• Title/Summary/Keyword: 학습몰입경험

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A Study on the Effects of Presence and Learning Flow Experience at University Classes Using Facebook (페이스북 활용 수업에서 대학생이 인식한 실재감이 학습몰입경험에 미치는 영향)

  • Park, Hye-Jin;Yu, Byeong-Min;Cha, Seung-Bong
    • Journal of Agricultural Extension & Community Development
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    • v.22 no.3
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    • pp.321-332
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    • 2015
  • For the purpose of enhancing the use of social service in classrooms, this research focuses on the relationships between presence and learning flow, key words in the analysis of college classes using Facebook. The results of this study are as follow. First, social presence(${\ss}=.33$, p=.000), emotional presence(${\ss}=.29$, p= .000), cognitive presence(${\ss}=.20$, p= .010) were found to be significant according to cognitive flow experience the result of analysis of multiple regression. all regression coefficients were positive. Second, emotional presence(${\ss}=.42$, p=.000) and social presence(${\ss}=.27$, p=.000), cognitive, presence(${\ss}=.17$, p=.015) were found to be significant according to emotional flow experience the result of analysis of multiple regression. all regression coefficients were positive. Third, social presence(${\ss}=.37$, p=.000) of the three variables were found to be significant according to behavioral flow experience the result of analysis of multiple regression.

A Study on the Factors Affecting Flow in e-Learning Environment - Focusing on Interaction Factors and Affordance - (이러닝 환경에서 몰입에 영향을 미치는 요인 연구 -상호작용 요인과 어포던스 요인을 중심으로-)

  • Lee, So-Young;Kim, Hyung-Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.522-534
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    • 2019
  • The purpose of this study is to investigate the interaction factors(learning motivation, concrete feedback, learner's control) and affordance factors (aesthetics, playfulness, stability) that influence flow in e - learning. This study collected 236 survey data from e-learning users. The data was analyzed the statistical relationships among the variables using the SPSS21 and AMOS21. The measurement model was reliable and valid, and the structual model was good. The result shows that interaction factors (concrete feedback, learner's control) and affordance factor (playfulness) influence on flow. Flow has a significant effect on satisfaction. Especially the effect of playfulness on flow is meaningful. Playfulness is one of the most important factors leading to the flow state of humans. The contribution of this study is to find the factors influencing flow in the interaction between learners and computer in e-learning. It can be used to provide an entertainment experience that can enhance the satisfaction of consumers in the Internet environment by finding the antecedents that affect the flow in computer - human interaction.

Effects of the Nature of Teacher Behavior on Learning Flow in Military Education (군 교육에서 교수행동특성이 학습몰입에 미치는 영향)

  • Sohn, Jung-Mok;Won, You-Dong;Kang, Sung-Tae;Cho, Woo-Sung;Um, Myoung-Yong
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.478-487
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    • 2012
  • The purpose of this paper is to investigate which the nature of teacher behavior affects the learning flow in the context of military education. Empirical results show that the leadership of the nature of teacher behavior has a significant effect on three factors of learning flow (flow experience, transformation of time, concentration on task). In addition, the pace of class of the nature of teacher behavior is significantly related to the transformation of time and the concentration on task, and the sense of humor of the nature of teacher behavior significantly affects the concentration on task. The findings provide practical implications on how a military education institution strategically employes the leadership, the sense of humor, and the pace of class in an attempt to select and train instructors.

The Effect of Process Oriented Guided Inquiry Learning Using Mobile Augmented Reality on Science Achievement, Science Learning Motivation, and Learning Flow in Chemical bond (화학 결합에서 모바일 증강현실을 이용한 과정기반 안내탐구학습이 과학 학업 성취도, 과학 학습 동기, 학습 몰입감에 미치는 영향)

