• Title/Summary/Keyword: 체험효과

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Effects of Adolescent's Social Withdrawal on Self-esteem, Life Satisfaction -Focusing on Moderating Effect of Participation in Self-development Youth Activities - (청소년의 사회적 위축이 자아존중감, 삶의 만족도에 미치는 영향 -자기개발 체험활동 참여의 조절효과를 중심으로-)

  • Lee, Eun-Jung;Chung, Eun-Jung
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.596-606
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    • 2022
  • The purpose of this study was to identify the effects of adolescent social withdrawal on self-esteem and life satisfaction, and to analyze the moderating effect of participation in Self-development Youth Activities. Among the data for the 3rd year of the Korea Children's and Youth Panel Survey 2018 (KCYPS. 2018), data from 2,384 first-year middle school students were used, and descriptive statistical analysis, correlation analysis, linear regression analysis, and hierarchical multiple regression analysis were performed to test the hypothesis. First, it was analyzed that the social withdrawal had a statistically significant negative(-) effect on the self-esteem. Second, it was analyzed that the social withdrawal had a statistically significant negative(-) effect on the life satisfaction. Third, it was verified that self-development Youth Activities had a moderating effect in the relationship between social withdrawal and self-esteem. Fourth, it was verified that self-development Youth Activities had a moderating effect in the relationship between social withdrawal and life satisfaction.

A Design of Experience-based Reading Program for the Struggling Readers: Methods and Effects (읽기부진아를 위한 체험형 독서프로그램 설계 - 방법 및 효과 -)

  • Kim, Soo-Yeon;Kang, Jeong-Ah
    • Journal of the Korean Society for Library and Information Science
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    • v.46 no.3
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    • pp.157-180
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    • 2012
  • The purposes of this study are to design and apply an experienced-based reading program using picture books for the struggling readers to improve their reading ability; and to analyze and verify how this program influences their self-esteem. The final objects of this study are 53 struggling readers who are 1-4th graders in 8 elementary schools. For this, the specific goals are set up as follows: First, an experience-based reading program using ADDIE teaching design model and Kolb's experience learning cycle are planned and developed to improve reading abilities and self-esteem of the struggling readers. Second, it also aimed to clarify how the experience-based reading program using picture books influence the struggling readers' self-esteem in affective ones. As a result, this experience-based reading program using picture books is effective on improving the struggling readers' self-esteem, generally. Although the degree of improvement is different from each of the subordinate factors, the overall scores of self-esteem are raised. This study suggests that an experience-based reading program using picture books is appropriate for improving the affective characteristics of the struggling readers. And it is also needed to produce a research manual to get the same test condition that prescribes the methods of pre-test and post-test.

The Effect of the Visit to Dementia Home Experience Program on the Awareness of Dementia (치매 가정체험프로그램 관람이 치매 인식에 미치는 효과)

  • Park, So Yeon;Kim, Deok Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.263-271
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    • 2018
  • The purpose of this study is to find that people's visit to a dementia home exhibition hall is effective at improving their perception of dementia. The satisfaction of visitors to the dementia home exhibition hall and a change in their perception of dementia after the visit were analyzed. The study subjects were 52 residents in S city. This study had been conducted from April, 5 to May, 25, 2018. The dementia home exhibition hall has welfare kits installed in an entrance, a rest room, a living, and a kitchen. Virtual reality experience program and the program of wearing clothes to experience an elderly person were performed together. As a result, the visitors' satisfaction was high overall, and their visit was educationally effective at improving their perception of dementia. After their visit to the hall, the residents showed high increases in the scores of the questions about the perception of dementia causes, dynamism & system, symptoms & diagnosis, and treatment & prevention. The residents with middle years and higher of age were more satisfied than those in other age groups with the introduction of dementia, and prevention methods, introduction of safe and comfortable home environment, and appropriateness of experience program. In this study, it was positive that the differentiated experience program which was not existed actively led the participation of the target person and attracted high education satisfaction in a short time. In the future, it will be necessary to develop an extended experience program, provide an environment for direct experience of dementia, and perform a continuous program to draw more citizens' attention.

