• Title/Summary/Keyword: Engagement Level

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Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.

Analysis of the moderating effects of programming languages and the relationship between learners' learning characteristics and achievements (프로그래밍 언어의 조절효과 및 학습자의 학습특성과 성취도와의 관계 분석)

  • Lee, Kyung-Sook
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.49-55
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    • 2021
  • This study analyzed the relationship between the characteristics of learners and the achievement level according to the language they learn in programming education for non-major students. The learner's characteristics were set as mastery goal, situaltional interest, cognitive engagement, and self-efficacy for performance, and path analysis was conducted to understand the relationship between the language used and the learning achievement. Situaltional interest and cognitive engagement were found to have an effect on self-efficacy for performace, and self-efficacy for performance had an effect on academic achievement. At this time, the type of programming language to be studied showed a moderating effect on learning achievement. Based on the results of this study, it is suggested that appropriate instruction is needed for each language used in programming lessons for software non-majors.

A study on the relationship between attention deficit hyperactivity disorder, college adjustment, major satisfaction, and academic motivation in college students (대학생의 ADHD성향과 대학적응, 전공만족 및 학습동기의 관련성 연구)

  • Song, Kwui-Sook;Lee, Su-Jung
    • Journal of Korean society of Dental Hygiene
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    • v.21 no.3
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    • pp.311-318
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    • 2021
  • Objectives: The purpose of this study was to understand the level and patterns of college adjustment, major satisfaction, academic engagement, and attention deficit hyperactivity disorder (ADHD). This study examined the factors influencing adaptation to college life. Methods: This study was approved by the institutional review board of 00 university. We analyzed 166 survey data responses collected by distributing questionnaires from June 1 to July 2, 2020. Statistical product and service solutions version 23.0 was used for statistical analyses. The data were presented as frequencies and percentages or means and standard deviations, and pearson correlation analysis and multiple regression analysis were performed. Results: There was a significant difference in the average score of major satisfaction according to the type of college (university) and grades. For college adjustment, there was a significant difference in the average score according to major grades. Academic engagement showed a significant difference in the average score according to the college type and grade. Major satisfaction, college adjustment, and academic motivation showed significant positive correlations among the variables, whereas ADHD, major satisfaction, and college adjustment showed a significant negative correlation. Multiple regression analysis revealed that major satisfaction (p<0.001) and academic motivation (p<0.001) were factors affecting college adjustment (p<0.05). Conclusions: It is necessary to develop and apply specific and systematic adaptation programs to improve the understanding, control, and guidance methods for college students and to promote human relations, such as school life and social life.

Associations Between Work Characteristics, Engaged Well-Being at Work, and Job Attitudes - Findings from a Longitudinal German Study

  • Brokmeier, Luisa L.;Bosle, Catherin;Fischer, Joachim E.;Herr, Raphael M.
    • Safety and Health at Work
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    • v.13 no.2
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    • pp.213-219
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    • 2022
  • Objective: The Job Demand & Resources model suggests work characteristics are related to mental well-being and work engagement. Previous work describes the development of a combined construct 'engaged well-being at work' (EWB). To what extent changes in measures of this construct are responsive to changes in job demands and resources or associated with changes in job-related attitudes has not been established. Methods: Longitudinal employee-level data from three waves (German Linked Personnel Panel) were used. Logistic and linear fixed effects regression analyses explored longitudinal associations between changes in EWB for participants over a three-year period with changes in job demands and resources and job-related attitudes (job commitment, satisfaction, and turnover intentions). Results: While job resources were associated with increased odds for a change into a healthier and/or more engaged category of EWB, job demands reduced them. Job resources were more strongly related to higher EWB (ORrange = 1.22 - 1.61) than job demands (ORrange = 0.79 - 0.96). Especially psychological job demands showed negative associations with improved EWB (OR = 0.79). A change from the least desirable category 'disengaged strain' to any other category of EWB was associated with greater odds by up to 20.6 % for increased commitment and job satisfaction and lower odds for turnover intentions. Discussion: Improving work characteristics, especially job resources, could increase employees' EWB, emphasizing the importance of job characteristics for a healthy workplace. Because EWB seems to be associated with job attitudes, an improvement of this indicator would be relevant for employees and employers.

