• 제목/요약/키워드: Digital leisure

검색결과 173건 처리시간 0.026초

Digitization Of Education: Current Challenges Of Education

  • Osaula, Vadym;Parfeniuk, Ihor;Lysyniuk, Maryna;Haludzina-Horobets, Viktoriia;Shyber, Oksana;Levchenko, Oksana
    • International Journal of Computer Science & Network Security
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    • 제21권11호
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    • pp.368-372
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    • 2021
  • The article identifies the features of the digital culture of modern society in the dynamics of its impact on the education sector, identifies the main directions of digitalization education, an objective analysis is presented, the possibilities of examination as a scientific assessment are determined "Digital reforms" of education, the role of traditional values of educational culture in expertise and improvement digital innovations in the education system, identified the main contradictions in the development of digital culture, to determine the directions of its improvement. The article describes the three main components of information technology as a complex of hardware, software and a system of organizational and methodological support; the description of analog and digital information technologies is presented. The authors list the most common multifunctional office applications and IT tools; the advantages of using IT in the educational process are highlighted.

Exploring Changes in Digital Keywords on Online Bookstores and Instagram: A Comparative Analysis of Before and After COVID-19 (인터넷 서점과 인스타그램에 나타난 디지털 키워드 변화 탐색 - 코로나19 발생 전후 비교 분석 -)

  • Suyeon Je;Siwon Kim;Rani Eom
    • Fashion & Textile Research Journal
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    • 제25권6호
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    • pp.715-724
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    • 2023
  • This study analyzed the shifts that occurred before and after the outbreak of COVID-19 by scrutinizing digital keywords derived from prominent culture media, such as books and instagram. The analysis identified trends rooted in digital terminology. For this study, the period 2017 to 2022 was divided into three-year segments, before and after the outbreak of COVID-19. Subsequently, an analysis was conducted using digital keywords to assess the number of digital-related books and book hashtags, the number of instagram mentions, and relevant keywords. We found that COVID-19 exerted a discernible influence on information related to digital keywords, substantially impacting both the book publishing market and instagram. Notably, digital-related books have been published in a variety of fields since the outbreak, and new fields are emerging. The year 2020 saw the most significant growth in the mentions of digital terms on instagram. Such terms were used in conjunction with terminology related to people working in a digital environment, endeavors aimed at revenue generation in online spaces, leisure activities associated with art and culture, and online service platforms. Through the analysis of digital keywords, this study is expected to contribute to the understanding of digital trends and their future trajectories.

A Study on the Digital Literacy and Life Satisfaction of Middle-Aged and Older People (중·장년층의 디지털리터러시와 삶의 만족도에 관한 연구)

  • Hyun A Lee;Woo Kwon Chang
    • Journal of the Korean Society for information Management
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    • 제41권2호
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    • pp.317-351
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    • 2024
  • This study aims to determine the impact of digital literacy skills of middle-aged and older people using public libraries on their life satisfaction. For this study, a survey was conducted on 192 middle-aged and older people aged 40 to 64 living in area G. The collected data were analyzed using the statistical package SPSS 27 program. The analysis methods in this study included frequency analysis, descriptive statistical analysis, t-test, one-way ANOVA, Duncan's multiple range test for post-hoc analysis, and regression analysis. The results of this study are as follows: First, digital literacy competency has a significant positive impact on the life satisfaction of middle-aged and older adults; as their digital literacy skills improve, their life satisfaction increases. Second, digital literacy competency varies based on gender, education level, employment status, and average monthly income, influencing their engagement in activities such as study or work. Additionally, higher levels of digital literacy competency, as determined by the highest level of education, positively affect life satisfaction, leisure activities, and cultural life.

A Study on the Flow State Scale of English Speaking and Listening in the e-Learning Environment (e-Learning 환경에서 영어 말하기와 듣기 학습자의 몰입경험(flow) 척도개발에 관한 탐색적 연구)

  • Kang, Jung-Hwa;Han, Kum-Ok;Shin, Dong-Ro
    • Journal of Digital Convergence
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    • 제6권3호
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    • pp.13-22
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    • 2008
  • The purpose of this study is to explore 'Flow Experience' of those studying English speaking and listening in the e-Learning environment. The exploration of flow experience in this study is based on the literature research of Csikszentmihalyi's flow models and other studies. There have been many studies on flow experience focusing on arts, leisure and sports in accordance with Csikszentmihalyi's original theory, however, his flow theory has recently been adapted to the educational field. Nonetheless, it is in the e-learning environment, rather than the face-to-face traditional teaming environment, that there is not enough flow state measurement scale. Therefore, it is important to develop as a stepping stone a flow state scale for those who study English speaking and listening by the cyber-native-speaker on e-Learning environment to improve their satisfaction and achievement.

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An Study on Basis for Demand Estimation of Lifetime Sports Facilities (생활체육시설의 수요예측을 위한 기초적 연구)

  • Min, Young-Gi
    • Journal of The Korean Digital Architecture Interior Association
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    • 제3권1호
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    • pp.15-22
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    • 2003
  • The purpose of this study was to analyze basic conditions for the demand estimation erection of lifetime sports facilities. This is described the whole concept of lifetime sports(sport for all) for helping the understanding of its concept correctly. Firstly, second chapter was examined the significance, function and role of lifetime sports in modern society. Secondly, third and forth chapter was examined demand and participation of lifetime sports activities for demand estimation of lifetime sports facilities. Participation rate is on the rise by the increase in income and leisure time to some extent, but after that it stops rising. In other words, the same participation rate persists without additional increase in participation by the changes in time deepening and in the patterns of demand for lifetime sports activities.

