• Title/Summary/Keyword: Entertainment Program

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The Effect of SNS Beauty Advertising Characteristics on Voluntary Word-of-Mouth Intention: Focusing on S-O-R Theory

  • Hee-Young CHO;Yoon-Hwang JU
    • The Journal of Economics, Marketing and Management
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    • v.12 no.1
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    • pp.65-75
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    • 2024
  • Purpose: Through this study, first, we try to understand the characteristics of SNS beauty advertising using SNS. Second, focusing on S-O-R Theory, we aim to confirm the impact of SNS beauty advertising characteristics on positive emotions, commitment, and voluntary word-of-mouth intentions. Third, we intend to suggest measures related to effective SNS beauty advertising operation. Research design, data and methodology: To analyze the data collected of 308 questionnaires, the SPSS and AMOS statistical program was used, and the SNS beauty advertising characteristics were reclassified after analyzing the credibility and validity of the responses. Results: It was found that all SNS beauty advertising characteristics (interactivity, entertainment, credibility, and irritation) had a significant effect on positive emotions. However, entertainment and irritation did not have a significant effect on commitment. In addition, it was found that positive emotions had a positive effect on commitment, and commitment had a positive effect on voluntary word-of-mouth intentions, and positive emotions had no significant effect on voluntary word-of-mouth intentions. Conclusions: In order to improve consumers' commitment in SNS beauty advertising, it is important to secure trust through interaction, and it is judged that the more commit in SNS beauty advertising through positive emotions, the more spontaneous and positive word-of-mouth effect can be created.

The Teaching Plan Using Media Background Images of Geomorphology Unit: A Case of Movies, Drama and Entertainment Program (방송 영상물의 배경을 활용한 지형 단원 수업 방안: 영화, 드라마, 예능 프로그램을 중심으로)

  • Kim, Doo-Il;Son, Myoung-Won
    • Journal of the Korean association of regional geographers
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    • v.15 no.4
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    • pp.494-509
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    • 2009
  • If teachers should showed geomorphological landscape images familiar to students during geomorphology unit teaching in secondary geography education, it will have more effects on teaching. In this paper, we analyze whether teaching of geomorphology unit using media(movie, drama, entertainment program) background images familiar to students have an effect on understanding of teaching facts and interesting or not. Firstly, teaching using media data is effective in understanding of teaching facts and the results of examination taken after teaching improved. Secondly, teaching using media data is effective in interesting and understanding on geomorphological landscapes. Most students recognized this teaching method to be new and became to be interested in learning geomorphology unit, and answered that it was helpful to understand geomorphology unit.

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A Study of The Relationship Pre-Service Early Childhood Teacher's Playfulness and Play Teaching Efficacy (예비유아교사의 놀이성과 놀이교수효능감과의 관계)

  • Park, Eun-Ju
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.131-139
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    • 2020
  • This study intended to analyze the early childhood education freshmen's academic interest. For this study relationship pre-service early childhood teacher's playfulness and play teaching efficacy. The study subjects were 145 early childhood education students in third grade at K-college in Deagu. They answered the survey regarding playfulness scale and play teaching efficacy scale. The collected data were analyzed by frequency analysis, descriptive statistics, pearson correlation and multiple regression analysis using SPSS 18.0 program. The study finding are as follows. First, the average of playfulness and play teaching efficacy were near at the intermediate-level. Second, playfulness and play teaching efficacy were significantly correlated. Third, when examining the relative effect of pre-service early childhood teacher's playfulness on play teaching efficacy, cheerfulness and improvisation is influential factor in play teaching efficacy.

Nursing Students' Knowledge, Attitudes to Advance Directives and Hospice Perception (간호대학생의 사전연명의료의향서에 대한 지식, 태도 및 호스피스 인식정도에 관한 연구)

  • Lee, Kyem-Ju;Choi, Ye-Sook
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.6
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    • pp.181-190
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    • 2020
  • The study was conducted to examine the correlations between nursing students' knowledge, attitudes to advance medical directives and hospice perception. Data were collected using questionnaires from 181 students who were in 2rd and 4th year of the nursing college in D city, from May to Jun 2019. The collected data was analyzed using descriptive statistics, pearson's corelation coefficient and stepwise multiple regression with IBM SPSS 21.0 program. The study results showed that university students in nursing scored 3.52±.69, points for knowledge of advance directives, 3.10±.36 for attitude of advance directives, 3.14±.27 for hospice perception. The knowledge for advance directives was positively correlated with Attitude (r=.38, p <.001), and toward perception for hospice (r=0.28, p <.001). Based on the results of this study, it is necessary to develop a systematic education program in order to improve the awareness of the Perception of Hospice, Knowledge and Attitude toward Advance Directives.