The Difference of Invariance, Reliability of The Student Engagement Scale (ESE) In Distance-Learning During Covid-19 Pandemic in Light of Some Students' Characteristics

  • Almaleki, Deyab A.;Alzahrani, Abdulrahman J.;Alkhairi, Mohammed A.;Albalawi, Farhan A.;Albogami, Hosin A.;Alhajory, Easa S.;Readi, Wadea A.;Idrees, Mohammed A.;Alshamrani, Saleh M.;Alwusaidi, Osama A.
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.7-14
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    • 2022
  • This study aimed to test the factor structure of the measure of student participation in distance education. The study population consisted of all teachers in public education and faculty members in higher education in the Kingdom of Saudi Arabia by applying it to a sample of bachelor's and graduate students at the college of Education at umm al-Qura University. The (ESE) was applied to a random sample representing the study population consisting of (216) respondents. The results of the study showed that the scale consists of three main factors, with showed a high degree of construct validity through fit indices of the confirmatory factor analysis. The results have shown a gradual consistency of the measure's invariance that reaches the high level of the Measurement Invariance across the gender and study groups variables.

The Effect of Badges Gamification on Participation Behavior in StackOverflow (스택오버플로 배지 시스템의 게임화 효과에 관한 연구)

  • Nam, Jeongin;Baek, Hyunmi
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.1-22
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    • 2022
  • This study aims to investigate the gamification effect of the badge awards, the most popular gamification process, on users participation behavior. This study also attempts to investigate the effect of tailored gamification, which designs the system of gamification differently based on users' characteristics, focusing on the level of online user information disclosure. For this, we collect and analyze data on 557 users and 1,048,020 answers from StackOverflow, an online Q&A community for developers. The results show that providing a badge is effective for increasing the amount of user participation, whereas providing a goal through the badge is partially effective for increasing the quality of participation. However, the moderating effect of whether users disclose their SNS information on the relationship between badge gaining and participation decrease is not statistically significant. For platform operators, our findings emphasize the importance of gamification design to enhance user engagement effectively.

Site Selection Methods for High-Level Radioactive Waste Disposal Facilities: An International Comparison (고준위방사성폐기물 처분시설 부지선정 방식 해외사례 분석)

  • HyeRim Kim;MinJeong Kim;SunJu Park;WoonSang Yoon;JungHoon Park;JeongHwan Lee
    • The Journal of Engineering Geology
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    • v.33 no.2
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    • pp.335-353
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    • 2023
  • Site selection processes for high-level radioactive waste disposal facilities in different countries differ in terms of local geology and degree of public engagement. There seem to be three alternative processes for site selection: (1) selection with community consent after government choice; (2) selection with continuous community engagement after exclusion of unsuitable areas based on existing survey data; or (3) site selection where communities have expressed a willingness to participate. The Yucca Mountain site in Nevada, USA, was selected as the final disposal site by process (1) through six stages, but its development was suspended owing to opposition from the local governor and environmental groups. In Sweden, Switzerland, and Germany, process (2) is used and sites are selected through three stages. Sweden and Switzerland have completed site selection, and Germany is currently engaged in the process. The UK adopted process (3) with six stages, although the process has been suspended owing to poor community participation. In Korea, temporary storage facilities for spent nuclear fuel will reach saturation from 2030, so site selection must be promoted through various laws and systems, with continuous communication with local communities based on transparent and scientifically undertaken procedures.

Crisis Communication on Social Media during COVID-19 Pandemic: An Analysis of Facebook and YouTube (코로나19 상황에서의 소셜미디어를 활용한 위기 커뮤니케이션: 주요국의 페이스북 및 유튜브 활용 비교)

  • Kim, Sohui;Kim, Dongyeon;Ryu, Min Ho
    • Journal of Korea Society of Industrial Information Systems
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    • v.26 no.6
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    • pp.47-60
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    • 2021
  • Since the outbreak of COVID-19 in 2019, the pandemic has been prolonged. This study compares and analyzes the degree of social media usage, the information type of posts (infectious disease information, promote action, psychological communication), and the level of user engagement in conducting crisis communication by country. We conduct text analysis by collecting information on Facebook and YouTube posts from January 2020 to March 2021 of disease control and prevention agencies in Korea, US, UK, and EU. As a result, the use of social media in Korea and US is higher than of the UK and EU, and all four countries are using social media as a means to provide infectious disease information and to promote action. Although social media can be a means to reach the public psychologically, such as sympathy and respect, there are no posts of psychological communication type on social media in countries other than the US. User engagement with posts is highest in the promotion action type. This study can help define the importance and role of social media in establishing an infectious disease crisis communication strategy.

