• Title/Summary/Keyword: 온라인 활동

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A Case Study on Teaching Mathematical Communication via Web-Based Online Discussion (웹 기반 온라인 토론을 통한 수학적 의사소통 지도에 관한 사례연구)

  • 권오남;김인숙
    • School Mathematics
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    • v.5 no.1
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    • pp.77-95
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    • 2003
  • We have web-based online discussion to implement active interaction and a variety of communicative activities. I have gathered the following research questions to study about the meaning of web-based online discussion as a mathematical communication teaching method. First, what changes are there in students mathematical communication ability in web-based online discussion\ulcorner Second, how do students evaluate the web-based online discussion experience\ulcorner In this web-based online discussion, groups of middle school first grade 34 students and each group had chatting at 8 times for 10 weeks. I analyzed what they had discussed by the prints that they had sent me by e-mail. I also surveyed what they had experienced and analyzed them. In this research, the online web based discussion has given positive influence on students' competence of speaking, writing, reading and listening which are crucial to mathematical communication. Students' mathematic thinking power improved and attitudes to mathematics have become more positive.

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The Patent Exploitation Strategy of Technology Suppliers in the Online Technology Market in Korea : An Empirical Analysis on Characteristics of Firms' Patents (국내 온라인 기술시장에서 기술공급자의 기술 활용전략에 관한 실증 연구 : 기업특허 특성분석을 중심으로)

  • Lee, Sung-Ki;Han, Jung-Hee;Kim, Yeon-Bae
    • Journal of Korea Technology Innovation Society
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    • v.13 no.2
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    • pp.379-398
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    • 2010
  • Online technology markets are expected to provide technology suppliers with opportunities of external technology exploitation by reducing the transaction costs caused from technology transactions. This study empirically analyzes the characteristics of patents provided to the online technology market in order to identify the influences of the existence of online technology market on the patent exploitation strategy of technology suppliers. A sample of patent database is drawn from the National Technology Bank which was established as a public online market for technology. Main findings are that the propensity of patents offered to the online marketplace is higher in the cases where the patents are obsolescent, are non-core, and that consist of more claims and inventors. Through the findings of this study the existence of online technology market is identified to enable the external exploitation of firms" non-used technologies.

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Effect of Participant Activity of SNS Based Online Event on the Diffusion

  • Hong, Jae-Won;Kwak, Jun-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.2
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    • pp.221-227
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    • 2021
  • In this paper, we tried to explore factors influencing the diffusion of online events through SNS by analyzing the online footprint of consumers. To this end, log data of online events conducted by "C" beer brands were collected and analyzed. The analysis unit of log data was set for each one hour, and the analyzing method used descriptive and regression analysis. Results are as follows. First, factors influencing the diffusion of the view of SNS-based online events were like, friend used coupon, and friend size. In particular, the size of friends had the greatest impact on the diffusion, which again suggests the importance of social hubs in online events. Second, factors influencing the diffusion of the number of inflows were also like, friend used coupon, and size of friends. Third, it was found that the number of reply did not affect the diffusion of views and inflows. This study is meaningful that it suggested an alternative plan to increase the effect of online events by using real data.

Roles of Social Economic Organization and Online Donation System at Disaster Area: Focusing on East Japan Earthquake Damaged Area (재난 피해지역 사회적 경제조직의 역할과 온라인 기부 시스템 -동일본 대지진 피해지역을 중심으로-)

  • Nemoto, Masatsugu
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.119-128
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    • 2014
  • This study analyzes how to support social economic organizations financially -with online donation system. Two methods of online donation system is compared that vouchers contribute to the creation of sound market in damaged area by giving options of selecting service of social economic organization to service beneficiaries while civil fund for these organizations create employment and improve cooperative relationship between givers and receivers through online donation system. It is important for Korean government to improve donation system not only for victim directly but also for social economic organization through voucher and civil fund method of online donation system.

A Development of Online Gamification for Adolescents Social Entrepreneurship Education (청소년 사회적 기업가정신 교육을 위한 온라인 게이미피케이션 개발)

  • Park, Sung JIn;Heo, Eun Hye;In, Jaehyun;Hong, Miji
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.25-34
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    • 2021
  • The purpose of this study is to develop online gamification contents to prove the social entrepreneurship of adolescents and verify the effectiveness. To implement the Agzak class, a youth social problem-solving education program, via Google spreadsheet for this study. To analyze the effectiveness of the developed contents 1378 middle school students participated in A area for the survey. According to the results, online content is more effective than offline content in understanding social problems and future talents. Based on the results of this study, it suggests further development of sustainable online education contents by gamification.

