• Title/Summary/Keyword: 콘텐츠 효과 평가

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The Mediating Effects of Emotional Dysregulation on the Relationship between Self-esteem and Aggresssion (자존감과 공격성의 관계에서 정서조절곤란의 매개효과)

  • Goh, Jinkyung
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.290-302
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    • 2017
  • The purpose of this study was to explore the mediating effect of emotional dysregulation on the relationship between the specific domains of self-esteem and aggression. Three questionnaire were administered to 287 individuals and the multiple regression analyses and Baron and Kenny's hierarchical regression analyses were used. The result shows that social and objective ability and positive character had significant influence on aggression, while impulse control difficulties, lack of emotional clarity and limited access to emotion regulation strategies largely contributed to aggression. Moreover, emotional dysregulation functioned as a significant mediator variable for explaining the link between self-esteem and aggression. Impulse control difficulties have fully mediated positive personality and hostility, limited access to emotion regulation has partially mediated social and objective ability and hostility, respectively.

Effects of Hybrid Style Problem-Based Learning in Food Service Entrepreneurship Subject - Focusing on Problem Solving Skills (하이브리드 문제중심학습을 적용한 외식창업관련과목의 교육효과 -문제해결능력을 중심으로)

  • Shin, Seoung-Hoon;You, Dong-Sook
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.453-465
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    • 2014
  • Although fairly descent amount of research outcomes has been generated on problem-based learning(PBL) with regard to science and medical subjects, relatively less outcome has been generated on social science and management subjects. Therefore this study attempts to exam effect of problem-based learning in food service entrepreneurship subject on improving problem solving skills. After literature review, for constructing for this research frame, each class schedules were formed by hybrid-PEL and traditional lecture style respectively then problems, solution, and evaluation process were generated for hybrid-PBL. Through the result, there was hardly any differences occurred before and after traditional lecture approach on students' problem solving skills. There was, however, certain differences appeared on students' skills after hybrid-PBL approach. Through the study, hybrid-PBL learning can be an effective teaching method in social science and management subject for improving students' problem solving skill.

The Effect of Blended Learning Approach on Academic Achievement and Self Directed Learning Skills of Nursing Undergraduate Students (간호학 전공수업에 적용한 블렌디드 러닝이 학업성취도 및 자기주도적 학습능력에 미치는 효과)

  • Kim, Su-Mi
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.330-338
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    • 2017
  • The purpose of this study is to examine the effect of blended learning approach on academic achievement and self directed learning skills of nursing undergraduate students. This experimental study is designed for a nonequivalent control group. The number of subjects in this research consists of 145, where 75 of the experimental group participated in blended learning program and 70 of the control group didn't do. The data was analyzed by $x^2$-test, Fisher's exact test, t-test and paired t-test. The effects of blended learning approach on learning outcomes in women's health nursing are as follows : The academic achievement of the experimental group has been more elevated than that of the control group on final examination. The experimental group has made increase in self directed learning skills. The blended learning approach on learning outcomes in nursing major are effective. This study has significant implication in that it identified the availability of the blended learning program and that it would be a useful teaching and learning method to achieve learning outcomes.

Influence of Interaction between Self-esteem and Reward Type on Effects of the International Relief Campaign (자존감과 보상 유형의 상호작용이 국제구호 캠페인의 효과에 미치는 영향)

  • Kim, Sunghak;Lee, Seungjo
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.638-648
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    • 2016
  • The current study investigated the impact of interaction between self-esteem and reward type on the effects of an international relief campaign. Self-esteem refers to how worthy a person feels about the self. Reward is differentiated by intrinsic or extrinsic type. An experimental research was conducted with 184 subjects by self-esteem ${\times}$ reward type. This research was progressed with two stages. At the first stage, questionnaires relative to participants' self-esteem and past experiences were distributed. At the second stage, the participants rated their responses after exposure to the campaign. Individuals with higher self-esteem showed more favorable message attitudes towards intrinsic reward type, yet those with lower self-esteem did not show a significant difference. Analyses for behavioral intention did not produce any significant result.

The Effects of E-WOM in Selecting the Mobile Application (모바일 어플리케이션 선택과정에서 전자적 구전의 효과)

  • Lee, Kook-Yong
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.80-91
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    • 2017
  • The purpose of paper is to confirm the role of E-WOM(Electronic Worth of Mouth) in decision making of selecting the mobile application via smart-phone or tablet pc. Particularly i wished to confirm the effects of others' positive or negative reviews in purchasing(free downloading) mobile applications. To resolve these research questions, the secondary data or previous research were collected and arranged theoretically. From literature research, i made out the proposed model to explain the relationships between the variables, executed the operational definitions and 14 Hypotheses were established, collected the survey data of 228 mobile application users. Using the empirical test analysis, previous performances to confirm the construct validity and internal consistency and PLS(Partial Least Square) modelling method was executed. The test result showed that proposed relations of variables was empirically identified, therefore, i got the conclusion as followings; First, attributes of mobile application users' reviews have the effects positively to usefulness perception and expected performance. Second, it was significantly tested Usefulness of Online Review and Expected Performance. Second, Usefulness of Online Review, Source Credibility and Expected Performance have effect positively to Intention of Review Adoption.

