• Title/Summary/Keyword: 활용동기

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What are the factors affecting avoidance the effects of the application display advertising? (애플리케이션 디스플레이 광고의 회피효과에 영향을 미치는 요인은 무엇인가?)

  • Joung, Jin-Teck
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.253-260
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    • 2012
  • This study were investigated to the factors affecting smart phone applications to avoid display ads. The results of this study are as follows. First, factor analysis, propensity for advertising intrusion was the result of a single factor. Also showed significant effect advertising intrusion ad avoidance tendency. Second, the smartphone motivation for the use of the results of factor analysis, seven factors were, Entertainment, information acquisition, learning/work use, multimedia use, ease of life, time leverage, respectively. Showed low levels of advertising avoidance learning/working synchronous usability and ease high motivation life. Finally a smart phone for involvement that there is no significant difference in advertising intrusion tendency appeared. High involvement group was obtaining information, entertainment, social relationships, and multimedia use, ease of living, time management motivation significantly higher than the low involvement group. The results of this study it is expected that the smartphone application smartphone users to reduce evasion of advertising practitioners to give answers to create display ads advertising.

The Effect of Science Class with Game on Learning Motivation and Academic Achievement of Elementary Students (게임을 활용한 과학수업이 초등학생의 과학 학습 동기 및 학업성취도에 미치는 영향)

  • You, Eun-Ju;So, Keum Hyun
    • Journal of Science Education
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    • v.40 no.2
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    • pp.103-115
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    • 2016
  • This study was conducted to examine the effect of elementary science class using game on scientific learning motivation and academic achievement of elementary students. Two third grade classes were divided into experimental group and comparison group to treat the experimental group with elementary science class using game. General class according to teacher manual was implemented for the comparison group. Elementary science class applying game was conducted for 11 sessions throughout the experimental period of 8 weeks. The results of this study were as follows. First, elementary science class with game was effective in improving scientific learning motivation. Second, elementary science class with game had significant effect on improvement of academic achievement. The study results showed that elementary science class with game was effective for scientific learning motivation and academic achievement of elementary students.

An Study for Effects of Adolescents on SNS' Usage Motivation (청소년 SNS 이용동기에 미치는 영향 연구)

  • Lee, Sae-Bom;Moon, Jae-Young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.197-198
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    • 2019
  • 본 연구는 청소년들의 SNS 이용동기와 이용실태를 알아보고자 하였다. 연구를 위해 부산에 살고 있는 고등학생들을 대상으로 조사를 실시하였으며, 사회적 동기, 유희적 동기, 기능적 동기, 심리적 동기, 정보공유, 탈출욕구, 교우실현, 전문적 혜택 등에 대한 설문문항을 토대로 설문조사를 진행하였다. 설문 결과, 대부분의 학생들이 페이스북을 사용하고 있었으며, 그 다음으로 인스타그램을 많이 이용하는 것으로 나타났다. 그리고 청소년들은 기능적 동기와 유희적 동기와 교유관계 유지를 위한 동기 때문에 SNS를 이용하고 있는 것으로 나타났다. 현재 청소년들이 SNS를 활발히 활용하고 있고 왜 이용하고 있는지에 대한 동기를 파악하여 청소년들의 심리상태를 점검해 볼 수 있다는 차원에서 연구의 의의가 있다고 볼 수 있다.

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An Analysis of Error Factors for Software Based Pseudolite Time Synchronization Performance Evaluation (소프트웨어 기반 의사위성 시각동기 기법 성능평가를 위한 오차 요소 분석)

  • Lee, Ju Hyun;Lee, Sun Yong;Hwang, Soyoung;Yu, Dong-Hui;Park, Chansik;Lee, Sang Jeong
    • Journal of Advanced Navigation Technology
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    • v.18 no.5
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    • pp.429-436
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    • 2014
  • This paper proposes three methods of the time synchronization for Pseudolite and GPS and analyzes pseudolite time synchronization error factors for software based performance evaluation on proposed time synchronization methods. Proposed three time synchronization methods are pseudolite time synchronization station construction method, method by using UTC(KRIS) clock source and GPS timing receiver based time synchronization method. Also, we analyze pseudolite time synchronization error factors such as errors of pseudolite clock and reference clock, time delay as clock transmission line, measurement error of time interval counter and error as clock synchronization algorithm to design simulation platform for performance evaluation of pseudolite time synchronization.

The Exploratory Study of College Students'Motivation for the College Facebook Based on Factor Analysis (대학 페이스북에 대한 재학생 이용동기의 탐색적 연구)

  • Jo, Sam Sup
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.111-120
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    • 2018
  • The rapid use of Facebook among colleges, the present study was to explore the motivations of college owned Facebook among college students. The factor analysis The factor analysis showed that the college students perceived that the intimacy, update of college information, sharing daily lives, use of time, seeking useful information are important motivations when they use college Facebook. The extracted factors such as emotional intimacy, information update and sharing daily lives also play significant variables to affect Facebook effectiveness such as "like" and "sharing others." The results suggest that Facebook managers need to use college Facebook as a social medium not by one way communication medium to the college students.