The effects of attitude toward characters, social interaction, competition, physical activity, and attention switching on user's attachment to a mobile augmented reality game (캐릭터에 대한 태도, 대인 교류, 경쟁심, 신체 활동과 주의 전환이 모바일 증강 현실 게임 사용자의 애착에 미치는 영향)

  • Lee, Gyu-Dong
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.143-149
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    • 2020
  • Many users enjoy a location-based augmented reality game such as Pokémon GO. From the perspective of attachment, this paper investigated the antecedents of Pokémon GO use. A total of 182 responses from Pokemon Go users was collected through an online survey. The result of regression analysis showed that attitude toward game characters, social interaction, competition, and physical activity increased attachment to game. Attention switching, however, decreased attachment to the game. This study suggested that attachment to mobile augmented games could be achieved through social interaction, competition, and physical activity. Implications for researchers and practitioners were discussed.

Designing Metaverse Space for Sound and Vision : The Benefits of Co-creation Frameworks for Multiuser Communication Environment (음향과 시각을 위한 메타버스 공간디자인 연구 : 다자간 의사소통 환경을 공동창작 개념틀로 사용할 때의 편이성)

  • Kwon, Hee-Jung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1095-1100
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    • 2009
  • The interests and studies on co-creation activity in metaverse space, or MMO communication applications, increase sharply. The study performed the experiments on the participatory virtual space design that has dedicated to the common goal of creativity, and provides the environments to enhance ideas, technologies, and artistic artifacts sharing and communication. The participants were recruited from a community of artists and musicians. They have been actively participated the design process as photographers, painters, media artists, sound artists, and collectors. During the period, we have preceded 5 consecutive experiments, which were led by 5 independent artists, tested the value of co-creation spaces.

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Identifying Factors Affecting Helpfulness of Online Reviews: The Moderating Role of Product Price (제품 가격에 따른 온라인 리뷰 유익성 결정 요인에 관한 연구)

  • Baek, Hyun-Mi;Ahn, Joong-Ho;Ha, Sang-Wook
    • The Journal of Society for e-Business Studies
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    • v.16 no.3
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    • pp.93-112
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    • 2011
  • For the success of an online retail market, it is important to allow consumers to get more helpful reviews by figuring out the factors determining the helpfulness of online reviews. On the basis of elaboration likelihood model, this study analyzes which factors determine the helpfulness of reviews and how the factors affecting the helpfulness of an online consumer review differ for product price. For this study, 75,226 online consumer reviews were collected from Amazon.com. Furthermore, additional information on review messages was also gathered by carrying out a content analysis on the review messages. This study shows that both of peripheral cues such as review rating and reviewer's credibility and central cues such as word count of review message and the proportion of negative words influence the helpfulness of review. In addition, the result of this study reveals that each consumer focuses on different information sources of reviews depending on the product price.

An Empirical Study for Identifying Players′ Loyalty factors in Online Games (온라인 게임의 소비자 충성도 유인에 관한 실증적 연구)

  • 정재진
    • Journal of Korea Multimedia Society
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    • v.7 no.4
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    • pp.484-495
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    • 2004
  • In this paper appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' loyalty, word of mouth and flow, and the impacts of several other key game-related constructs on consumer behavioral intentions. A conceptual framework is proposed and a structural equation model is developed. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty for some specific brand of online games. The concept of flow, feedback, challenge, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Statistical results show that depending upon the types of games, the configuration of structural equation model is a little different from each other, but overall results are very much intuitive in that challenge positively enforces flow, and flow strengthens loyalty. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of the players' behavioral intentions, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

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The Influence of CSR Activities of Airline on Brand Awareness and Brand Loyalty (항공사의 사회적 책임활동이 브랜드 인지도와 브랜드 충성도에 미치는 영향)

  • Joo, Shin-Ok
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.199-210
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    • 2020
  • This study tries to understand the CSR Activities of Airline on Brand Awareness and Brand Loyalty. Within the last year, online surveys were conducted on consumers with experience in air travel. The empirical survey was conducted between Feb 11 and Feb 25, 2020, and 220 valid questionnaires were analyzed. The results of the study are as follows. First, CSR Activities of Airline was divided into Economic Responsibility, Legal Responsibility, Ethical Responsibility and Philanthropic Responsibility according to the literature review. Analysis showed that CSR Activities of Airline has effect on Brand Awareness accordingly. Second, CSR Activities of Airline has effects Brand Loyalty. Third, Brand Awareness has effects Brand Loyalty. The findings has significant implications for CSR Activities of Airline, Brand Awareness, Brand Loyalty and academic researchers. This research has several implications such as CSR Activities of Airline should be preceded in order to enhance brand Awareness and strengthen Brand Loyalty.