• 제목/요약/키워드: Experience Dimensions

검색결과 387건 처리시간 0.028초

멀티미디어 활용효과에 대한 가정과 교사의 인식 (The Effects of Instructional Multi-Media in Home Economics Education Perceived by Teachers.)

  • 박명숙
    • 한국가정과교육학회지
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    • 제12권3호
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    • pp.105-114
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    • 2000
  • The purpose of this study was to investigate the effects of instructional multi-media in Home Economics Education perceived by teachers. The data for this research were attained from 139 middle & high school teachers of Home Economics. The data were analyzed by frequency of distribution, mean, stand deviation. t-test and analysis of variance, scheffe test with SPSSWin 7.5 program. The results of this study are as follows: The effects of instructional multi-media were composed of four dimensions in this study; need, frequency of use, pros and cons. 1. From these four dimensions, the need has the highest and the frequency of use has the lowest score. 2. The effects of instructional multi-media are significantly related to personal & environmental characteristics. 1)Need of the instructional multi-media effects is significantly different according to age, experience of computer education and possession of a computer at home. Low and high age groups are higher in the need of the instructional multi-media effects score than middle group age and the more experience of computer education and possession of a computer at home are higher in that score. 2) Frequency of use is significantly different according to LAN system in school. The higher score of frequency of use is in a LAN system’s school. 3) Pros of the instructional multi-media effects is significantly different according to the level of education, experience of computer education and the type of school. Undergraduate high school teachers and the lower o experience of computer education are higher in the pros of the instructional multi-media effects score. 4) Cons of the instructional multi-media effects is significantly different according to the level of education. Graduate teachers are higher in the cons of the instructional multi-media effects score.

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간경변 환자의 증상경험에 영향을 미치는 요인 (Factors influencing Symptom Experience in Patients with Liver Cirrhosis)

  • 김수현
    • 성인간호학회지
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    • 제17권2호
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    • pp.248-258
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    • 2005
  • Purpose: The purpose of this study is to examine the factors influencing symptom experience in patients with liver cirrhosis(LC). Method: A descriptive correlational study design was used. A convenience sample of 129 subjects was recruited from the gastroenterology department at two university hospitals in Seoul, Korea. Symptom experience in LC was measured with the instrument developed by the researcher based on Theory of Unpleasant Symptoms(Lenz et al, 1995) and the Child-Pugh Score, the Korean version of Profile of Mood States, and the Family Support Questionnaire were used to identify the factors influencing symptom experience. Results: The mean score of symptom experience was relatively low(M=41.67, SD= 24.71). Among individual symptoms, fatigue had the highest score in all dimensions. Fatigue, abdominal distension and/or peripheral edema, muscle cramps, dry mouth, and change in appearance were explored as symptoms needing management. In the regression analysis, symptom experience was found to be influenced significantly by anxiety/depression($R^2=.418$, p=.000) and the severity of LC(Child-Pugh Score)($R^2=.125$, p=.000). These variables explained 54.3% of the variance in symptom experience(F=63.607. p=.000). Conclusion: It suggests that nurses need to take into consideration psychological factor as well as physiological factor in symptom management for patients with LC.

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인터넷 의류쇼핑몰의 가상모델 특성이 소비자의 쇼핑경험과 충성도에 미치는 영향 (Effects of Virtual Model Characteristics of Internet Clothing Shopping Mall on Consumer's Shopping Experience and Loyalty)

  • 서용한;오희선
    • 한국의류산업학회지
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    • 제8권1호
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    • pp.41-47
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    • 2006
  • Motivations to engage in internet shopping as well as traditional off-line shopping include both utilitarian and hedonic dimensions. It is important that online fashion retailers offer the sense of the real shopping experience that offline fashion retailers do. This article is to assess empirically virtual model impact on consumer's online shopping experience. To test hypothesis, an experiment was executed a field study on foreign internet shopping(www.landsend.com). Prior to administering the experiment, a pilot test was conduct among 20 undergraduate students to pre-test for computer system trouble and delay problem. The experiment was conducted to 90 studetns. The participants were instructed to answer all the questons based on their experience when using that particular internet shopping mall. The LISREL 8.50 was used for statistical analysis. The results indicate that the virtual model characteristics such as vividness, customization, and interactivity are important factors in affecting consumer's shopping experience. Online shopping experience have a strong positive effect on shopping mall loyalty.

