• 제목/요약/키워드: Consumer Learning Model

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가정과 소비자 교육의 개념학습 모형 적용 연구 (A Study on the Application of Concept Attainment Models for Consumer Education of Home Economics)

  • 이숙희;윤인경
    • 한국가정과교육학회지
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    • 제6권2호
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    • pp.161-174
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    • 1994
  • In this study, among the cognitive learning models for information process, Taba’s inductive thinking model and Joyce&Weil’s concept attainment model, which help to obtain and study the concepts, can be applied to the ranges of consumer-education. Considering this, a new teaching-paln can be made. Applying the plan to the present teaching environments. I will do the research possibilities of applying the concept-learning teaching-plan to the consumer education. In the method of this research, many books, related to home economics & consumer-education, characters of concept-learning, and concept teaching-learning models, were studied. Also, on the basis of theoretical evidence, the teaching-plan, that apply the concept teaching model, were made. In addition, experimental research was done to find out the possibilities that the plan focusing on concept learning was applied or not. As a result of this study, two points are briefly summarized : 1. The teaching plan using Taba’s and Joyce & Weil’s concept-attainment model was made. 2. Concept-learning in consumer-education didn’t have a great a great influence to the changes of consumer-roles and attitudes, but had a great influence to the effects of consumer concept-knowledge(p<0.01) The effects of consumer-knowledge had much relation to consumer-roles and attitudes. The learners whose grade is higher in attainments of consumer-knowledge, also have a high grade in consumer-roles and attitudes.

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의복구매시 소비자 의사결정 스타일과 개인의 학습스타일에 관한 이론적 연구 (A Study on the Consumer Decision-Making Styles in Purchasing Apparel as a Function of Individual Learning Styles)

  • 원명심
    • 한국의류학회지
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    • 제16권1호
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    • pp.137-146
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    • 1992
  • As a preliminary work for the interrelations between individuals' learning style and their consumer decision-making styles in purchasing apparel, its theoretical backgrounds were reviewed. Several major approaches to measuring and characterizing learning styles were theories of Hunt, Schroder, Kolb, and sproles. - Relevant literature suggests several consumer decision-making styles including Morchis' and Sproles'. Researches on the practical' implication of theoretical learning styles model in the area of consumer decision-making styles were also explored.

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Applying the Multiple Cue Probability Learning to Consumer Learning

  • Ahn, Sowon;Kim, Juyoung;Ha, Young-Won
    • Asia Marketing Journal
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    • 제15권3호
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    • pp.159-172
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    • 2013
  • In the present study, we apply the multiple cue probability learning (MCPL) paradigm to examine consumer learning from feedback in repeated trials. This paradigm is useful in investigating consumer learning, especially learning the relationships between the overall quality and attributes. With this paradigm, we can analyze what people learn from repeated trials by using the lens model, i.e., whether it is knowledge or consistency. In addition to introducing this paradigm, we aim to demonstrate that knowledge people gain from repeated trials with feedback is robust enough to weaken one of the most often examined contextual effects, the asymmetric dominance effect. The experiment consists of learning session and a choice task and stimuli are sport rafting boats with motor engines. During the learning session, the participants are shown an option with three attributes and are asked to evaluate its overall quality and type in a number between 0 and 100. Then an expert's evaluation, a number between 0 and 100, is provided as feedback. This trial is repeated fifteen times with different sets of attributes, which comprises one learning session. Depending on the conditions, the participants do one (low) or three (high) learning sessions or do not go through any learning session (no learning). After learning session, the participants then are provided with either a core or an extended choice set to make a choice to examine if learning from feedback would weaken the asymmetric dominance effect. The experiment uses a between-subjects experimental design (2 × 3; core set vs. extended set; no vs. low vs. high learning). The results show that the participants evaluate the overall qualities more accurately with learning. They learn the true trade-off rule between attributes (increase in knowledge) and become more consistent in their evaluations. Regarding the choice task, there is a significant decrease in the percentage of choosing the target option in the extended sets with learning, which clearly demonstrates that learning decreases the magnitude of the asymmetric dominance effect. However, these results are significant only when no learning condition is compared either to low or high learning condition. There is no significant result between low and high learning conditions, which may be due to fatigue or reflect the characteristics of learning curve. The present study introduces the MCPL paradigm in examining consumer learning and demonstrates that learning from feedback increases both knowledge and consistency and weakens the asymmetric dominance effect. The latter result may suggest that the previous demonstrations of the asymmetric dominance effect are somewhat exaggerated. In a single choice setting, people do not have enough information or experience about the stimuli, which may lead them to depend mostly on the contextual structure among options. In the future, more realistic stimuli and real experts' judgments can be used to increase the external validity of study results. In addition, consumers often learn through repeated choices in real consumer settings. Therefore, what consumers learn from feedback in repeated choices would be an interesting topic to investigate.