The Analysis of Priority Setting in Community Health Planning in Korea and its Implications (지역보건의료계획에서 우선순위선정 방법에 대한 분석과 함의)

  • Kim, Jae-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.264-275
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    • 2015
  • While the method of prioritization has been practicing in the community needs-based programs to improve the effectiveness and efficiency of community health planning, it has not been systematically used. This study aims to suggest more sophisticated method of prioritizing. Based on the analysis of 81 community health plans which adopt prioritizing method, this study tried to examine their methods and criteria and evaluate their adequacy. In the prioritization process, projects themselves, rather than health problems, were commonly adopted for the subject of the analysis. The most used was the Basic priority rating, followed by the Prioritization matrix. Looking at the size of health problem among the prioritization criteria, the prevalence for chronic diseases and the proportion of people with health problems for health behaviors, mainly were used as indicators. Along with the size of health problem, other factors such as the degree of seriousness of health problem, and the effectiveness of intervention have been used as the criteria of prioritizing, not fully supported by objective data base and the clear standard of scoring. In the prioritization, the analysis need to be limited only to health problems, and the scoring criteria for each health problem area be presented.

Development of Puzzle-type Mobile Game Contents for Computer Education (컴퓨터 학습을 위한 퍼즐형 모바일 게임 콘텐츠 개발)

  • Park, Min-Kyung;Han, Keun-Woo;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.87-95
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    • 2005
  • A large part of the wireless Internet contents which the young people access through their mobile phones is mobile games. However, mobile games currently available in the market are mostly simple entertainment packages, and there are hardly any educational game contents. This research divided the middle school computer education curriculum into five parts-common PC knowledge, operating systems, word processor, Internet, and multimedia-and designed and implemented a crossword puzzles mobile game. The mobile game designed in this research was given an emphasis to allow access of school lesson contents anywhere and anytime through actual mobile telecommunication networks, so that the students may experience less barrier to more fun and entertaining educational contents. The developed educational mobile game was applied on 2nd year middle school students. The mobile game had positive educational effects.

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Effect of Recreational Exercise on Cognition, Depression, Dynamic Balance and Leg Strength in Elderly Women (레크리에이션 운동프로그램이 여성노인의 인지기능과 우울, 동적 평형성 및 하지근력에 미치는 영향)

  • Kim, Nan-Soo
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.373-380
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    • 2010
  • The purpose of this study was to evaluate the effects of recreational exercise on cognition, depression, dynamic balance and leg strength in elderly women. This study was nonequivalent control group pre-post test design. Subjects were divided into two group(exercise group=14, control group=13). Experimental group conducted recreational exercise program for eight-week. Cognition was assessed by K-WAIS(object assembly & digit symbol) and depression were assessed by questionnaire. Dynamic balance(DB) and leg strength(LS) were assessed by 244cm up & go and sit to stand respectively. The collected data analyzed by Wilcoxon singed rank test and Mann-Whitney U test. The exercise group significantly improved cognition(object assembly) and DB, but control group significantly reduced DB. DB in exercise group were significantly greater than in control group after eight-week. The program was effective on cognition and dynamic balance in elderly women.

Effects of a Spiritual Care Education Program based on the Action Learning on Spiritual Needs, Spiritual well-being and Spiritual Care Competence of Nursing Students (액션러닝 기반 영적간호 교육 프로그램이 간호대학생의 영적요구, 영적안녕 및 영적간호역량에 미치는 효과)

  • Hong, Sehoon
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.285-294
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    • 2016
  • The purpose of this study was to investigate the effects of the action learning-based spiritual care education program on nursing students' spiritual needs, spiritual well-being, and spiritual care competence. This study was a pre-post test design with single group and participants were recruited from second-year nursing students at a University. From September to December 2014, the students participated in the action learning-based spiritual care education program, which were held 16 times, had decreased their spiritual needs and improved spiritual well-being and spiritual care competence. The data were analyzed using paired t-test with the SPSS WIN 23.0 statistics program. The results of this study indicate that the action learning-based spiritual care education program was effective in decreasing spiritual needs and improving spiritual well-being and spiritual care competence for nursing students. The nursing students, which provide a holistic care, will grow up to be a professional nurse by learning the nursing process including spiritual care. Also, an action learning-based education program should be developed in the various fields.

New 3D Animation Style in (<스파이더맨 뉴 유니버스>를 통해 본 새로운 3D 애니메이션 스타일 연구)

  • Lee, Yong Min
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.127-140
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    • 2020
  • Since the first episode of (1995) by Pixar, a world leading animation company, 3D animation has been focused on realistic motion and rendering techniques. However, in 2018, 3D animation was released, with unique backgrounds created through illustration techniques and dynamic movements of characters that seemed to be produced by hand rather than computers. It shows a lot of difference from other 3D animations. In this study, I analyzed 's new production techniques and expressions into two categories, first, the use of old comics techniques, and second, other factors that made the animation stand out. in 3D animation market focused on realistic motion and rendering techniques can have positive implications in terms of expanding animation diversity. This study is expected to be used as academic or research data for researchers studying new production techniques in related fields.