• Title/Summary/Keyword: 온라인 활동

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Analysis of Differences in Self-directed Learning According to Longitudinal Pattern of Information Retrieval Ability and Frequency (정보검색 능력과 빈도의 종단적 패턴에 따른 자기주도학습 능력 차이분석)

  • Shim, Jaekwoun
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.551-560
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    • 2019
  • In the advanced information age, learning is an activity in which learners access information resources through computers and Internet to acquire and evaluate information on their own. The emergence of an online learning platform based on the fourth industrial revolution technology is developing into an environment in which elementary and secondary learners learn and study based on constructivism learning theory. In the online learning environment, the researches on the information retrieval ability of the elementary and secondary learners and the self-directed learning ability were found to be highly related. However, it is necessary to analyze the relation between information retrieval ability and self-directed learning ability through a cross-sectional study that is limited to specific curriculum and contents and expands the longitudinal research. In this study, the panel data of the Seoul Education Longitudinal Study collected over 8 years are used to find the difference in self-directed learning ability according to the longitudinal pattern of information retrieval ability and frequency.

A Study on University Students' Use and Assesment with Digital Devices and Services for Realizing Smart Campus (스마트 캠퍼스 실현을 위한 대학생의 디지털 기기/서비스 활용성 및 유용성 조사)

  • Lee, Jin-Myong;Jo, Eun-Bit;Li, Hua-Yu;Rha, Jong-Youn
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.27-39
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    • 2017
  • To grasp the current status of smart campus and look for future directions, this study investigated the usage rate and perceived usefulness of digital devices and services by conducting online survey of 580 university students. The main results are as follows. First, smartphones have the highest ownership rate, followed by laptops, desktops, and digital cameras. Purchase intention of virtual reality devices is highest followed by smart watches/bands, and tablets. Second, mobilization in campus life is almost realized, however the usage of desktops is still high in education and administration context. Digital devices have been perceived particularly useful when searching and sharing information. Third, students use digital services such as search engines, messengers, and online libraries in their learning, and they use messengers, music and video services in their lives. Service usage rate and perceived usefulness are not proportional.

Structural Analysis about Influencing Factors to Purchase Intention in Electronic Commerce (전자상거래에서 구매의도 영향변수 간의 구조분석)

  • 김창호;심완섭
    • The Journal of Information Technology
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    • v.3 no.3
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    • pp.135-152
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    • 2000
  • This study intents to discover the variables impacting consumer's purchase intention through the electronic commerce based on concerning the Flow experience in an environment using computer as a medium and furthermore it is based on a premise that its influence on purchase intention can vary. The following are the synopsis and findings of our analysis. First, analyzing the awareness of perceived risk and level of involvement depending on the level of skill and challenge, which are conceptual structural dimensions, we found that, the higher the level of skill, the lower the awareness of perceived risk, and for challenge, the level of involvement increased. Second, since the sense of perceived risk, level of involvement and purchase intention had a negative influence and were found to have cognizable relationship with one another statistically, this has negative impact on the level of involvement depending on the level of sense of perceived risk in electronic commerce. Third, analyzing the purchase intention depending on the level of involvement, we found out it has a highly positive influence on purchase intention. Furthermore, the level of involvement and purchase intention were found to be closely related to each other.

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A Study of Activating Plans for YouTube Channels of Teacher Librarians in School Libraries (사서교사의 학교도서관 유튜브 운영 활성화 방안)

  • Seong, Yu-Kyeong;Choi, Sangki;Kim, Suntae;Oh, Hyo-Jung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.3
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    • pp.163-185
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    • 2021
  • In the face of unprecedented pandemics, School libraries should also seek ways to provide non-face-to-face services in an online environment differentiated from existing services, which were mainly limited to face-to-face activities. This study is a basic study for school library services using the operation of YouTube channels. Thourgh the FGI was conducted on teacher librarians of school libraries who are operating YouTube channel, we investigated the awareness, necessity, and specific requirements of school libraries. Furthermore, The second interview to verify the feasibility of our propose ways to activate the operation of school libraries on YouTube in the future.

Hansel and Gretel : GFG Detection Scheme Based on In-Game Item Transactions (헨젤과 그레텔 : 게임 내 아이템 거래를 기반으로 한 GFG 탐지 방안)

  • Lee, Gyung Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.6
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    • pp.1415-1425
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    • 2018
  • MMORPG genre is based on the belief that all users in virtual world are equal. All users are able to obtain the corresponding wealth or status as they strive under the same resource, time. However, game bot is the main factor for harming this fair competition, causing benign gamers to feel a relative deprivation and deviate from the game. Game bots mainly form GFG(Gold Farming Group), which collects the goods in the game indiscriminately and adversely affects the economic system of the game. A general game bot detection algorithm is useful for detecting each bot, but it only covers few portions of GFG, not the whole, so it needs a wider range of detecting method. In this paper, we propose a method of detecting GFG based on items used in MMORPG genre. Several items that are mainly traded in the game were selected and the flows of those items were represented by a network. We Identified the characteristics of exchanging items of GFG bots and can identify the GFG's item trade network with real datasets from one of the popular online games.