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AraProdMatch: A Machine Learning Approach for Product Matching in E-Commerce

  • Alabdullatif, Aisha;Aloud, Monira
    • International Journal of Computer Science & Network Security
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    • 제21권4호
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    • pp.214-222
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    • 2021
  • Recently, the growth of e-commerce in Saudi Arabia has been exponential, bringing new remarkable challenges. A naive approach for product matching and categorization is needed to help consumers choose the right store to purchase a product. This paper presents a machine learning approach for product matching that combines deep learning techniques with standard artificial neural networks (ANNs). Existing methods focused on product matching, whereas our model compares products based on unstructured descriptions. We evaluated our electronics dataset model from three business-to-consumer (B2C) online stores by putting the match products collectively in one dataset. The performance evaluation based on k-mean classifier prediction from three real-world online stores demonstrates that the proposed algorithm outperforms the benchmarked approach by 80% on average F1-measure.

딥러닝 기반 온라인 리뷰를 활용한 추천 모델 개발: 레스토랑 산업을 중심으로 (Developing a deep learning-based recommendation model using online reviews for predicting consumer preferences: Evidence from the restaurant industry)

  • 김동언;장동수;엄금철;이가은
    • 지능정보연구
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    • 제29권4호
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    • pp.31-49
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    • 2023
  • 레스토랑 산업의 성장과 함께 레스토랑 오프라인 매장 수는 점차 증가하지만, 소비자는 자신의 선호도에 적합한 레스토랑을 선택하는 데 어려움을 경험하고 있다. 따라서 소비자의 선호도에 맞는 레스토랑을 추천하는 개인화된 추천 서비스의 필요성이 대두하고 있다. 기존 연구에서는 설문조사 및 평점 정보를 활용하여 소비자 선호도를 조사했으나, 이는 소비자의 구체적인 선호도를 효과적으로 반영하는데 어려움이 존재한다. 이러한 배경하에 온라인 리뷰는 방문 동기, 음식 평가 등 레스토랑에 대한 소비자 구체적인 선호도를 효과적으로 반영하기 때문에 필수적인 정보이다. 한편, 일부 연구에서는 리뷰 텍스트에 전통적인 기계학습 기법을 적용하여 소비자의 선호도를 측정하였다. 그러나 이러한 접근 방식은 주변 단어나 맥락을 고려하지 못하는 한계점이 존재한다. 따라서 본 연구는 딥러닝을 효과적으로 활용하여 온라인 리뷰에서 소비자의 선호도를 정교하게 추출하는 리뷰 텍스트 기반 레스토랑 추천 모델을 제안한다. 본 연구에서 제안된 모델은 추출된 높은 수준의 의미론적 표현과 소비자-레스토랑 상호작용을 연결하여 소비자의 선호도를 정확하고 효과적으로 예측한다. 실험 결과에 따르면 본 연구에서 제안된 추천 모델은 기존 연구에서 제안된 여러 모델에 비해 우수한 추천 성능을 보이는 것으로 나타났다.

딥러닝 기반의 소비자 데이터를 응용한 외식업체 추천 시스템 구현에 관한 연구 (Study on Implementation of Restaurant Recommendation System based on Deep Learning-based Consumer Data)

  • 김희영;정선미;김우석;류기환;손현곤
    • 문화기술의 융합
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    • 제7권2호
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    • pp.437-442
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    • 2021
  • 본 연구에서는 소비자 데이터를 딥러닝 기반의 분류(Classification) 모델을 학습 시켜 추천 알고리즘을 구현하였다. 이를 위하여 사용자 데이터를 이미지로 변환 시켜 분류 과제에서 보편적으로 사용되는 ResNet50을 사용하여 학습한 결과로서 유의미한 결과에 대하여 제시함

