• Title/Summary/Keyword: 온라인 인터뷰

Search Result 178, Processing Time 0.025 seconds

Basic Nursing Practice Blended Learning in Corona 19 Situation Class experience - focus group interview (코로나 19 상황 하 기본간호학 실습 블렌디드 러닝수업 경험 - 포커스 그룹 인터뷰를 중심으로)

  • Yoo, Mi-Ja
    • Journal of Industrial Convergence
    • /
    • v.20 no.4
    • /
    • pp.57-69
    • /
    • 2022
  • This study is a qualitative study attempting to understand the experiences of blended learning of curriculum of fundamental nursing practice under the COVID-19. In the present study participated with 18 nursing students, data was collected through focus group interviews, the blended class was organized until 14th week by configuring a non-face-to-face e-Learning for the odd week and the face-to-face practice for the even week, and the collected data was analyzed using content analysis methods. As a result of analysis, a total of 250 significant statements were derived, the statements being analyzed based on eight subcategories, four upper categories, and two subjects. The derived four upper categories were "maladjustment to a sudden change in teaching method," "lowering of learning efficiency and confusion during class," "ambivalence toward online class," and "positive experience for a new learning method." The present study would be able to provide the basic data for developing a blended, learning operating program and applying to various practice-based curriculum by providing useful information relating to the blended learning class for the fundamental nursing practice for nursing students in the on-tact era.

A Study on the Humanities-based Preliminary University Model : Focused on the P University (인문학 기반 예비대학 모델 연구: P 대학 사례를 중심으로)

  • Baik, Sangmi;Jeong, Seonho
    • Journal of the Korea Convergence Society
    • /
    • v.13 no.1
    • /
    • pp.357-364
    • /
    • 2022
  • This study aims to design a humanities model for preliminary universities using an online platform to develop and expand humanities thinking of preliminary university students. P University Expert Focus Group Interview and student surveys are conducted, and based on the analysis results, a preliminary university model suitable for the humanities field is proposed. Expert FGI suggested the necessity of human resources education to build an online platform-based preliminary university model and improve humanities capabilities. As a result of the student survey, it was found that a majority of the respondents had high interest in humanities and recognized the need for a humanities preliminary university. This study proposes a humanities-based preliminary university model that enables interactive communication in virtual space using the cross-platform Photo Server. The implication of this study is that it contributes to strengthening the humanities capabilities of preliminary university students by presenting an online platform preliminary university model that can respond to changes in the external environment. Since this study has a limitation in that it does not present examples of preliminary universities, it is necessary to verify the educational effect of platform-based ppreliminary university management in the future.

A Study on User Experience of Online Education Programs with Elementary Schools and Art Museums in Non-Face-to-Face Era (비대면 시대 미술관 학교 연계 온라인 교육프로그램 사용자 경험 연구)

  • Kim, Na Yeon;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.19 no.8
    • /
    • pp.311-317
    • /
    • 2021
  • This study aims to propose an effective user experience of online class in the non-face-to-face through case analysis, focusing on school-linked education programs with art museums for elementary classes. To analysis domestic and international cases of school-liked education programs with art museum and to measure user experience, we were conducted with task test, in-depth interviews and surveys with experts. As a result, there were the pros and cons about the programs. Based on this, we propose a better method to increase the satisfaction of user experience for children. This study is significant in activating digital technology-based online education. This study expected to used as data on the user experience of a non-face-to-face online art education program in elementary schools in the future.

A Case Study on PVP Level Design Patterns of FPS games - Focusing on 'Point Blank' - (FPS 게임의 PVP 레벨 디자인 패턴 고찰 -포인트 블랭크를 중심으로-)

  • Kang, Soo-Chang;Choi, Chris Seoyun
    • Journal of Korea Game Society
    • /
    • v.15 no.5
    • /
    • pp.39-48
    • /
    • 2015
  • Level design of online FPS games has not been researched enough for its active development and service. For the most part, FPS design patterns only have been classified based on PVE level design. However, it is necessary to look at it in light of PVP level design in the online FPS multi-player games. Therefore, we analyzed one of the most preferred team-death match levels in 'Point Blank'. This research holds its significance in suggesting the new PVP level design patterns compared to PVE level design patterns after conducting in-depth interviews on three FPS developers.

A Study on the User Experience of Online Concert -Focusing on the case of KPOP Online Concert- (온라인 콘서트의 사용자 경험 연구 -KPOP 온라인 콘서트 사례를 중심으로-)

  • Hong, Hyun-Ju;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.19 no.1
    • /
    • pp.349-354
    • /
    • 2021
  • The purpose of the project is to study the factors affecting the new user experience and satisfaction as the concert market of K-POP is moved to the online stage by the Corona 19. The study conducted a survey and in-depth interviews with men and women in their 20s and 30s who participated in the K-POP online concert, consisting of proposed by Stephen P. Anderson. The study found that participants' propensity, concert composition, platform-supported technology, and quality factors affect user experience satisfaction. It was also noticed that while the grafting of new technology did not have a significant effect on the part of Pleasurable, the satisfaction level was significantly reduced if the quality was poor. Hopefully, this study becomes a reference to the future direction of online concert development.