A Study on Quality Factors of Web Enabled Collective Intelligence as a Donor for Business Success (기업성과 향상을 위한 웹기반 집단지성의 품질요인에 관한 연구)

  • Normatov, R. Ismatilla;Joo, Jae-Hun
    • The Journal of Information Systems
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    • v.20 no.3
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    • pp.209-235
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    • 2011
  • 비즈니스 조직에서 집단지성을 경쟁우위의 중요한 요소로 활용하는 사례가 증가하고 있다. 인터넷과 소셜 네트워크 서비스는 물론이고 위키와 같은 편집도구 등은 집단지성을 가능하게 하는 대표적인 정보기술이다. 그러나 집단지성은 전문가 지식에서와는 다른 품질의 문제가 제기되기도 한다. 따라서 본 연구에서는 집단지성의 품질에 영향을 주는 요인을 분석하는데 그 목적이 있다. 선행연구를 통해 집단지성의 품질에 영향을 주는 개인의 동기(love, money, glory, professional development), 집단특성(expertise, diversity, size), 집단지성의 도구(navigating, usefulness, agility, user preference) 차원에서 총 11개의 영향요인을 파악하였다. 조직 경쟁우위의 핵심으로 집단지성을 활용하는 대표적인 성공사례인 Threadless, InnoCentive, iStockphoto, Panda Security, Wikipedia를 분석하여 3개 차원에서 11개의 명제를 제안하였다. 사례분석의 결과, 개인의 동기, 집단특성, 집단지성을 위한 도구는 집단지성의 품질에 긍정적 영향을 주는 것으로 나타났다. 예를 들어, 개인적 동기가 뚜렷하고 다양한 특성을 지닌 다수가 참여할수록 소집단에서보다 더 잘 문제를 해결하고 있는 것으로 분석되었다. 따라서 집단지성의 품질을 개선하고 이를 통해 혜택을 얻기 위해서 조직에서는 다양성을 지닌 대규모 커뮤니티를 구성하고, 참여에 대한 동기를 부여하고, 적절한 집단지성의 도구를 선택하여 활용하여야 한다.

The influence on learning achievements and motives by using mind tools regarded students' congitive levels (인지수준에 따른 마인드 툴 활용이 학업성취도와 학습동기에 미치는 영향)

  • Kim, Dong-Ryeul;Moon, Doo-Ho
    • The Journal of Korean Association of Computer Education
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    • v.8 no.6
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    • pp.33-44
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    • 2005
  • This study lets you know how semantic network programs called mind tools have an effect on students' learning achievements and learning motives regarded students' cognitive levels. It helps improve the education in the real situation of the classroom. It shows that the class applied by mind tools regarded transitional students' cognitive levels and motive strategies increases students' biologies-learning achievements because it improves students' concentration and confidence efficiently connected with new knowledge by using visual effects. Also, it shows that transitional students' semantic network learning is superior to students' in formal operation stage and it is effective in forming learning contents in the structural organization with students' knowledge.

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A Study on the DP-PLL Controller Design using SOPC for NG-SDH Networks (SOPC를 활용한 NG-SDH 망용 DP-PLL 제어기 설계에 관한 연구)

  • Seon, Gwon-Seok;Park, Min-Sang
    • Journal of the Institute of Convergence Signal Processing
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    • v.15 no.4
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    • pp.169-175
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    • 2014
  • NG-SDH system is connected with networks throughout optical fibers. Network synchronization controller is a necessary for the data synchronization in each optical transmission system. In this paper, we have design and implementation the network synchronization controller using SOPC(system on a programmable chip) design technic. For this network synchronization controller we use FPGA in Altera. FPGA includes 32bit CPU, DPRAM(dual port ram), digital input/output port, transmitter and receiver framer, phase difference detector. We also confirm that designed network synchronization controller satisfies the ITU-T G.813 timing requirements.

The Effect of Programming Education Using Hands-on Robot on Learning Motivation and Academic Achievement of Prospective Elementary Teachers (교구로봇을 활용한 프로그래밍 교육이 예비 초등교사의 학습동기 및 학업성취도에 미치는 영향)

  • Yang, Gwonwoo
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.575-584
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    • 2014
  • Lately, as the importance of software and the software education has been emphasized, the studies on ways of teaching programming to elementary students have been actively progressed. However, most of undergraduates as prospective elementary teachers who will be in charge of teaching programming at the elementary schools have a lack of interest in programming education as well as of the understanding of basic programming principles. Therefore, this study investigated how programming education using hands-on robot and scratch affected learning motivation and academic achievement of preliminary teachers. The comparison of results of two programming educations shows that the programming education using hands-on robot revealed statistically significant difference in learning motivation and academic achievement.

Learning Motivations, Academic Self-Efficacy, and Problem Solving Processes after Practice Education Evaluation (실습교육 평가방법에 따른 학습동기, 학업적 자기효능감 및 문제해결과정)

  • Kim, Yeong-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.10
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    • pp.6176-6186
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    • 2014
  • This study was designed to clarify the learning motivations, academic self-efficacy, and problem-solving processes in the educational evaluative method in the fundamental nursing practice using moving pictures. The learning motivations and academic self-efficacy showed statistical differences based on the students' motivations of selecting, their satisfaction with the major and nursing practice, helpfulness of moving pictures, and the suitability of practical tests using a checklist. Problem-solving processes revealed statistical differences based on the students' motivations of selecting the nursing department, their satisfaction with the major and fundamental nursing their satisfaction with the major and nursing practice, the helpfulness of moving pictures, and the suitability of practical tests using a checklist. The learning motivations showed significant positive interrelations with the academic self-efficacy and problem-solving processes. In conclusion, the educational evaluative method in the fundamental nursing practice using moving pictures was related to the nursing students' learning motivations, academic self-efficacy, and problem-solving processes.