가상강의에 대한 소비자만족모델: 기대불일치 패러다임을 중심으로 (Consumer Satisfaction Model for Cyber Learning: Focused on Expectation-disconfirmation Paradigm)

  • 유현정
    • 한국생활과학회지
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    • 제19권2호
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    • pp.295-310
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    • 2010
  • This study measured college students' levels of satisfaction with their cyber learning through an online survey of students who had taken one or more cyber learning before. 500 returned and usable questionnaires were analyzed and SPSS WIN 12.0 was used for the descriptive statistics, t-test, factor analysis and analysis of covariance structures. The results are as follows; First, college students were very interested in their cyber learning. Their decision to take the cyber learning was initiated more by emotional motives (m=3.13) than by rational motives (m=3.35). Second, the consumers' expectations for the cyber learning were divided into the 'Expectation for service quality' and the 'Expectation for economy,' and their 'Expectation for economy'(m=4.02) was higher than their 'Expectations for service quality'(m=3.60). Third, the consumers' expectations for the cyber learning and the results of the cyber learning were analyzed, and a discrepancy between these two were also analyzed. The analysis of discrepancy between the two showed that the average of the results was lower than that of the expectations, which means that the cyber learning did not meet the consumers' expectations in every aspect, However, the average satisfaction level was 3.20, which means consumers were satisfied with the cyber learning overall. Fourth, causes of dissatisfaction with the cyber learning were divided into internal factors due to personal matters and external factors due to classes and other factors. It was found that dissatisfaction due to internal factors was greater than that due to external factors. Lastly, the factors affecting satisfaction/dissatisfaction with the cyber learning and willingness to use it again were analyzed. The results showed that the motive for its use affected the formation of expectation but it did not affect the results. Satisfaction with the cyber learning affected the willingness to use it again positively. However, the effect of dissatisfaction on the willingness to use it again was not statistically significant.

무리행동과 지각된 유용성이 이러닝 컨텐츠 구매의도에 미치는 영향: 구매경험에 의한 비교분석 (The Effect of Herding Behavior and Perceived Usefulness on Intention to Purchase e-Learning Content: Comparison Analysis by Purchase Experience)

  • 유철우;김용진;문정훈;최영찬
    • Asia pacific journal of information systems
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    • 제18권4호
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    • pp.105-130
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    • 2008
  • Consumers of e-learning market differ from those of other markets in that they are replaced in a specific time scale. For example, e-learning contents aimed at highschool senior students cannot be consumed by a specific consumer over the designated period of time. Hence e-learning service providers need to attract new groups of students every year. Due to lack of information on products designed for continuously emerging consumers, the consumers face difficulties in making rational decisions in a short time period. Increased uncertainty of product purchase leads customers to herding behaviors to obtain information of the product from others and imitate them. Taking into consideration of these features of e-learning market, this study will focus on the online herding behavior in purchasing e-learning contents. There is no definite concept for e-learning. However, it is being discussed in a wide range of perspectives from educational engineering to management to e-business etc. Based upon the existing studies, we identify two main view-points regarding e-learning. The first defines e-learning as a concept that includes existing terminologies, such as CBT (Computer Based Training), WBT (Web Based Training), and IBT (Internet Based Training). In this view, e-learning utilizes IT in order to support professors and a part of or entire education systems. In the second perspective, e-learning is defined as the usage of Internet technology to deliver diverse intelligence and achievement enhancing solutions. In other words, only the educations that are done through the Internet and network can be classified as e-learning. We take the second definition of e-learning for our working definition. The main goal of this study is to investigate what factors affect consumer intention to purchase e-learning contents and to identify the differential impact of the factors between consumers with purchase experience and those without the experience. To accomplish the goal of this study, it focuses on herding behavior and perceived usefulness as antecedents to behavioral intention. The proposed research model in the study extends the Technology Acceptance Model by adding herding behavior and usability to take into account the unique characteristics of e-learning content market and e-learning systems use, respectively. The current study also includes consumer experience with e-learning content purchase because the previous experience is believed to affect purchasing intention when consumers buy experience goods or services. Previous studies on e-learning did not consider the characteristics of e-learning contents market and the differential impact of consumer experience on the relationship between the antecedents and behavioral intention, which is the target of this study. This study employs a survey method to empirically test the proposed research model. A survey questionnaire was developed and distributed to 629 informants. 528 responses were collected, which consist of potential customer group (n = 133) and experienced customer group (n = 395). The data were analyzed using PLS method, a structural equation modeling method. Overall, both herding behavior and perceived usefulness influence consumer intention to purchase e-learning contents. In detail, in the case of potential customer group, herding behavior has stronger effect on purchase intention than does perceived usefulness. However, in the case of shopping-experienced customer group, perceived usefulness has stronger effect than does herding behavior. In sum, the results of the analysis show that with regard to purchasing experience, perceived usefulness and herding behavior had differential effects upon the purchase of e-learning contents. As a follow-up analysis, the interaction effects of the number of purchase transaction and herding behavior/perceived usefulness on purchase intention were investigated. The results show that there are no interaction effects. This study contributes to the literature in a couple of ways. From a theoretical perspective, this study examined and showed evidence that the characteristics of e-learning market such as continuous renewal of consumers and thus high uncertainty and individual experiences are important factors to be considered when the purchase intention of e-learning content is studied. This study can be used as a basis for future studies on e-learning success. From a practical perspective, this study provides several important implications on what types of marketing strategies e-learning companies need to build. The bottom lines of these strategies include target group attraction, word-of-mouth management, enhancement of web site usability quality, etc. The limitations of this study are also discussed for future studies.