  • Jeon, Young-Eun;Ji, Joon-Yong;Hong, Hun-Gi
    • Journal of The Korean Association For Science Education
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    • v.42 no.3
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    • pp.357-370
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    • 2022
  • In this paper, we developed an augmented reality learning tool suitable for chemical bond learning and proposed a process-oriented guided inquiry learning using mobile augmented reality (POGIL-MAR) to find out how it affects science achievement, science learning motivation and learning flow. Participants were 139 10th-grade students from a coeducational high school in Gyeonggi-do, and they were randomly assigned to the control group (TL), the treatment group 1 (POGIL), and the treatment group 2 (POGIL-MAR). They learned the concept of the chemical bond from the Integrated Science subject for four class periods. Results of two-way ANCOVA revealed that the POGIL-MAR group scored significantly higher than the other groups in a science achievement test, science learning motivation test, and learning flow test, regardless of their prior science achievement. In addition, in the case of the low-level group, the POGIL-MAR group showed a statistically significant improvement in achievement compared to the TL and POGIL groups. The MANCOVA analysis for sub-factors of science learning motivation show that the POGIL-MAR group had significantly higher scores in intrinsic motivation, career motivation, self-determination, self-efficacy, and grade motivation. In particular, the interaction effect between the teaching and learning method and the level of prior achievement was significant in the intrinsic motivation. Meanwhile, the MANCOVA analysis for sub-factors of learning flow show that the POGIL-MAR group had significantly higher scores in clear goals, unambiguous feedback, action-awareness merging, sense of control, and autotelic experience. Based on the results, educational implications for effective teaching and learning strategy using mobile augmented reality are discussed.

Effect of Other Behaviors on Self-Directed Learning Ability, Flow and Academic Achievement of Department of Radiology(science) Students in Online Classes (온라인 수업에서 방사선(학)과 학생들의 딴짓이 자기주도적 학습역량, 몰입, 학업성취도에 미치는 영향)

  • Na, Gil-Ju
    • Journal of the Korean Society of Radiology
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    • v.16 no.5
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    • pp.611-618
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    • 2022
  • The purpose of this study was to confirm the degree of other behaviors among university students in the department of radiology(science) who experienced online classes in the COVID-19 situation and to investigate the effect of self-directed learning ability, flow and academic achievement on other behaviors. The research method was descriptive research. Data were 200 students collected from June 1 to 30 in 2022 using structured questionnaires as students in the Department of Radiology(science). Collected data were analyzed using descriptive statistics, t-test, ANOVA, Cronbach's pearson's correlation, multiple regression analysis with SPSS/WIN 21.0. The result of the study showed that the other behaviors were in the order of 'having s different thought, and 'sending text messages'. other behaviors was 1.75, self-directed learning ability was 3.60, flow was 3.23 and academic achievement was 4.29. There was a significant negative correlation between other behaviors and self-directed learning ability, flow, academic achievement. Factors influencing other behaviors were academic achievement, age, flow, self-directed learning ability in that order. As a result of the above research. it is expected that specific measures and various teaching methods to be flowed in the class are need as the way to lower the other behaviors of university students in the Department of Radiology(science) is to increase academic achievement.

Analysis of User Experience for the Class Using Metaverse - Focus on 'Spatial' - (메타버스의 수업활용에 관한 사용자 경험 분석 - 스페이셜(Spatial)을 중심으로 -)

  • Lee, Yejin;Jung, Kwang-Tae
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.367-376
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    • 2022
  • In this study, the user experience was analyzed from the learner's point of view, focusing on the metaverse platform 'Spatial'. SUS(System Usability Scale) was used to evaluate the usability of the metaverse platform 'Spatial' in a college class, and the Magnitude estimation technique was used to evaluate the immersion and satisfaction with the class. In addition, a questionnaire survey was used to collect user experience opinions on the use of 'Spatial' as a teaching tool. Looking at the usability evaluation results of the 'Spatial' system, the students evaluated the usability, immersion, and satisfaction quite positively. Looking at the user experience of metaverse platform 'Spatial', it was found that students highly valued Metaverse as an educational tool that can provide a place for many people to gather and communicate even in a non-face-to-face space. Compared to other online platforms, metaverse has advantages in ease of use, interaction, immersion, and interest. In particular, in addition to keyboard, touch, and display, interaction using the five senses such as voice, motion, and gaze was recognized as a great advantage. On the other hand, it was found that high openness, freedom, and interest factors can both promote learning and inhibit learning. Nevertheless, it is judged that the metaverse platform 'Spatial' can be effectively applied in college classes because it enables various interactions between instructor and learner or between learner and learner.