Development of Learning Program using Chinese Whispers Game(Broken Telephone Game) for Systematic Assessment and Reporting of Patients and Exploration on Learners' Experiences (속삭임게임을 활용한 체계적 환자사정 및 보고 교육프로그램의 개발 및 학습자 경험탐색)

  • Jung, Hyun-Jung
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.143-153
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    • 2019
  • In order to save lives by recognizing the deteriorating changes of the patients, patient's assessment and reporting should be foundation, but this task is mainly delegated to nursing students or inexperienced nurses. A whisper game is a game in which the first person whisper selects a word, phrase or sentence and delivers it to the team member and finally confirms how many original message have changed during the transmit process. The purpose of this study was to develop a whisper game program to transmit the information of the children included in the DVD using in the pediatric advanced life support process. After four times of games, the experiences of 31 nursing students in the fourth grade were explored by analyzing the reflective journal. The results of the study showed three themes: learning motivation, metacognitive ability, and situated contextual learning. Repeated practice through a whisper game is expected to be widely used because it has been identified as a fresh and interesting learning method that enables nursing students to metacognize the process of assessing patients and conveying information in the contextual situation.

Effect of Dynamic Tubing Gait Training for Life-Care on Balance of Stroke Patients (라이프케어 증진을 위한 동적탄력튜빙 보행훈련이 뇌졸중 환자의 균형에 미치는 영향)

  • Lee, Seon-Yeong;Lee, Dong-Ryul
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.171-180
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    • 2021
  • The present study investigated the effects of dynamic tubing gait (DTG II) program on the balancing ability for the promotion of life care of patients with chronic stroke. In the study, 25 sessions of DTG II program (30 minutes per session, 5 sessions per week, for a total of 5 weeks) were applied to 10 patients with chronic stroke. To determine the effects of DTG II program for improving balance, surface electromyography(external oblique, erector spinae, iliopsoas, gluteus maximus), symmetry index test on three pelvic axes, and dynamic gait index test were performed before and after the intervention. The results showed statistically significant differences between preand post-intervention measurements of the gluteus maximus muscle at early and mid-stance phases(p<.05). The pelvic symmetry index differed significantly between pre- and post-intervention measurements of diagonal and rotational movement(p<.05). Comparison of dynamic gait index also showed statistically significant differences between pre- and post-intervention measurements(p<.05). Based on these findings, it was determined that the DTG II program was able to improve the balancing ability of patients with chronic stroke by activating their trunk muscles and improving the symmetry of diagonal pelvic movement and rotation. Therefore, DTG II program is recommended as an interventional method to improve life-care through improving the balancing ability of patients with chronic stroke.

The Analysis of the Health Related Physical Fitness and Mental Health in Individuals with Intellectual Disabilities on Virtual Reality Exercise Program by Game Bike - a pilot study (게임바이크를 이용한 가상현실 운동프로그램 적용이 지적장애인의 건강관련체력과 정신건강에 미치는 영향 - 탐색연구)

  • Lee, Kyung-Hun;Kim, Ju-Yeong;Yoo, Jae-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.119-129
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    • 2020
  • Intellectual disability affects all spheres of the lives of people can be who suffer from it. Unfortunately, modern medicine cannot cure intellectual disability. However, the quality of life improved by means of physical exercise. In this study, we compared the health-related physical fitness, metabolic syndrome index and mental health between a game biking group(5 participants) and a brisk walking group(4 participants). This study used a between-subject design and verified by non-parametric test. The participants performed an exercise program with warm up and resistance training for 12 weeks. A game bike was used for the physically impaired, where the individual looked at a screen and pedaled. The fasters he pedaled the faster the object on the screen movies. We measured health-related physical fitness, metabolic syndrome index and mental health. We also measured their perceived exertion and interest during the exercise by a visual analog scale. The results before and after the exercise program showed that health-related physical fitness, metabolic risk factors, mental health level were improved in both groups. As we hypothesized before the study, the game biking group showed a statistically significantly different level on the Rating of Perceived Exertion than the brisk walking group and a higher level on the Rating of Exercise Interest during the exercise program. Our results lead to a conclusion that an exercise program with the use of a game bike improve motivation for exercise participation in intellectually handicapped participants.