An Activity Contents Technology Trend Based on Virtual Reality (가상현실 기반 체험형 콘텐츠 기술동향)

  • Lee, J.S.;Noh, J.A.;Lim, S.H.;Lee, J.S.
    • Electronics and Telecommunications Trends
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    • v.27 no.3
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    • pp.73-82
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    • 2012
  • 21C 지식 기반 정보사회는 급속한 정보통신 기술의 발달에 따라 다양한 분야에서 정보통신 분야의 신기술을 이용하며 더불어 발전한다. 교육 분야에서도 멀티미디어와 같은 정보통신 기술의 사용이 급증하고 있다. 하지만 최신의 정보통신 기술을 교육현장에 적용하는 사례는 드물다. 이에 교육현장에 정보통신 기술을 적용 시 동영상 또는 플래시 기반의 단순한 형태의 교육 콘텐츠의 사용을 벗어나 새로운 고품질의 콘텐츠가 요구되고 있다. 이에 대한 대안의 하나로 실재감과 몰입감을 촉진함으로써, 학습 효과를 향상시킬 수 있는 가상현실 기반 체험형 콘텐츠 시스템의 개발이 시도되고 있다. 본고에서는 가상현실 기반 체험형 콘텐츠 기술의 개발 방향을 모색하기 위하여 국내외 가상현실 기반 체험형 콘텐츠 기술동향, 시스템 사례, 교육적 효과에 대하여 살펴보고자 한다.

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Factors Affecting Intention to Experience of 6th Industry (6차 산업 체험 의향에 영향을 미치는 요인에 관한 연구)

  • Choi, Yang-ae
    • Journal of Venture Innovation
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    • v.3 no.1
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    • pp.117-142
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    • 2020
  • The purpose of this study is to explore the factors affecting the 6th industry experience by Schmitt experience model. The newly introduced variables are the cognitive experience, emotional experience, and social experience that are reconstructed based on Schmitt's experience theory and gender, family as a moderrating variable and trust as a mediation variable. In addition to experience intention. The hypothesis was set as follows. the experience factors that are the cognitive factor, the emotional factor, and the social factor will have a positive(+) influence on the intention to experience. Mooring factors will have a negative(-) effect on intention to experience. For statistical analysis, SPSS 24 and AMOS 23 statistical packages were used to test the research hypothesis. The research was based on 320 questionnaire data and tested by 314 valid responses were analyzed. As a result of the research, First, cognitive, emotional, and social factors had positive(+) effects on experience intention. Among the factors that directly affect the experience intention, the magnitude of influence appeared in the order of cognitive factors > social factors > emotional factors > mooring factors. Second, mooring factors have negative(-) effects on experience intention. Third, Trust has been partially influenced by factors of attraction, cognitive, emotional, and social. Fourth, there are significant statistical differences between men and women in cognitive and mooring factors in the path differences. Fifth, Social factors and mooring factors differed significantly in the composition of the household. Social factors with significant differences in path analysis have also been statistically demonstrated. The results of this study are academically verified that the cognitive, emotional, and social factors have an important influence on the experience intention in the 6th industry experience and the Schmitt's experience model proposed in this study is useful framework of analysis. In practical terms, it could provide implications for what factors should be strategically and marketingly focused to activate the 6th industry experience.

A Survey Research on Tourists' Satisfaction with Digital Technology-based Special Exhibitions: Focused on The National Museum of Korea (디지털기술을 적용한 특별기획전 관람객의 체험만족도에 관한 조사연구 : 국립중앙박물관을 중심으로)

  • Chen, Chen;Cho, Joung-Hyung
    • Journal of the Korea Convergence Society
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    • v.11 no.2
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    • pp.127-137
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    • 2020
  • This study is aimed to point out the direction for more reasonable and effective application of future digital technology in the exhibition. It's also to improve the satisfaction of visitors' overall experience through inspecting the special exhibition using digital technology in the national central museum in 2019. The relationship of visitors' expectations, experience and satisfaction are analyzed through literature investigation. Hence, four dimensions of digital experience were summarized on this basis, the content of the questionnaire was set through this research. The satisfaction of visitors to the digital technology experience was evaluated and the key contents needing to be improved were found through Importance-Performance Analysis (IPA). According to the IPA analysis, the content located in quadrant IV is analyzed emphatically, and improvement suggestions are put forward from macro-level, micro-level and viewer's inner levels. The results can be used as a reference for improving the feasibility of the current problem. In order to ensure the forward-looking and timeliness of this field, continuous research will be conducted according to the changes and developments.

