• Title/Summary/Keyword: Enjoyment

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Young People's Enjoyment of Science through the 'Mobile Science Lab' Program (청소년을 위한 '이동과학교실' 사례연구를 통한 재미있는 과학의 특성 연구)

  • Hwang, Sung-Won;Choi, Jung-Hoon;Hwang, Book-Hee
    • Journal of Korean Elementary Science Education
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    • v.24 no.5
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    • pp.602-611
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    • 2005
  • The 'Mobile Science Lab' is a public program designed to bring teenagers to be engaged in the activities of science and technology. In this study, we attended to elementary school students' participating actions in the program and intended to understand their enjoyment of science from sociocultural and practical perspectives. By drawing on case materials culled from our database, we articulated the features of the enjoyable science activities in the form of two major claims. First, students had rich opportunities to communicate emotionality, which therefore grounds emerging actions on the positive emotional valence. Second, ongoing actions opened up new action possibilities not only to the actors themselves, but also to other community members. The results of this study constitute theoretical frameworks for understanding enjoyment without dichotomizing emotion and cognition, and thereby contribute to designing enjoyable activities of learning science.

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A Study of Vlog that Analyze Variables Affecting Perceived Enjoyment : Using Social Communication as a Control Variable

  • Yu, Giseob;Lim, Jeong Hun;Cho, Namjae
    • Journal of Information Technology Applications and Management
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    • v.27 no.5
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    • pp.23-33
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    • 2020
  • As the 4G and 5G Internet technologies become more common and developed, an environment for uploading and watching videos is created and spread, in addition to simply uploading posts. Watching and sharing daily life among media contents called Vlog, are very common more than ever. This means that individual users could access Vlog easily and the situation could be new trend. Additionally, academic research about Volg is increasing. We analyzed three independent variables affecting a perceived enjoyment we set up the dependent variable. Information search, self-expression, and social need are set as independent variables and social interaction is set as the control variable. Information search and self-expression are significant effect to perceived enjoyment except social need. In particular, social interaction as a control variable has effect to all relationships.

Analysis on the Post Acceptance Behavior Model in User Created Contents(UCC) (사용자제작콘텐츠(UCC) 이용자의 수용 후 행동 모델 분석)

  • Jung, Chul-Ho;Chung, Young-Soo
    • Journal of Information Technology Applications and Management
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    • v.17 no.2
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    • pp.175-185
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    • 2010
  • The primary objective of this paper is to examine post acceptance behavior model in UCC services. Based on the relevant literature reviews, this study posits six characteristics, that is, expectation confirmation, perceived usefulness, perceived enjoyment, satisfaction, and continuance intention as key variables to describe the post acceptance behavior model in UCC services. Then we constructed a research model and hypotheses about relationship between these variables. A total 286 usable survey responses of UCC service users have been employed in the analysis. The empirical results of this study are summarized as follows. Firstly, expectation confirmation has a positive effect on the perceived usefulness, perceived enjoyment, and satisfaction. Secondly, perceived enjoyment has a positive effect on the satisfaction. Lastly, perceived usefulness, perceived enjoyment, and satisfaction have a positive effect on the continuance intention. These results will be helpful for the UCC services sector to further develop service delivery strategies for strengthening the ongoing relationship with customers. Finally, some possible limits of the present research and future directions for such research were discussed.

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What makes University Students to continuously use Cloud Services? - Enjoyment and Social Influence

  • Lee, Jong Man;Lee, Sang Jong
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.1
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    • pp.123-129
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    • 2018
  • The purpose of this paper is to investigate the influence of utilitarian, hedonic and social motivations on continuance intention to use cloud services. To do this, this study built a research model and examined how ease of use, usefulness, enjoyment, social influence affect the continuance usage intention of cloud services. The survey method was used for this paper, and data from a total of 82 university students were used for the analysis. And structural equation model was used to analyze the data. The results of this empirical study is summarized as followings. First, enjoyment has a direct effect on the continuance usage intention of cloud services. Second, social influence has a direct effect on the continuance usage intention. Further, it will provide meaning suggestion point of the importance of not only utilitarian motivation but also hedonic and social motivations in establishing the use policy of cloud services.