A Study on Improvement Direction of Onboarding Process Design for Elevating Early User Experience of Online Games (온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구)

  • Yang, Seung Hee;Yoo, Seung Hun
    • Design Convergence Study
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    • v.18 no.4
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    • pp.1-15
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    • 2019
  • As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game's onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.

The Effects of Academic Self-Efficacy of Beauty Specialized High School Students On Learning Flow (미용특성화고등학교 학생들의 학업적 자기효능감이 학습몰입에 미치는 영향)

  • Kang, Eun-Ju
    • Journal of Convergence for Information Technology
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    • v.9 no.10
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    • pp.170-175
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    • 2019
  • This study aimed to analyse the effects of academic self-efficacy of beauty specialized high school students on learning flow and provide basic data needed for their learning instruction. For the purpose, this study surveyed 327 students of beauty specialized high schools located in B metropolitan city and N city. The responses were analysed with the use of the SPSS WIN 21.0. The results are presented as follows: Academic self-efficacy had a significant effect on learning flow and in particular, self-control efficacy and task difficulty preference were important factors. Based on the results above, it is suggested that teachers should present data that is properly converged by techniques and academic knowledge according to levels and steps so that students can have experiences of academic achievements and be encouraged to have higher self-efficiency.

A Structural Analysis of Learner on Adult Female Learners' Learning Outcome (성인여성학습자의 학습성과에 대한 구조분석)

  • Jang, Eun Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.3
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    • pp.364-372
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    • 2016
  • This study examined the multi-phrased effects and outcomes of adult female learners who participated in lifelong learning activities, as well as the proposed structural relationships among the five latent variables. Questions established to achieve the purpose of the study are as follow: What effects do the learner's characteristics, lifelong education institutions, learning flow, and learning satisfaction have on the learning come? The participants of the survey numbered 632, but 54 respondents who were unreliable or did not complete their survey were excluded. A total of 578 cases were analyzed for this research. The structural relationships among the five latent variables-learner's characteristics, lifelong education institutions, learning flow and learning satisfaction, and learning outcome of the adult female learners-AMOS 18.0 program were also used for structural analysis. The major findings of this research are as follows. First, the model fitness showed that the hypothetical model provided a reasonable fit to the data ${\chi}^2=224.267$ (df=69, p<.001), RMSEA=.062, TLI=.943, RFI=.920, CFI=.957, IFI=.957, NFI=.939. Second, the learner's characteristics ( =.218, p<.001) and lifelong education institutions ( =.301, p<.001) have a direct effect on the learning outcomes. The learning flow ( =-.149 p=.541) does not have a direct effect on the learning outcome. Learning satisfaction ( =.405 p<.001) have a direct effect on the learning outcome. To put findings above together, in respect to adult female learners' performances, the learning outcomes are influenced directly by the learner characteristics, conditions of the lifelong education institutions, and learning satisfaction, whereas satisfaction indirectly affects the learners' learning outcome.

Metaverse Realistic Media Digital Content Development Education Environment Improvement Research

  • Kyoung-A, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.67-73
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    • 2023
  • Under the influence of COVID-19, as a measure of social distancing for about two years and one month, non-face-to-face services using ICT element technology are expanding not only to the education sector but to all fields. In particular, as educational programs using the Metaverse platform spread to various fields, educators, and learners have more learning experiences using Edutech, but problems through non-face-to-face learning such as reduced immersion or concentration in education are raising In this paper, to overcome the problems raised through non-face-to-face learning and develop metaverse immersive media digital contents to improve the educational environment, we utilize VR (Virtual Reality) based on an immersive metaverse to provide education / Training contents and the educational environment was established. In this paper, we presented a system to increase immersion and concentration in educational contents in a virtual environment using HMD (Head Mounted Display) for learners who are put into military education/training. Immersion was further improved.