• Title/Summary/Keyword: 콘텐츠 전략

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Analysis of satisfaction and effective variables in online learning for low-income students: Seoul U-learning system (저소득층 온라인학습 만족도 및 변인별 만족도 차이 분석: 서울시 사례를 중심으로)

  • Ahn, Mi-Lee;Park, Sung Hee
    • The Journal of Korean Association of Computer Education
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    • v.16 no.5
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    • pp.59-68
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    • 2013
  • The purpose of this study is to analyze the satisfaction and effective variables in online learning for low-income students. An Web-survey was conducted to measure its satisfaction and effectiveness. 285 students participated in the study. T-test and ANOVA were used to analyze the data. The result of satisfaction was fairly positive. In addition, there were differences in effectiveness. In specific, the each group of female, elementary school, higher level of achievement, and higher level of self-regulated learning group students showed higher satisfaction than the others. Suggestions and future research are discussed.

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A Study on convergence of Mobile Learning UX Platform Service for English Learning (영어학습을 위한 모바일러닝 UX플랫폼서비스 융합 연구)

  • Kim, Byung-Wan
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.155-160
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    • 2016
  • The education applications for English learning have been developing consistently by utilizing the smart-phone owing to the development of internet and ICT. Smart technology based study platform, the mobile learning which enables for the students to study beyond the time and space is expected to bring forth new paradigm of education in tune with the environment change and trends. But it is found that the current applications are mostly the contents patterned for English study institution information with single channel or made for thinking study concept with only the simple language learning once they were checked. Therefore, the understanding on the English study process shall be changed and the study on the platform service is required by accessing in the viewpoint of thinking exercise learning. This study is purposed to explore the scope and strategy of mobile learning UX platform development and suggest the service model via prototype for English study.

Factors Affecting eSports Audience Satisfaction - The case of League of Legends (e스포츠 관람만족에 영향을 미치는 요인 연구 - LoL을 중심으로)

  • Lee, Ji-Young;An, Jae-Woong;Lee, Sang-Woo
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.35-46
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    • 2014
  • With the introduction of e-Sports, games have emerged as a new public culture. Also, it has had positive effects on related industries including game, contents, broadcasting, IT and more. Studies on eSports consumer behavior are required for the continuous vitalization of the eSports industry. However, there are insufficient studies on the psychological aspect of eSports consumers. This study aims to find the motivations for watching the League of Legends(LoL), which has opened a new paradigm of eSports. We also find the relationship between such viewing motivation and satisfaction. This study is expected to be the base of future studies on eSports consumer motivation and establish effective marketing strategies in the industry.

Effects of SNS Users' Perceived Interactivity on Using Reluctant Intention Using Modified Prototype/willingness Model (수정된 원형/행동경향 모형을 통한 SNS이용자들의 상호작용성이 이용저하에 미치는 영향)

  • Park, Soo-Hong;Cho, Hee-Young;Yang, Hoe-Chang
    • International Commerce and Information Review
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    • v.16 no.3
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    • pp.3-23
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    • 2014
  • This study focused on causes of use reluctant intention because closed SNS was more active than open SNS was despite tremendous growth of SNS to have negative influence upon not only SNS contents suppliers but also marketing business using SNS. The survey were conducted a total of 205 participants with adult over colleague student, 197 copies that excluded questionnaire with unfaithful answer were used in the analysis, and we used path analysis of structural equation modeling. The results of modified path model showed that interactivity was influenced by value, and then affecting "trust ${\rightarrow}$ satisfaction ${\rightarrow}$ using reluctant intention" path and "satisfaction ${\rightarrow}$ using reluctant intention" path. These result reflected that interactivity have a double-edged sword and value is very important standard to make a positive of negative role of interactivity. These results suggested that interactivity was found to have influence upon not only behavioral willingness that took actions depending upon either improvisation or situation but also behavioral intention path that thought and took actions in reasonable way. The interactivity had double-edged sword to help develop SNS and to produce negative results.

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A Study on Information Service System Satisfaction Survey (정보서비스시스템 만족도 조사에 관한 연구)

  • Moon, Byung-Ju;Kim, Chang-Su;Song, Jong-Chul;Son, So-Hyun;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.5
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    • pp.835-844
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    • 2009
  • Lately, influence of information rises and interest about estimation satisfaction of information service is rising. However, It requires complicated and various method that measure and evaluate correct value of information service by various attributes of information. Also function and efficiency of information offer service are important. Therefore, interest for satisfaction survey to heighten contents satisfaction of information offer service, service satisfaction, satisfaction of user of system satisfaction is increased. Therefor in This paper, measures lTFlND's User Satisfaction Index and establish information offer service strategy that improve. And wish to draw improvement way and present improvement method and way after direction through results of measurements of user satisfaction index in information offer service field.