Analysis of Food Consumption Behavior due to COVID-19: Focusing on MZ Generation (코로나19로 인한 식품 소비행태 변화분석: MZ세대를 중심으로)

  • Lee, Hong Seung;Kim, Joon-Hwan
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.47-54
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    • 2021
  • This study shows that consumers' attitudes and behaviors are rapidly changing due to the COVID-19 outbreak in a situation where consumption patterns are already changing due to demographic changes such as an increase in the number of single-person households and dual-income couples. To this end, the results of an online survey conducted on 500 panels of Nielsen Korea were used in this study. In particular, consumers were divided into two generation groups (Generation Z vs. Millennial) and analyzed and presented changes in consumption activities and food purchasing behaviors changed by COVID-19. As a result, the existing online distribution trend has been strengthened, and its impact has been amplified by COVID-19. These changes also resulted in different consumption behaviors depending on the degree of concern for COVID-19 by generation. Based on the results of this study, it turns consumers' behavioral changes into new opportunities, focusing on the accelerating a new 'contactless' lifestyle, which will provide managerial implications for the food industry's response strategies in relation to the theoretical significance and in practice.

Relationship between Psychological Characteristics of YouTube Viewers and Purchase Intention after Watching Videos: Effect of Product Type (유튜브 시청자의 심리적 특성과 영상 시청 후 구매 의도의 관계 : 제품 유형의 영향)

  • Go, Sa-Rang;Lee, Seul-Ah
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.273-283
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    • 2022
  • This study focused on the psychological characteristics of viewers watching the video, the effect of the variables of the viewer's self-control and impulsiveness level on the purchase intention was examined. In addition, the relationship between viewers' psychological characteristics and product types was also examined, reflecting that the factors that viewers consider in the purchase decision-making process may vary depending on the product type. As a result of conducting a survey of a total of 214 people, it was confirmed that the group with a low level of self-control or high impulsiveness had a higher purchase intention after watching YouTube videos on specific products than the group without. In addition, it was confirmed that the effect was same when utilitarian product purchase situation is given.

The Relationship between Formative and Summative Assessments Using the Mosoteach App in College EFL Classes in China (Mosoteach 앱을 이용한 중국 대학 EFL 수업 형성평가와 총괄평가와의 관계)

  • Liu, Dianping;Kim, Yang-Hee
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.275-283
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    • 2021
  • This study was intended to help improve assessment in college EFL classes by examining the relationship between formative assessment (FA) and summative assessment (SA). Participants for the study were 75 undergraduates, taking an eight-week optional college English course at a four-year college in China. FA data were collected in the final course of the course by a self-reporting survey using the online training platform Mosoteach. To achieve the finding, the relationship between FA scores and SA scores (final exam and performance scores) was analyzed in SPSS by means of Pearson correlation analyses. Significant positive correlations were found between FA and SA scores overall. In addition, students' performance on chapter tests, online discussions, brainstorming, quick-responses, assignments and the number of thumbs-up clicks by teachers were significantly correlated with SA scores. The results suggested that FA administered through the Mosoteach app could improve students' academic performance, thus providing an empirical basis for improving educational assessment. Based on these findings, implications for assessment in EFL classes were described.

A Study on the User Experiences of the Animal Crossing

  • Joo, Yeon-Ji;Kang, Hyun-Woong;Rhee, Bo-A
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.71-80
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    • 2022
  • Using the TAM, this study investigates the impact of Perceived Usefulness(PU), Perceived Ease of Use(PEOU) of the Animal-Crossing users on game satisfaction(DOS), immersion(DOI), and the relationship between user's attitude and intention through the google online survey. The decorative elements of the game generate a healing effect and more than half of the survey participants share game activities with the online community in terms of PU. In the case of PEOU, the survey participants positively evaluate the technological advancement such as graphics and sounds of the game. In addition, both high degree of satisfaction and immersion in the game have significant correlations with the intention for replaying the game and intention for recommending the game to others.

The Influences of the Relationships Formed by Entertainment Program Viewers on Program-Related Behaviors (예능 프로그램 시청자들이 형성하는 관계성이 프로그램 관련 행동에 미치는 영향)

  • Choi, Yun Jung;Jung, Kum Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.710-723
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    • 2022
  • TV program favorability does not necessarily lead to actions related to programs such as producing videos, emotions, webtoons, and goods, participating in concerts, and fan meetings. Therefore, there might be a mediating variable between program favorability and related behaviors. This study presents relationships as a mediating variable. This study assumed that if the program favorability is high, a positive relationship can be formed with the program, the characters on the show, the groups appearing in the program, the viewers who watch it together, and viewing affordance. Those formed relations can have positive effects on the program related activities. In the conducted online survey, we found that high favorability has positive effects on intimate relationships with the program, viewing affordance, characters, and other viewers, and these relationships have positive effects on program-related offline and online activities. However, the relationship with the character group has a negative effect on program-related behavior. This may be the result of viewers feeling alienated from highly intimate relationships formed among characters appearing in the show.