A Technology on the Framework Design of Virtual based on the Synthetic Environment Test for Analyzing Effectiveness of the Weapon Systems of Underwater Engagement Model (수중대잠전 교전모델의 무기체계 효과도 분석을 위한 합성환경기반 가상시험 프레임워크 설계 기술)

  • Hong, Jung-Wan;Park, Yong-Min;Park, Sang-C.;Kwon, Yong-Jin(James)
    • Journal of the Korea Society for Simulation
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    • v.19 no.4
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    • pp.291-299
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    • 2010
  • As recent advances in science, technology and performance requirements of the weapons system are getting highly diversified and complex, the performance requirements also get stringent and strict. Moreover, the weapons system should be intimately connected with other systems such as watchdog system, command and control system, C4I system, etc. However, a tremendous amount of time, cost and risk being spent to acquire new weapons system, and not being diminished compared to the rapid pace of its development speed. Defense Modeling and Simulation(M&S) comes into the spotlight as an alternative to overcoming these difficulties as well as constraints. In this paper, we propose the development process of virtual test framework based on the synthetic environment as a tool to analyze the effectiveness of the weapons system of underwater engagement model. To prove the proposed concept, we develop the test-bed of virtual test using Delta3D simulation engine, which is open source S/W. We also design the High Level Architecture and Real-time Infrastructure(HLA/RTI) based Federation for the interoperation with heterogeneous simulators. The significance of the study entails (1)the rapid and easy development of simulation tools that are customized for the Korean Theater of War; (2)the federation of environmental entities and the moving equations of the combat entities to manifest a realistic simulation.

The Brand Personality Effect: Communicating Brand Personality on Twitter and its Influence on Online Community Engagement (브랜드 개성 효과: 트위터 상의 브랜드 개성 전달이 온라인 커뮤니티 참여에 미치는 영향)

  • Cruz, Ruth Angelie B.;Lee, Hong Joo
    • Journal of Intelligence and Information Systems
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    • v.20 no.1
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    • pp.67-101
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    • 2014
  • The use of new technology greatly shapes the marketing strategies used by companies to engage their consumers. Among these new technologies, social media is used to reach out to the organization's audience online. One of the most popular social media channels to date is the microblogging platform Twitter. With 500 million tweets sent on average daily, the microblogging platform is definitely a rich source of data for researchers, and a lucrative marketing medium for companies. Nonetheless, one of the challenges for companies in developing an effective Twitter campaign is the limited theoretical and empirical evidence on the proper organizational usage of Twitter despite its potential advantages for a firm's external communications. The current study aims to provide empirical evidence on how firms can utilize Twitter effectively in their marketing communications using the association between brand personality and brand engagement that several branding researchers propose. The study extends Aaker's previous empirical work on brand personality by applying the Brand Personality Scale to explore whether Twitter brand communities convey distinctive brand personalities online and its influence on the communities' level or intensity of consumer engagement and sentiment quality. Moreover, the moderating effect of the product involvement construct in consumer engagement is also measured. By collecting data for a period of eight weeks using the publicly available Twitter application programming interface (API) from 23 accounts of Twitter-verified business-to-consumer (B2C) brands, we analyze the validity of the paper's hypothesis by using computerized content analysis and opinion mining. The study is the first to compare Twitter marketing across organizations using the brand personality concept. It demonstrates a potential basis for Twitter strategies and discusses the benefits of these strategies, thus providing a framework of analysis for Twitter practice and strategic direction for companies developing their use of Twitter to communicate with their followers on this social media platform. This study has four specific research objectives. The first objective is to examine the applicability of brand personality dimensions used in marketing research to online brand communities on Twitter. The second is to establish a connection between the congruence of offline and online brand personalities in building a successful social media brand community. Third, we test the moderating effect of product involvement in the effect of brand personality on brand community engagement. Lastly, we investigate the sentiment quality of consumer messages to the firms that succeed in communicating their brands' personalities on Twitter.