Developing a Curriculum of Management for Engineers - A Case of the C University (공학도를 위한 경영학 교과목 개발 연구 - C대학교 강좌 개발 사례)

  • Limb, Seong-Joon;Choo, Seung-Youp
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.1
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    • pp.84-91
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    • 2011
  • It is necessary for the engineering students to have a business mind for the contemporary world of business. We developed a focused management education program for engineering students in C-University. The management education program consists of both on-line and off-line learning. ABEEK requires 720 engineering students of C-University must take basic management course. The on-line lecture was developed to overcome the shortage of qualified lecturers in business school. On-line lecture made by the business school faculty(not lecturers) can evenly provide high-quality content for every engineering students. In addition, the program is designed that off-line classes administered by lecturers complements the limitations of on-line lecture. Having in mind that selected senior engineering students understand technology and basic business, we developed an advanced course focusing on technology-oriented venture businesses. On and off-line blended learning and two-step approach of management education for engineering students of C-University may shed some light on other engineering schools in similar situation.

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An Exploratory Study on the Extraction of Factors of Purchase Intention of a Smart-Phone Game (스마트폰 게임 콘텐츠 구매요인 추출에 관한 탐색적 연구)

  • Kwon, Hyeog-In;Kim, Ho-Il;Choi, Yong-Seok
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.43-53
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    • 2011
  • The purpose of this study was to enhance the factors of the purchase intention of a mobile game for applying existing. For this study, an exploratory analysis was conducted on 40 ordinary peoples to survey through open-ended questionnaires. After that, the factors was examined by 30 experts. finally, closed-ended survey was conducted to confirm the validity and Reliability Verification. As a result, the factors have been identified with 9. From among these, 2 factors were a Newly derived -The factors of a innovation service and device- Through this study, This research will be useful to provide The basis for extended studies of Marketing, Game-development, Market analysis, etc

A Study on the role of graduate school of entrepreneurial management in the diffusion of entrepreneurship and entrepreneurship culture (창업 및 창업문화 확산을 위한 창업대학원 역할에 관한 탐색적 연구: 창업비지니스센터의 역할을 중심으로)

  • HwangBo, Yun;Lee, Il-Han
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.2
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    • pp.45-53
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    • 2012
  • A policy of entrepreneurship support increases recently. A policy of entrepreneurship support provide from infra to direct support in various. Quantity scale increase but quality levels are inadequate. In this paper, we provide an overview of the role of Graduate school of Entrepreneurial management on the development of entrepreneurship in Korea. This study aims exploratory research that the role of graduate school of entrepreneurial management in the diffusion of entrepreneurship and entrepreneurship culture. This study review the support of entrepreneurship structure(youth entrepreneurship, domestic support of entrepreneurship system, abroad support of entrepreneurship system) and the propulsive strategy(the business of SOE, 4th Generation Business Incubator, organizational structure of entrepreneurship business center, contents of entrepreneurship education).

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The Use of the ARCS Motivation Model in Mobile Learning Apps Design (ARCS 동기 이론을 적용한 학습용 모바일 앱 설계 연구)

  • Kim, Eui-Ho;Yang, Hae-Sool
    • Journal of Digital Convergence
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    • v.13 no.4
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    • pp.69-79
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    • 2015
  • As the distribution rate of a smart phone which can actualize even augmented reality is getting higher, the application scope of a smart phone is sharply increasing. However, in spite of various functions of it, there is still lack of learning app. Mobile equipments can bring no spatial-temporal restriction of learning to a learner, but they can tempt a learner into inappropriate spaces. In this sense, learning app is necessarily needed to motivate and keep learner's inner desire. This thesis suggested considerations when learning mobile app is designed by analyzing motivation strategy of ARCS Theory and UI of web based contents. Also, a design method of mobile learning app was suggested based on a procedural model of mobile learning app adapting ARCS Theory.

Development of the Cultural Product Design Contents for High Value Added Strategy of Temple Stay as National Brand Project - Based on cloud-shaped gong among the Bulgeonsamul - (국가 브랜드 사업으로서 템플스테이 고부가가치 전략을 위한 문화상품 디자인콘텐츠 개발 - 불전사물 중 운판을 중심으로 -)

  • Kim, Sun Young
    • Journal of the Korean Society of Costume
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    • v.63 no.4
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    • pp.30-43
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    • 2013
  • This study provides suggestions of cultural product design contents by using the cloud-shaped gong in traditional temple culture in order to find a high value-added approach. The research herein is part of cultural design contents projects embedded with the spiritual value and symbolic connotation of temple culture. This would be meaningful to enhance its degree of utilization. This can also be a way to find a strategic alternative to a high value addition of temple stay and dissemination of temple culture. For the research methodology, literature was reviewed over temple stay and Bulgeonsamul. For motive design and development of cultural product design, both Adobe Illustrator CS3 and Adobe Photoshop CS3 were used as computer design program. The template image of cloud-shaped gong for basic motive design was selected from those available at the domestic temples for accurate depiction of its head and body. Finally, samples were adopted from those temples of Gounsa, Songgwangsa, Guinsa, Hwaeomsa, and Naesosa. For each motive, different colors were applied and ten basic motives were practiced in total. By repeating the process for these motives, three types of textile design were prepared. T-shirt designs used a round neckline as basic form, and it was designed for sleeved and sleeveless styles. Apron designs stressed V-neckline and two types were processed: one for the back seam line and the other for side seam line. Pendants were designed with modern and luxurious image so that so that it could be used in various types of accessories. Designs for the bedding applied pattern design of the motives and this was done in a way that gave the images a sense of stability and splendor.