Development of Liberal Art and Natural Science Integration Computational Thinking Education Program Based on the IoT (IoT 기반의 문·이과 통합형 CT 교육 프로그램 개발)

  • Jeong, Sang-Mok;Shin, Soo-Bum;Yim, Taek-Kyun;Mun, Seong-Yun;Jeon, In-Seong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.255-262
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    • 2019
  • The informatics curriculum which was revised in 2015 presents the growth of creative and convergent talents as a main goal, and what is essential in the growth of creative and convergent talents is Computational Thinking(CT). In this study, in line with the goal of the growth of creative and convergent talents, the subject of IoT technology and liberal arts and natural sciences integration course was combined with the contents of informatics textbook, and the teaching-learning program was developed. In order to verify the effect of the developed teaching-learning program, the experimental research was conducted, and as a result of study, the mean of the experimental group was 10 points higher than that of the control group. Therefore, it could be known that there was an effect in the teaching-learning program suggested in this study. It is expected that the teaching-learning program suggested in this study can induce the learning motive and interest in SW education by directly implementing SW skill to the various fields of a real life through CT education based on Iot as well as a programing language, and improve convergent and scientific thinking through the experience of solving the problems which are blended with many subjects through liberal arts and natural sciences integration course, and designing them creatively.

A Qualitative Case Study about Social Support and Participation Experience in Senior Counselling Program (라이프케어를 위한 노인심리상담교육 경험의 사회적 지지와 참여에 관한 질적사례연구)

  • Kim, Yong-Nam
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.221-229
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    • 2019
  • This study intended to find out the participants' learning process in senior counselling program for life care and the meanings of senior's social support and participation in society. The study method was conducted with this researcher through a narrative' interview during 15-week learning course of senior counselling program in the life-long learning institute at A university. As the results, it could found that senior trainees were able to enhance their intellectual level through the senior counselling program to enhance their self-esteems and improve their memory through the education. Also, through the license of senior counsellor, they became more sophisticated and developed the abilities of comprehension and empathy about the senior in experiencing the intergenerational interactions in the space of social interactions, and the enjoyment of learning changed the senior's behaviors and increased their life quality. This research identified that a learning process enabled to continue the senior's social support and participation in society and made the senior achieve various interactions and practical learning through the exchange of trainees' various cultures. Based on these results, it is expected that various, systematic educational programs will be able to improve the senior's life care in future.

Exploring the Genres and Cast Portions' Influences on Broadcasting Entertainers' Professional Consciousness and Program Awareness (장르와 배역 크기에 따른 방송 연예인의 직업의식과 프로그램 의식 고찰)

  • Lee, In-Hye;Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.55-75
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    • 2019
  • This study examines popular entertainers' professionalism with division of genres and cast portions. While genres can be divided into TV drama and variety show, cast portion into leading, supporting, and minor role. Entertainers' thought is categorized into their professional consciousness and their program awareness. By this division and categorization, this study grasps concretely how genres and cast portions affect entertainers' ideas. We conducted a survey on one hundred entertainers in TV dramas and variety shows and have analyzed data by using n-way ANOVA. This study also conducted in-depth interview as a research method by which we intended to enhance validity of the result. The results provide that genres and cast portions affected on entertainers' professional consciousness and their program awareness. In terms of professional consciousness, significant result was drawn on thoughts of discrimination, community, vocation, and satisfaction. In terms of their program awareness, affection, accountability, ownership, and anxiety consciousness were significant. With this result, this study provides implications both theoretical aspect and practical aspect. On theoretical aspect, this study broadens celebrity studies beyond star studies, and attempts to categorize entertainers theoretically. On practical aspect, it provides reconsideration on broadcasting condition, and suggests solving the problem of gap among entertainers.