Research on the Effect of Experiential Elements on Brand Attitude, Visitor's Satisfaction, Revisit Intention - Focusing on Regional Product Festival - (체험요소가 브랜드 태도, 방문객 만족 및 재방문 의사에 미치는 영향 - 지역특산물 축제를 중심으로 -)

  • Moon, Sul-Ah;Byun, Gwang-In
    • Culinary science and hospitality research
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    • v.22 no.2
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    • pp.189-205
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    • 2016
  • The purpose of this study is to examine the effect of experiential elements on visitors' satisfactions, brand attitude, and revisit intention and to suggest the marketing strategy for differentiated festival experiences by validating the mediating effect of brand attitude and visitors' satisfaction among constructs. Collected data were analyzed by using SPSS 22.0 and AMOS 22.0. The results from the data analysis are as follows. First, among experiential elements, the effect of three elements (feel, think, and act) on visitors' satisfaction was significant. Second, feel showed significant effect on brand attitude. Third, think and act showed significant effect on revisit intention. Fourth, visitors' satisfaction showed significant effect on brand attitude. Fifth, visitors' satisfaction and brand attitude showed direct effect on revisit intention and also indicated the mediating effect between experiential elements and revisit intention.

Development of Game Developer Career Experience Program using Scratch (스크래치를 활용한 게임 개발자 진로체험 프로그램 개발)

  • Kim, Soohwan;Kim, Sanghong
    • The Journal of Korean Association of Computer Education
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    • v.23 no.1
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    • pp.45-52
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    • 2020
  • The purpose of this study is to develop a game developer career experience program that promotes student participation and to verify its effectiveness. The game developer career experience education program currently operated by Job World is composed of passive course, which makes students less interesting and only passive activities are possible. In this study, we improved the existing coursework type program to experience actual game development using scratch to promote learner participation. Scratch can be created and shared, giving students the opportunity to create their own work. Therefore, this study developed the game developer career experience education program using scratch and verified its effect. Two Delphi tests were conducted to develop the training program and one expert council was held. In addition, pilot classes were conducted from 22 elementary school students and 30 middle school students, and the satisfaction test was conducted. As a result, the developed educational program showed positive results in terms of help, satisfaction, effectiveness, and awareness.

Development of interactive children's museum contents for online-offline experience and research on satisfaction level (온·오프라인 연계 체험형 어린이 박물관 콘텐츠 개발 및 만족도 조사 연구)

  • LEE, JI-EUN;LEE, SANG-WON
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.59-65
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    • 2021
  • This study intends to find a positive effect on the learning of elementary school students by developing the exhibition contents of on-offline museum. This on-offline museum contents were combined with existing exhibit types and direct experience elements, and the theory of [blended learning]. Through this study, analyzing the limitations of existing online museum and finding with experiment to see if the new contents had a learning effect compared to the existing online museum. As a result of the experimental study, the content with a [direct experience] was counted as a high satisfaction and frequency index, and the [play] and [experience] type of direct experience contents showed higher satisfaction than the indirect experience type contents. Through this study, we want to provide new implications and development possibilities in the development of contents that online museums can provide, and to promote various effects on children's education.

Development of Virtual Reality Fire-extinguishing Experience Education Contents (VR 소방체험 교육콘텐츠 개발)

  • Chung, yoo-kyung
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.201-202
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    • 2016
  • 국민안전처는 2016년 국민의 생활안전 기반 강화를 위한 정책으로 맞춤형 소방안전교육과 소방안전 문화 확산을 위한 정책을 추진하고 소방안전 교육체제 마련을 위해 소방안전교육 방안을 계획 중이다. 이는 우리사회의 안전에 대한 문제점을 개선하기 위한 방안으로 본 연구가 선행되어진 이유이기도 하다. 현재 안전교육이 시행되고 있으나 실제현장과 같은 상황을 체험할 수 없으며 교육에 대한 이해와 만족도도 기초적인 수준이다. 이에 본 논문에서는 이러한 문제 해결을 위한 효과적인 대안으로 VR(Virtual Reality) 소방체험교육콘텐츠를 개발한다. 이는 화재진압과 대피훈련을 가상공간에서 체험하는 것을 목적으로 1)안전한 소방체험 환경제공 2)흥미를 유발할 수 있는 UI(user interface)제공 3)체험교육으로 소방교육현장에서 활용 4)예산 절감의 경제적 효과를 기대할 수 있다.

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