Traveling to the Hangang River via Metaverse: Interaction Effects between Avatar Self-Congruence and Digital Age Type

  • Zong-Yi Zhu;Sumi Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.21-30
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    • 2023
  • The aim of this study is to investigate how travelers' destination visit intentions are influenced by avatar self-congruence in the metaverse platform. We extended the impression management theory by considering both perceived enjoyment and social engagement, and illustrated the interaction effect based on users' digital age. To achieve this, we conducted an online survey with 302 users. The survey results revealed that avatar self-congruence significantly influenced users in terms of perceived enjoyment and social engagement, thereby affecting their destination visit intentions. This study also revealed a significant interaction effect between digital age type and avatar self-congruence on users' perceived enjoyment. The results of this study are expected to provide not only a theoretical reference for metaverse research and travel research but also managerial implications for destination management and metaverse applications.

Effects of Advanced Level Skier's Sport Enjoyment on Leisure Identity and Ski Participation (상급 스키어의 스포츠 재미가 여가 정체성 및 스키참가에 미치는 영향)

  • Kim, Dong-Hwan
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.399-409
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    • 2010
  • The purpose of this study was to examine the effect of sport enjoyment on leisure identity and ski participation. To collect data, the purposive sampling method was used. The collected 256 samples of advanced level skiers were analyzed using SPSS 12.0 program. Through statistical analysis, following results were extracted. First, some factors of sport enjoyment had differences in the mean score based on some demographical characteristics. However, leisure identity had no difference. The degree of ski participation had some differences in the mean score based on some demographical characteristics. Second, some factors of sport enjoyment influenced leisure identity. Third, some factors of sport enjoyment influenced the degree of ski participation. The results of this study are expected to be used for understanding advanced level skiers and satisfying the needs of advanced level skiers.

The Impacts of Artistic Creativity, Scientific Creativity, General Creativity on Perceived Enjoyment and Intention to Reuse : Focused on Role-Playing Game Players (예술적 창의성, 과학적 창의성, 일반적 창의성이 지각된 즐거움과 재이용의도에 미치는 영향 : 롤플레잉 게임 이용자들을 대상으로)

  • Byeon, Hyeon-Su
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.59-67
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    • 2011
  • The increase in the use of video games is resulting in the perception of some variables for video gamers. Therefore, it is necessary to identify the drivers for video games and their effects on the users to lead the growth strategies for the video gaming business. In this study, the drivers of video game play are creativities and enjoyment which are based on previous studies. And an empirical analysis was performed to determine the effect of these variables on intention to reuse. First, the results showed that artistic, scientific, and general creativity affect perceived enjoyment. Second, perceived enjoyment appeared to be a significant factor of intention to reuse. Specially, the author confirmed that artistic creativity has a very significant effect on enjoyment of video games.

A Study on the Factors Affecting the Intention to Use the Virtual World Metaverse: An Innovation Diffusion Perspective (가상세계 메타버스 이용 의도에 영향을 미치는 요인에 관한 연구: 혁신확산의 관점에서)

  • Cheon-Ho Park;Chae Hyun Lee;Sung Mi Jung;Jeongil Choi
    • Journal of Information Technology Services
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    • v.22 no.2
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    • pp.41-56
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    • 2023
  • Metaverse is a three-dimensional virtual space where virtual and reality interact and co-evolutionize, and social, cultural, and economic activities are carried out in it to create value. Among the types of metaverse, the virtual world metaverse is expected to bring innovation beyond time and space in all areas of industry and society following the Internet. This study empirically analyzed factors affecting consumer's intention to use the virtual world metaverse by an innovation diffusion perspective. It was analyzed as an expanded technology acceptance model by setting relative advantages, ease of use, and visibility among the attributes of the innovation diffusion, and social presence, telepresence, and interactivity among the characteristics of the virtual worlds as factors. The proposed research model and hypothesis were verified through a PLS structural equation analysis based on a survey of 216 people. Studies have shown that relative advantage, telepresence, and interactivity have a significant effect on perceived usefulness and perceived enjoyment, but visibility does not have a significant effect on perceived usefulness and perceived enjoyment. It was found that ease of use had a positive effect on perceived enjoyment, social presence had a positive effect on perceived usefulness, and perceived usefulness and perceived enjoyment had a positive effect on the intention to use, respectively. This study is meaningful in that it empirically analyzed the factors affecting the intention to use the virtual world metaverse by dividing the psychological characteristics that induce consumer behavior into perceived usefulness which is an extrinsic motivation and perceived enjoyment which is an intrinsic motivation.