백워드 디자인에 기반한 고등학교 가정교과 금융소비자교육 프로그램 개발 (Development of High School Home Economics Financial Consumer Education Program based on Backward Design)

  • 차지혜;박미정
    • Human Ecology Research
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    • 제61권3호
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    • pp.297-318
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    • 2023
  • The purpose of this study was to develop a high school home economics financial consumer education program based on backward design and validation by experts. The program was designed and developed by first selecting learning content elements through a review of existing research and an analysis of relevant literature. The next step was to categorize these elements into seven themes and apply the backward design instructional design model 2.0. The program was prepared in the form of a 21st teaching-learning course plan and workbook and was verified by nine home economics teachers with working experience in high school. The evaluation revealed that the average value for all questions was 3.81 (out of 4 points) and the CVR was .99, indicating that the program was valid. In addition, positive evaluations were received in terms of learning goals, content level, and learner participation by class. This study has significance in that a systematic financial consumer education program was developed by Education of Home Economics to improve the financial literacy of high school students. It can therefore be used as an elective course (mini-course) in Home Economics in the high school credit system. A follow-up study will be required to assess the improvement in financial literacy after implementing this program.

Marketing for Real and Virtual Museums: A marketing Model to Explain Visitor Behavior in Real Museums and an Outlook on its Applicability to Virtual Museums

  • Terlutter, Ralf;Diehl, Sandra
    • 마케팅과학연구
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    • 제10권
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    • pp.45-70
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    • 2002
  • The purpose of this study is to obtain more insight into the explanation and prognosis of consumer behavior in real and virtual museums. The analysis focuses on the influence of the museum environment on the museum patrons (rather than on the influence of the art objects). On the basis of the emotional approach to environmental psychology by Mehrabian and Russell (1974), a behavior model has been developed for museums. The model, which is based on the emotional variables pleasure, arousal and dominance (PAD), is also enhanced by cognitive variabies (learning attractiveness, education standard and information demand). The enhancement of the classical model was necessary because cognitive variables play a major role in cultural institutions such as museums: One important objective of museums is the communication of cultural knowledge to visitors. The model is tested empirically using structural equation modeling. 301 visitors were interviewed individually. Two different museum environments were represented using visual stimuli. The theoretical model for museums can be proved empirically. The degree to which the model fits the empirical data was extensively tested. The model showed high compatibility with the data and could be accepted. The study proves that a model can be developed, which explains visitor behavior in museums. The model shows museum designers how museums should be designed to be both emotionally appealing and a learning environment. Based on empirical studies in virtual stores on the Internet, it is discussed whether the research findings in these environments may be applied to virtual museum environments. In order to create an emotionally appealing virtual museum, it is recommended that one uses a 3-dimensional representation to offer various possibilities for interaction and to create a multi-sensual environment that appears highly realistic.

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