Nursing Students' Self-directed Learning Experience in Online Learning (온라인 학습에서 간호대학생의 자기주도적 학습 경험)

  • Kang, Moon-Hee
    • Journal of Digital Convergence
    • /
    • v.19 no.10
    • /
    • pp.521-533
    • /
    • 2021
  • The purpose of this study is to explore the self-directed learning experiences of nursing student in an online learning. Data collection was conducted through three focus group interviews from July to August 2021, and the subjects of the study were 15 nursing students who experienced online learning. For analysis, all interviews were recorded and transcribed as the participants said, and analyzed using qualitative content analysis. As a result of the study, 4 categories and 11 subcategories were derived. The four categories which nursing students experienced on online self-directed learning were 'cognitive action of learning motivation', 'preparing my own learning strategy through reflection', 'creating an environment that supports learning', and 'effective online instructional design and enthusiasm of instructors.' The results of this study can be used as basic data for preparing self-directed learning strategies of nursing students in online learning.

A study on online survey user experience -Focused on Google and Naver form- (온라인 설문조사 사용자 경험 연구 -구글과 네이버 폼을 중심으로-)

  • Hwangbo, Yeon;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.17 no.8
    • /
    • pp.379-384
    • /
    • 2019
  • This study is an online survey user experience study. The purpose of this research is user experience research to make use and development of online surveys. In-depth interviews were conducted with 8 native Koreans who were not experienced with Naver and Google, and were surveyed using Peter Morville's Honeycomb model. In addition, we performed evaluation through tasks and think-aloud. Naver is highly useful, usable, desirable and findable, and Google can confirm its superior accessible and flexible. Research has shown that improvements in usability and ease of functioning are needed by reclassifying and moving menu categories. Online survey user experience that has not been studied previously can predict the direction of usability improvement and can help the user side. We hope that this research will improve the usability of online surveys, and will lead to various related research.

Dedicated Delivery Platform Based on the User Experience of the Visually Impaired (시각장애인 사용자 경험에 기반한 전용 배달 플랫폼 연구 및 개발)

  • Kim, Ye-Won;Kim, Yun-Ji;Shin, Ye-Jin;Lee, Jae-Hun;Choi, Si-Eun
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2022.11a
    • /
    • pp.974-976
    • /
    • 2022
  • 코로나19 확산 이후 온라인 주문 배달 음식 시장 규모가 커짐에 따라 다양한 음식 배달 모바일 플랫폼이 상용화되고 있다. 기존 배달 서비스의 기능 및 사용자 인터페이스(UI)를 분석한 결과, 비시각장애인의 관점에서만 편리성이 확보되고 있다는 것을 파악했다. 또한 시각장애인을 대상으로 한 인터뷰를 통해, 기존 배달 애플리케이션의 복잡한 UI로 인해 많은 시간이 소요된다는 문제점을 알 수 있었다. 이에 본 연구에서는 시각장애인 대상의 인터뷰와 관찰을 기반으로 사용자의 pain point를 극복할 수 있는 사용자 경험 중심의 배달 플랫폼을 개발하고자 한다. 서비스 이용 과정의 간소화, 시각 장애인을 위한 맞춤형 UI 제공, 접근성 강화를 통해 플랫폼 구성을 차별화한다. 이를 통해 시각장애인 사용자의 배달 플랫폼 이용을 수월하게 하고 장애인의 편리한 생활을 보장하기 위한 서비스들이 향후 많이 개발될 수 있도록 동기를 부여한다. 또한, 본 연구를 확장하여 '시각장애인의 키오스크 사용 관련 이슈 해결 방안'을 향후 연구 주제로 제안한다.

The Valuation of Art in the Online Art Market: Based on the Experience of the Selected Korean Artists on Saatchi Art (온라인 미술시장에서 신진 미술가 작품의 가치화과정에 관한 연구 - 사치아트(Saatchi Art) 선정 국내작가 경험을 중심으로 -)

  • Lee, Jin Woo
    • Korean Association of Arts Management
    • /
    • no.56
    • /
    • pp.189-215
    • /
    • 2020
  • This study aims to understand the process of valuing contemporary artworks by young and emerging artists via online art platforms. This paper conceptualizes Bourdieu's theory of cultural capital, which theoretically guides us for conducting a case study of Saatchi Art. This article mainly collected data by interviewing seven Korean artists who were selected by our case with the supplement information carried out direct observation and document reviews. By analyzing the gathered data, the key finding of this research is that the selection of artists in Saatchi Art's curatorial program implicitly admits and guarantees the value of their artworks. By doing so, it contributes to building symbolic capital for the selected artists. This article also contends that such construction of the artists' symbolic capital results from the accumulated symbolic capitals of the founder and curator of the online platform. The theoretical contribution of this paper is to expand previous research on valuing artworks in the offline art world into the online one.

Leadership Experience through Guild Activities on Online Games : A Phenomenological Analysis (온라인 게임의 길드 활동을 통한 리더십 경험 : 현상학적 분석)

  • Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Digital Convergence
    • /
    • v.14 no.6
    • /
    • pp.415-423
    • /
    • 2016
  • Numerous studies have been made on the negative effects of online games, as the negatives effects of the usage of online games have been recognized as social issues. However, this is a study on the positive functions of online gaming; more specifically, on how the guild activities on online games affect the user's leadership. This study has conducted in-depth interviews with online games, and drew the result using Giorgi's phenomenological analysis as for the methodology. 3 people participated in the research - a high school student, a university student, and an adult office worker - all of whom with experiences of guild leading on online games. To achieve the goal of this study, this study based the subjects' experience to analyze how online game guild activities have affected leadership on the subjects' real lives. As a result, timidity turned into initiation; not only leadership, but also decision making ability and coworking ability, as well as problem solving ability have shown improvement. Through this study, one can see that among the elements of online game, experience in guild activities is providing opportunities for enhancing leadership and possibilities for improving various other abilities. I hope more researchers continue studying interesting and diverse powers of online games based on this study.