Importance of Enjoyment Method in Classic Poetry Education and its Methodological Study (고전시가 교육에 있어 향유 방식의 중요성과 그 방법론적 탐색)

  • Park, Kyeong-Ju
    • Journal of Korean Classical Literature and Education
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    • no.38
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    • pp.5-35
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    • 2018
  • This paper discusses this seminar's theme, 'Classic Literature Enjoyment Methods and Education,' with a focus on the genre of classic poems. However it does not focus on any individual method by discussing a specific genre or enjoyment method but focuses on a fundamental discussion. The importance of a functional relationship between the classic poetry genre and its enjoyment method is raised avoiding a generalized discussion. There are things that researchers often forget about classic poems. They forget that most classic poems are not ordinary poems but songs that are to be sung, and thus they should, in principle, be expressed in Korean language. These two facts about classic poems, indicate that their enjoyment method should be given importance. Compared to modern poems, Chinese classic poems, folk songs, and other forms of verse, only classic poems have the aforementioned conditions unique to them. In addition, classic poems include several types of poems, Japga (literally, miscellaneous songs), and Siga (literally, poem-song) genres representing each era, so it is important to discuss the characteristics of such poems with respect to their times periods and genres. Even based on such characteristics, the enjoyment situation where works are created and sung in the genre of classic poems is very important, and thus the enjoyment method issue should be closely linked with the study of works and genres. This study examines how the topics of enjoyment methods for classic poems is reflected in the current middle education curriculum. To improve the current situation, it outlines the issues that arise when enjoyment methods for classic poems are applied to textbooks or classes, set as textbook unit goals or criteria for achievement, and presented as measures designed to plan the composition of works and learning activities. Future studies on literary educational methodologies are expected to further examine the enjoyment methods for poems in class discussed herein.

The Effect of Participation Motivation on Exercise Emotion and Psychological Well-being of Marathon Participants (마라톤 참여자의 참여동기가 운동정서 및 심리적 행복감에 미치는 영향)

  • Nam, In-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.9
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    • pp.4285-4295
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    • 2013
  • The purpose of this study was to investigate the effect of participation motivation on exercise emotion and psychological well-being of marathon participants. The subjects of this study consisted of 241 marathon participants. The result of this study were as follows. First, the subscales of participation motivation, enjoyment, achievement and excitement positively influenced to fun, vigor, pride, achievement, catharsis. And skill development positively influenced to vigor, pride, achievement, catharsis. And external display positively influenced to vigor but, affiliation negatively influenced to vigor, achievement, and catharsis. And amotivation negatively influenced to fun, vigor, pride, catharsis. Second, the subscales of participation motivation, skill development and enjoyment positively influenced to feeling of flow, feeling of competence, feeling of self-realization, hedonic enjoyment. achievement and excitement positively influenced to feeling of flow and hedonic enjoyment, external display positively influenced to feeling to flow. And amotivation negatively influenced to feeling of self-realization and hedonic enjoyment. Third, the subscales of exercise emotion, pride positively influenced to feeling of flow, feeling of competence, feeling of self-realization, hedonic enjoyment. And vigor positively influenced to feeling of flow and hedonic enjoyment. And fun positively influenced to feeling of competence and feeling of self-realization. And achievement positively influenced to hedonic enjoyment.