• Title/Summary/Keyword: 통제감의 환상

Search Result 2, Processing Time 0.016 seconds

Perceived Controllability of the Ubiquitous Computing Devices as a Function of Design Familiarity and Complexity (유비쿼터스 컴퓨팅의 친밀감과 복잡성에 따른 사용자 통제감 지각 효과)

  • Lee, Ji-seon;Lee, Kyung-Soo;Lim, Seong-Joon;Sohn, Young-Woo
    • Science of Emotion and Sensibility
    • /
    • v.10 no.4
    • /
    • pp.555-569
    • /
    • 2007
  • Ubiquitous computing environment is the new surroundings, currently being realized by modern technology. Since previous usability tests are not suitable for this new technological environment, new research on psychological factors needs to be conducted. The evaluation of service scenarios also will be required in tandem with traditional usability tests of operation devices. Consequently, this study classified usability factors from a scenario perspective and was conducted with a focus on the psychological elements of controllability from a mechanical perspective. Study 1 reclassified the factors of existing usability tests according to similarity and application scenarios, and ten important groups of factors were newly created. Study 2 focused specifically on the design side of a device and showed that the degree of familiarity with the ubiquitous computing device and its complexity brought about a difference in perceived controllability of the device.

  • PDF

A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning (Kinect 게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구)

  • Ryoo, EunJin;Kang, Myunghee;Park, Juyeon
    • Journal of The Korean Association of Information Education
    • /
    • v.23 no.4
    • /
    • pp.363-374
    • /
    • 2019
  • Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.