모바일 게임에서 내적동기가 플레이어의 경험에 미치는 영향 분석 (Analysis of the Influence of Intrinsic Motivation on Player Experience in Mobile Games)

  • 풍정위;이홍매;김치용
    • 한국멀티미디어학회논문지
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    • 제25권11호
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    • pp.1591-1600
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    • 2022
  • With the prosperity of Internet, the game industry is occuping an important position in the national economic system. The study on the game industry which has been drawing eyes from researchers is of great significance. Many scholars have done researches on game motivations, but the elements of intrinsic motivation are still in the exploratory stage. This study determines the dimensions of the influencing factors of players 'intrinsic game motivation and their game experience by adopting the method of literature research. A theoretical model is established to explore the influence of intrinsic game motivation on players' game experience. Questionnaires from players of "The Honor of Kings" are collected through the Internet. SPSS 21.0 is utilized to test the model and hypotheses, and finally the results of the data are analysed. It verifies that intrinsic motivation mainly consists of four components: achievement, social interaction, immersion and escapism. By exploring the influence of the four elements on players' experience, it is concluded that the players' immersion and social interaction have a greater positive impact on their game experience. It is indicated that a better game design highlights the storyline of the game and the interaction system is of importance to enable players to gain a better game experience.

Channel Integration Quality, Customer Experience and Patronage in Omnichannel Retailing

  • NGUYEN, Hai Ninh
    • 유통과학연구
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    • 제19권12호
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    • pp.23-32
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    • 2021
  • Purpose: By integrating multiple separate online, offline distribution channels, omnichannel distribution has modernized and revolutionized the retailing sector. Omnichannel distribution supports firms by delivering seamless shopping experiences for customers throughout all touchpoints of the shopping journey. This paper aims at exploring the impact of channel integration quality on customer experience and patronage intentions in the omnichannel distribution context. Research design, data and methodology: An online survey was taken with 351 omnichannel experienced shoppers by utilizing the structured questionnaire. The partial least square-structural equation modeling (PLS-SEM) and Smart PLS software were employed to analyze and test proposed hypotheses. Results: The findings reveal that channel integration quality dimensions including breadth of channel-service choice, transparency of channel-service configuration, content consistency, and process consistency, play crucial roles in the customer shopping experience. The perceived compatibility has been influenced by the integrated interactions in which content consistency and process consistency. The findings also demonstrate the positive and direct impact of perceived compatibility on customer experience, and both factors have substantial effects on customers' patronage intentions. Conclusions: This study sheds light on the literature on channel integration quality, omnichannel retailing experience and customer patronage. In addition, this study provides practical implications for omnichannel retailers in enhancing customer experience and patronage.

Dimensions of Smart Tourism and Its Levels: An Integrative Literature Review

  • Otowicz, Marcelo Henrique;Macedo, Marcelo;Biz, Alexandre Augusto
    • Journal of Smart Tourism
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    • 제2권1호
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    • pp.5-19
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    • 2022
  • Smart tourism is seen as a revolution in the tourism industry, involving innovative and transformative theoretical-practical approaches for the sector. As a result of its application in the tourist context, benefits can be seen such as more sustainable practices, greater mobility and better accessibility in destinations, evolution of processes and experiences of tourists. Much of this is achieved through the support of technological solutions. However, despite the immense expectations, and the many researches carried out on it, a literature summary regarding the dimensions that can be observed in each application of this smart tourism has not yet been proposed. Therefore, supported by the PRISMA recommendation, this research proposed to carry out an integrative review of the literature on smart tourism (in its different levels of application, such as the city, the destination and the smart tourism region), with the objective of mapping the dimensions that underlie it. Thus, from an initial scope of 833 intellectual productions obtained, inputs were found for the dimensions in 363 of them after a thorough analysis. The compilation of data obtained from these productions supported the proposition of 14 operational dimensions of smart tourism, namely: collaboration, technology, sustainability, experience, accessibility, knowledge management, innovation management, human capital, marketing, customized services, transparency, safety, governance and mobility. With this set of dimensions, it is envisaged that the implementation of smart tourism projects can present more comprehensive and assertive results. In addition, shortcomings and opportunities for new research that support the evolution of the theory and practice of smart tourism are highlighted.

A study on the influence of customer perceived value on purchase intention of Chinese traditional music training institutions

  • Jin, Mei-Lin
    • 한국컴퓨터정보학회논문지
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    • 제27권7호
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    • pp.195-202
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    • 2022
  • 본 연구의 목적은 중국 전통 음악 교육 기관의 소비자가 인지한 가치와 그 결과는 고객의 구매 의도에 미치는 영향을 조사하는 것이다. 본 연구는 고객 지각된 가치와 고객 구매의도에 관한 문헌을 참고하여 고객 지각된 가치를 감정, 품질, 경험, 가격, 평판 5가지 가치 차원으로 구분하였다. SPSS와 AMOS 도구를 사용하여 실증적 연구 결과는 고객 지각된 가치가 감성, 품질, 가격, 경험 및 평판의 5가지 가치 차원에서 구매 의도에 긍정적인 영향을 미치는 것으로 나타났으며, 이는 전통 음악 교육 운영개선을 위한 제도 및 제안에 대한 참고 자료를 제공할 수 있다.