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The Relationship between Lifestyle and Health Status among White Collar Workers in a Community (일 지역 사무직 근로자의 생활습관과 건강수준간의 관계)

  • Lee, Ji-Min;Kwon, Young-Sook;Paek, Kyung-Shin
    • Journal of Digital Convergence
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    • 제12권8호
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    • pp.411-421
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    • 2014
  • The purpose of this study was to evaluate the relationship between lifestyle and health status among employees in a community. The participants were 199 white collar workers in J city. Data were collected from August 7 to 24, 2012 using the self-report questionnaire. Data were analyzed by descriptive statistics, t-test, ANOVA and Pearson coefficient correlation with SPSS/Win 17.0. There was a statistically significant correlation between lifestyle and health status(r= .164, p= .020). Mental component summary of health status was a statistically significant correlated with leisure activity(r= .270, p= .000) and regular exercise(r= .180, p= .011). Therefore, this study provided support for associations between lifestyle and health status. We suggest that strategies to emphasize leisure activity and regular exercise would be important for white collar workers to improve their mental health.

Analysis of Flow and Emotional Experience of College Student Among Type of Occupational Balance Using Experience Sampling Methods Based on Smart Phone (스마트폰 기반 경험표집법을 통해 수집된 작업균형유형에 따른 대학생의 몰입과 정서경험 분석)

  • Hong, Seung-Pyo;Yoo, Yeon-Hwan;Kwo, Jae-Sung
    • Journal of Digital Convergence
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    • 제13권2호
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    • pp.227-235
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    • 2015
  • The aim of this study was to identify the type of occupational balance of college students and analyze the differences between positive or negative emotions according to degree of flow. The Experience Sampling Methods (ESM) were conducted for 12 college students using smart phones. As a result, in activities of daily living group, apathy showed the highest percentage (34%) and in over work group, flow showed the highest percentage (41%). In occupational balance group, frequency of labor and leisure activities was high but boredom was experience a lot in leisure activities. When the students experienced flow in main activities, mean score of positive emotions showed the highest value. Through this study, we identified the differences of flow experience in occupational performance based on type of occupational balance and confirmed improvement of positive emotions in activities experienced flow.

The Relationship among Types of Lifestyle, Motivation, and Travel Product Selection of Baby Boomer Consumer (베이비부머소비자 라이프스타일 유형과 동기, 그리고 여행상품 선택간의 영향관계)

  • Kim, Eun-Joo
    • Journal of Digital Convergence
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    • 제14권6호
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    • pp.21-32
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    • 2016
  • Baby boomers who were born right after Korea War make up about 15% of population of Korea and lead an aging society rapidly. They're retiring since from 2012 and going to make up nearly 80% of total of old retirees. Baby Boomers with much higher income and education levels are going to enjoy their retirement as traveling. Therefore, this study invests the relationship between lifestyle and travel product selection of baby boomer consumer. Two big results are as follows. One is that baby boomers progress consumption activity(because they have their own purchasing power) and have health and leisure lifestyle and family lifestyle. The other is when they select travel product, they eventually consider three elements- travel company, transportation, and travel colleague.

A Study on Institutional Effects of Social Capital in Old People's Welfare Policy (노인복지정책에 있어 사회자본의 영향에 관한 제도 개선 연구)

  • Kim, Yong-Chul
    • Journal of Digital Convergence
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    • 제16권1호
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    • pp.55-62
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    • 2018
  • this paper examined how old people manage their life under low income and governmental subsides around the world. Especially recently old people are more increasing than before nowadays in most of the contries. So we have confronted to the old people's low quality of their life without any added retire pension and regular incomes, governmental subsidies. Here, this paper analyzed how the old people consume their leisure time which they have so many time everyday. Their leisure and culture consuming quality was very low. now especially income substitution ratio to pension institution is very low in Korea. Moreover, inequality of income is very high between social classes in Korea which the problem should be amended in the near future. and social capital should be enhanced for old people to take a good living environmenst.

The Relationships among Smart phone Use Motivations, Addiction, and Self-control in Nursing students (일 대학 간호학과 학생의 스마트폰 이용 동기, 중독과 자기 통제력의 관계)

  • Cho, Meekyung
    • Journal of Digital Convergence
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    • 제12권5호
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    • pp.311-323
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    • 2014
  • The purpose of this study was to identify the relationships among smart phone use motivations, addiction, and self-control in nursing students. Data were collected from June 10-18, 2013. Smart phone use motivations and addiction showed significant differences according to sex, record. Smart phone high-risk users got high-score in use motivations especially entertainment/leisure, service, and functionality, and low-score in self-control. The factors affecting smart phone addiction were record, tolerance, abstinence, difficulty of daily living, and aim for virtual world which accounted for 88.2%. Also factors affecting addiction were entertainment/leisure, flaunt/trend which accounted for 12.9%. In conclusion, smart phone use motivations was correlated positively with addiction, while addiction was correlated negatively with self-control. Therefore more positive and desirable ways of smart phone use, and plans for improvement of self-control should be studied.