• 제목/요약/키워드: Enjoyment

검색결과 865건 처리시간 0.035초

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

  • 황성원;최정훈;황북기
    • 한국초등과학교육학회지:초등과학교육
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    • 제24권5호특별호
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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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    • 제27권5호
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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.

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

  • 정철호;정영수
    • Journal of Information Technology Applications and Management
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    • 제17권2호
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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
    • 한국컴퓨터정보학회논문지
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    • 제23권1호
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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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    • 제15권4호
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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.

Exploring Simultaneous Presentation in Online Restaurant Reviews: An Analysis of Textual and Visual Content

  • Lin Li;Gang Ren;Taeho Hong;Sung-Byung Yang
    • Asia pacific journal of information systems
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    • 제29권2호
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    • pp.181-202
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    • 2019
  • The purpose of this study is to explore the effect of different types of simultaneous presentation (i.e., reviewer information, textual and visual content, and similarity between textual-visual contents) on review usefulness and review enjoyment in online restaurant reviews (ORRs), as they are interrelated yet have rarely been examined together in previous research. By using Latent Dirichlet Allocation (LDA) topic modeling and state-of-the-art machine learning (ML) methodologies, we found that review readability in textual content and salient objects in images in visual content have a significant impact on both review usefulness and review enjoyment. Moreover, similarity between textual-visual contents was found to be a major factor in determining review usefulness but not review enjoyment. As for reviewer information, reputation, expertise, and location of residence, these were found to be significantly related to review enjoyment. This study contributes to the body of knowledge on ORRs and provides valuable implications for general users and managers in the hospitality and tourism industries.

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

  • 김동환
    • 한국콘텐츠학회논문지
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    • 제10권9호
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    • pp.399-409
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    • 2010
  • 본 연구의 목적은 상급 스키어의 스포츠 재미가 여가 정체성 및 스키참가에 미치는 영향을 규명하는데 있다. 이러한 목적을 달성하기 위하여 설문지를 이용하여 임의표집법(purposive sampling method)으로 256명의 상급 스키어 사례를 표집하였다. 수집된 자료는 SPSS 12.0 통계프로그램을 활용하여 조사도구의 타당도와 신뢰도 그리고 연구가설의 검증에 활용 되었다. 통계분석을 통해 최종적으로 다음과 같은 결과가 도출되었다. 첫째, 인구학적 특성에 따라 스포츠 재미의 일부요인은 차이가 나타났다. 인구학적 특성에 따라 여가정체성에는 차이가 나타나지 않았다. 인구학적 특성에 따라 참가정도에는 부분적인 차이가 나타났다. 둘째, 스포츠 재미의 일부요인은 여가 정체성에 영향을 미치는 것으로 나타났다. 셋째, 스포츠 재미의 일부요인은 스키참가에 영향을 미치는 것으로 나타났다. 본 연구를 통해 얻어진 결과는 상급 스키어를 이해하고, 그들의 욕구를 충족시키는데 유용한 정보를 제공할 것으로 기대된다.

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

  • 변현수
    • 한국게임학회 논문지
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    • 제11권1호
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    • pp.59-67
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    • 2011
  • 비디오 게임을 즐기는 인구가 급속히 증가하고 있으며, 이에 따라 비디오 게임 사용자들의 즐거움과 재이용의도에 영향을 미치는 요인들에 대한 관심이 집중되고 있다. 본 연구에서는 게임의 재이용의도에 영향을 미치는 창의성과 지각된 즐거움이라는 요소에 초점을 맞추어 진행되었다. 연구결과는 실증분석을 통해 수행되어 변수들간의 인과관계를 규명하도록 하였다. 연구결과 예술적 창의성, 과학적 창의성, 일반적 창의성이 지각된 즐거움에 긍정적인 영향을 미치는 것을 확인하였다. 또한 지각된 즐거움은 게임의 재이용의도에 유의한 영향을 미치는 역할을 하였다. 특별히 창의성의 종류 중에서 예술적 창의성이 지각된 즐거움에 가장 많은 영향을 미치는 점을 발견하였다.

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

  • 박천호;이채현;정성미;최정일
    • 한국IT서비스학회지
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    • 제22권2호
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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.

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

  • 박경주
    • 고전문학과교육
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    • 제38호
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    • pp.5-35
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    • 2018
  • 필자는 이 논문에서 '고전문학의 향유 방식과 교육'이란 주제를 고전시가 분야를 대상으로 접근하되, 구체적인 장르나 작품의 향유 방식을 논하는 개별적인 방식이 아니라 본질적인 차원에서 논하는 방식을 택하여 논의를 전개했다. 고전시가라는 영역과 향유 방식이 갖는 함수 관계에 대해서는 자칫 일반론적 논의가 될지 모른다는 부담을 가지면서도 최대한 그 중요성을 부각시키고자 노력했다. 고전시가 영역에 대해 말할 때 연구자들이 본질적으로 알고 있으면서도 흔히 잊고 넘어가는 사실이 있다. 그것은 바로 고전시가 작품들 대부분이 '시가 아닌 노래로 불린 작품들'이며 또한 그 때문에 '우리말'로만 표기되는 것이 원칙이라는 사실이다. 이 두 가지 사실은 고전시가에서 향유 방식이 중요할 수밖에 없는 가장 기본적인 조건을 형성하는 사항이다. 현대시와 한시, 민요 등 다른 운문들과 비교해보면 위의 조건들이 고전시가만이 지니는 고유한 특징임을 잘 알 수 있다. 또한 고전시가는 고대시가에서 잡가까지 각 시대를 대표하는 시가 장르로 구분되어 장르나 작품에 따라 그 향유된 시대의 시가 특성에 대해 논할 수 있다는 점에서 중요성을 갖는다. 이러한 특성에 의거할 때도 고전시가 영역에서 작품이 창작되고 불리는 향유 상황은 매우 중요하며, 이 때문에 향유 방식의 문제가 작품이나 장르 연구와 긴밀하게 연결되어야만 한다고 볼 수 있다. 이어서 현재의 중등교육과정에 고전시가의 향유 방식에 대한 이상과 같은 논제들이 어떠한 양상으로 반영되었는지 파악해보고, 현재의 상황을 개선하기 위해 고전시가의 향유 방식과 관련한 내용을 교과서나 수업 현장에 적용할 때 논제로 삼을 만한 사항에 대해 정리하고 이를 단원목표나 성취기준으로 설정하여 작품을 구성하고 학습 활동을 구안하는 방안에 대해서도 간략하게 제시해보았다. 앞으로 문학교육 방법론 연구에 있어 이 논문에서 논한 고전시가의 향유 방식에 대한 논제들이 충분히 검토되기를 바란다.