Investigating Consumer Innovativeness for New Media Infusion: Role of Literacy in the Context of OTT Services in Korea

  • Park, Keon Chul;Lee, Sangmin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제16권6호
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    • pp.1935-1952
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    • 2022
  • Consumer innovativeness plays a vital role in explaining consumer dynamics, such as adoption, usage, and behavioral intention, in the new world of disruptive online media. This empirical study aimed to examine the importance of consumer innovativeness and digital literacy in the adoption and expansion of new technology-based media services, focusing on OTT services. Extending the theory of adoption of new technologies by innovators to new media environment centered on OTT services, it examines the influence of the four dimensions of motivated consumer innovativeness on OTT service usage. The Korea Media Panel Data of 2019, where overall ICT usage and media consumption of a broad panel of respondents was collected, was used for the analysis. From the data of 10,864 respondents, 4,031 (37.1%) were found to have experience in using OTT services. To clarify the mediating effect of digital literacy on the correlations between cognitive innovativeness of consumers and their use of OTT services, Process Macro Model 4 was used. The bootstrap method was applied to reveal that all four dimensions of consumer innovativeness have a significant indirect effect on new media usage through digital literacy, thus indicating how digital literacy plays an important role in the spread of new digital services in addition to consumer innovativeness. The findings are important in that they can help in the efforts to introduce new technologies to the public and educate them to improve their digital literacy so that they can enjoy the complete experience of using these new digital products.

승마체험의 서비스품질이 고객만족, 고객충성도에 미치는 영향 - 장수승마체험장을 사례로 - (Impact of the Service Quality of Horseback Riding Experience on Customer Satisfaction and Loyalty - In Case of Jangsu Horse Riding Experience Course -)

  • 정미선;차지은;장동헌
    • 농촌계획
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    • 제22권2호
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    • pp.131-140
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    • 2016
  • This study examined effects of service quality, reliability, responsiveness, assurance, tangibles and empathy on customer satisfaction and customer loyalty by surveying users of Jangsu Horse Riding Experience Course at a time that an interest in horseback riding experience increases. Hypothesis was tested by conducting frequency analysis and regression analysis. It was found that for service quality and customer satisfaction of horse riding experience which is hypothesis 1, all dimensions except empathy were significant. It was revealed that hypothesis 2 which customer satisfaction will have a significant influence on customer loyalty is significant. It was found that hypothesis 3 which service quality will have an influence on customer loyalty is significant except assurance of service quality. Findings of this study suggest that empathy in customer satisfaction and assurance in customer satisfaction should be improved.

실무수행능력 중심의 교육모형 및 측정도구 개발 (The Development of Nursing Education Model and The Instrument for Improving Clinical Competence)

  • 엄영란;서연옥;송라윤;전경자;유경희;조남옥
    • 한국간호교육학회지
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    • 제4권2호
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    • pp.220-235
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    • 1998
  • The revolution of nursing curriculum has been focused on clinical competency for nursing graduates to flexibly respond to changes in societal health needs and disciplinary requirements. In this trend, the study was designed to identify basic concepts of nursing education that reflects the changes in societal needs and nursing discipline, and to develop the instrument to measure performance level in each dimension of clinical competency. The study was conducted in two phases. In phase 1, principal concepts consisted of nursing education were determined through literature review as well as series of discussion sessions on nursing philosophies and educational objectives among researchers. Though the process, the conceptual framework of competency based nursing curriculum was constructed with nursing process and professional role as horizontal threads, client, health needs, and nursing interventions as vertical threads. Then, items were developed to represent each dimension of competency : client and health need, nursing process, professional role, and nursing interventions. The total of 273 items were included as to represent clinical competency required for BSN graduates. In phase 2, questionnaires were distributed to nursing faculties of 41 BSN programs to validate the 273-item Instrument developed to measure competency. The total of 34 subjects returned the questionnaire with 81% of response rates. The subjects of the study had an average of 42 months of clinical experience and 13 years of education experience in various nursing areas with an age range of 30 to 52 years. The data were analyzed by utilizing SPSSWIN and the results are as follows. 1) The mean score of the nursing process dimension was supported most with the mean of 3.60(SD=0.32) compared to client and health need dimension(M=3.49, SD=.40), professional role(M=3.41, SD=.44), and nursing interventions(M=3.57, SD=.34). 2) The dimensions of competency were moderately correlated to each other with a range of r=.433 to r=.829, confirming that four dimensions of competency were related but distinct concepts. 3) The items of each dimension were analyzed based on its appropriateness. 'Assessing risk factors of the clients' were most highly supported in client and health need dimension. Most items of nursing process dimension were considered appropriate, while items related to efficient communication were well supported in professional role dimension. In nursing intervention dimension, items on basic nursing skills were highly supported while items on specific nursing interventions such as music therapy or art therapy were considered relatively inappropriate to competency for BSN graduates. The findings clearly showed that the current nursing education more emphasizes nursing interventions based on nursing process than other dimensions of competency. There is a need to reconceptualize nursing curriculum that is able to reflect more of nursing professional role and client/health need dimensions. Further research to validate the instrument by confirming competency dimensions of nursing graduates who are currently working at the hospital has been suggested.

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