structural equation model analyses show that play influences web-loyalty positively, even though consumers may be in the negative state of mind. This research found the impacts of challenge and skill on state of mind in the flow 4-channel model, not only flow but also anxiety, boredom, apathy. Also, it highlighted the role of play in the flow 4-channel model context and impacts on web-loyalty. However, tests show a few different results from hypothetical expectations such as the highest anxiety level of apathy group and insignificant impacts of play on anxiety and apathy. Further research needs to replicate this research and/or to compare 3-channel model with 4-channel model.

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Sugar-sweetened beverage consumption and influencing factors in Korean adolescents: based on the 2017 Korea Youth Risk Behavior Web-based Survey (한국 청소년의 가당음료 섭취실태 및 영향요인 : 2017년 청소년건강행태온라인조사 이용)

  • Kim, Ayoung;Kim, Jinhee;Kye, Seunghee
    • Journal of Nutrition and Health
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    • v.51 no.5
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    • pp.465-479
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    • 2018
  • Purpose: This study examined the frequency of sugar-sweetened beverage consumption in Korean adolescents and the major factors influencing the excessive consumption of sugar-sweetened beverages, such as sociodemographic characteristics, health-related behaviors, psychological characteristics, and dietary habits. Methods: The analysis was performed using the data from the 2017 Korean Youth Risk Behavior Web-based Survey. The subjects included in the analysis were 30,885 middle school students and 31,391 high school students, totaling 62,276. The frequency of sugar-sweetened beverage consumption was calculated by summing the consumption frequencies of soda, high caffeine or energy drinks, and sweet beverages over the last 7 days. The Rao-Scott chi-square test, reflecting information on the sampling design, was used to test the differences in the rate of sugar-sweetened beverage consumption according to each factor. Logistic regression analysis was performed to examine the factors influencing the excessive consumption of sugar-sweetened beverages. Results: The rate of sweetened beverage consumption was higher in boys than in girls, in high school students than in middle school students, in students whose father's education level was lower, in those whose subjective academic performance was lower, and in those who smoked or consumed alcohol. In addition, the rate of sugar-sweetened beverage consumption was higher in those who experienced severe stress, suicidal ideation, sadness, or a sense of despair. The rate of sugar-sweetened beverage consumption was also high in those who skipped breakfast; who frequently consumed fast foods, ramen, or snacks; and who frequently ate meals at convenience stores, supermarkets, or school stores. Conclusion: The rate of sugar-sweetened beverage consumption in Korean adolescents is related to various factors, such as sociodemographic characteristics, health-related behaviors, psychological characteristics, and dietary habits.

A Study on the Structural Equation Model Among Components of Positive Experiences about Science (과학 긍정경험 구성 변인 간의 구조방정식 모형에 관한 연구)

  • Kim, Heekyong;Kwak, Youngsun;Kang, Hunsik;Shin, Youngjoon;Lee, Sunghee;Lee, Soo-Young
    • Journal of The Korean Association For Science Education
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    • v.37 no.3
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    • pp.507-521
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    • 2017
  • The purpose of this study is to investigate a meaningful path model among the components of students' positive experiences about science and science learning to understand the interactive relationships among different variables of affective domains. Positive Experiences about Science (PES) means whole experiences that have positive effects on students' affectional achievement related with science learning, which consists of science academic emotion, science-related self-concept, science learning motivation, science-related attitude, and science-related career aspiration. We conducted an online survey with 1,841 students consisting of 4th, 6th, 8th, and 10th graders from 17 provinces and cities using Test for Indicators of Positive Experiences about Science (TIPES). To explore the structural relationships among variables, we selected and analyzed an optimal structural equation model and then conducted multigroup analyses among groups. According to the analysis of the structural equation model, 'positive as well as negative science academic emotion' has effects on science learning motivation, science-related attitude, and science-related career aspiration via science-related self-concept. According to the independent t-test results for TIPES scores by participants' characteristics, there were statistically significant differences in the average scores of five sub-components of PES depending on gender, school-level, school location, and participation in science-related activities. According to the multi-group analysis results, the difference of path coefficients by gender and school-level were statistically significant, whereas the difference of path coefficients by school location and participation were not significant. Discussed in the conclusion are the implications of this research for science education research and ways to help students' affectional achievement related with science learning.