• Title/Summary/Keyword: Experience of Learning

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The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.

Proposal for the Model of mobile RPG lobby layoutfrom Viewpoint of UX (UX관점에서의 모바일 RPG 로비 layout 모델 제시)

  • Kim, Seong-gon;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.467-472
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    • 2019
  • Growing smartphone usage in South Korea has also accelerated the pace of development of mobile games, but competition is intensifying as the market grows. As one of the factors for the success of the game in this mobile game market, UI has been presented, suggesting that the design of such mobile game UI should be approached in terms of designing the user's experience, along with its function, aesthetic expression, function-oriented design and information delivery before. In this paper, we propose an effective lobby layout of mobile RPG using experience among UX factors. Through the layout classification of Ernest Adams and Andrew Rollings, we selected 9 mobile RPGs in the 20th place of google play cumulative sales rankings and analyzed the layout of the lobby. As a result, the lobby layout of the game, which led the first market success of the mobile RPG genre, The result was that it became the standard of the boxed game. It can be interpreted that the lobby layout, which is similar to the game used previously by the user, is effective because low entry barriers and learning are unnecessary due to the experience of using the existing RPG. Future studies may produce a common layout of a broad genre if studies are conducted to measure the optimum UX for other genres than RPG.

Understanding the Evaluation of Quality of Experience for Metaverse Services Utilizing Text Mining: A Case Study on Roblox (텍스트마이닝을 활용한 메타버스 서비스의 경험 품질 평가의 이해: 로블록스 사례 연구)

  • Minjun Kim
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.160-172
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    • 2023
  • The metaverse, derived from the fusion of "meta" and "universe," encompasses a three-dimensional virtual realm where avatars actively participate in a range of political, economic, social, and cultural activities. With the recent development of the metaverse, the traditional way of experiencing services is changing. While existing studies have mainly focused on the technological advancements of metaverse services (e.g., scope of technological enablers, application areas of technologies), recent studies are focusing on evaluating the quality of experience (QoE) of metaverse services from a customer perspective. This is because understanding and analyzing service characteristics that determine QoE from a customer perspective is essential for designing successful metaverse services. However, relatively few studies have explored the customer-oriented approach for QoE evaluation thus far. This study conducted an online review analysis using text mining to overcome this limitation. In particular, this study analyzed 227,332 online reviews of the Roblox service, known as a representative metaverse service, and identified points for improving the Roblox service based on the analysis results. As a result of the study, nine service features that can be used for QoE evaluation of metaverse services were derived, and the importance of each feature was estimated through relationship analysis with service satisfaction. The importance estimation results identified the "co-experience" feature as the most important. These findings provide valuable insights and implications for service companies to identify their strengths and weaknesses, and provide useful insights to gain an advantage in the changing metaverse service environment.

A Study on the Factors Influencing SMEs' internet marketing Adoption (중소기업 인터넷마케팅 도입 영향요인에 관한 연구)

  • Won, Dongjun;Jo, Hyungrae
    • Journal of Digital Contents Society
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    • v.15 no.6
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    • pp.683-699
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    • 2014
  • This study examines the key factors which influence the strategic consideration and intention of adoption of internet marketing of small-and-medium sized companies, based on theoretical consideration of innovation diffusion theory and previous studies related. The result of analysis shows that the degree of market competitiveness, customer dependency, the level of internet marketing knowledge and experience have significant effects on both of strategic consideration and adoption intention for internet marketing. Also, learning commitment has negative influence on strategic consideration only, while environmental dynamism does on adoption intention. Comprehensively, the findings implies that firms consider selection of internet marketing to reduce the severity of competitiveness and that firms which has more knowledge or experience about internet marketing seems to consider selection of internet marketing through the perception of the effects of internet marketing or possible access to internet marketing. Based on the findings that the level of internet marketing knowledge and experience have much significant effects on both of strategic consideration.

A Study on the Use of Generative AI and Learner Experience for Jewelry Design Education (주얼리 디자인 교육을 위한 생성형 AI의 활용 및 학습자 경험 연구)

  • Hye-Rim Kang
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.743-749
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    • 2024
  • Recently, the use of generative AI has become more active in university education, but jewelry design education and research using generative AI are still insufficient. Accordingly, we would like to discuss the possibilities and limitations of visualization of jewelry design ideation and expression using generative AI in the jewelry design development education and ideation stage, as well as the experience and application of generative AI by college students. To analyze the impact of generative AI on the learning experience, it was analyzed from the perspectives of 'usability', 'usefulness', 'reliability', and 'satisfaction'. As a result, generative AI confirmed positive results in terms of usability and usefulness to trainees, and confirmed the potential for effects using personalized education and collective intelligence. The combination of jewelry design education and generative AI is part of convergence education, and the significance of this study is to lay the foundation for effective use in jewelry design education by analyzing learners' experiences and perceptions of using generative AI. This kind of education reflects the trends of the times for nurturing future society's talents and will contribute to the promotion of learners' broad creative thinking.

A Study on the Success Factors of Venture Entrepreneurs and Entrepreneurship Education (벤처기업 창업자의 성공요인 분석을 통한 창업교육에 대한 시사점 탐색)

  • Lee, Yong-hee;Park, Su-hong
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.6
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    • pp.231-244
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    • 2014
  • Domestic recessions, business restructurings, voluntary resignations and youth unemployment crises have fueled competition in the start-up market, and business start-up is increasingly incited as a means to make a living under circumstances. However, ill-prepared business start-ups result in bankruptcy. Profound knowledge and skills are required for successful start-up. A successful entrepreneur of a business is often not born but made. The purpose of this study was to examine the success factors of successful venture entrepreneurs in an effort to make some suggestions on entrepreneurship education. After the characteristics of the selected successful venture entrepreneurs were analyzed, 18 items were selected as their success factors, and the following six things were presented as what should be taken into account in relation to the competency of a successful entrepreneur: First, achievement-needs characteristics and goal-oriented characteristics that belong to the characteristics of entrepreneurs could be educationally taken advantage of in entrepreneurship education. Second, achievement-needs characteristics are an educational element of the preparatory stage, and goal-oriented characteristics are an educational element for business administration after starting a business. Third, hands-on experience is mandatory since learning by experience is quite important for entrepreneurs. Fourth, entrepreneurship education is more effective when it targets the younger generations. Fifth, the kind of educational support that is to assess the entrepreneurship of prospective entrepreneurs to help them improve their overall entrepreneurship is required. Finally, entrepreneurship education should be offered by a person with experience of setting up a business so that he or she could inform learners of their practical experience and knowhow.

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Prospective Mathematics Teachers' Perceptions of Collaborative Problem-posing as a Means to Promote Students' Creativity and Character (창의성과 인성 교육 방안으로서 협력 문제 만들기에 대한 수학 예비교사의 인식)

  • Lee, Bongju
    • Communications of Mathematical Education
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    • v.36 no.3
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    • pp.373-395
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    • 2022
  • This study aimed to examine how prospective mathematics teachers (PMTs) perceive collaborative problem-posing (CPP) as a method to cultivate students' creativity and character in mathematics education. This is to propose the introduction of CPP at the stage of preparatory math teacher education as one of the ways to reinforce the creativity and character education capacity of PMT), and to attempt to be an opportunity to actively utilize CPP in math teaching-learning in the school field for the education of students' creativity and character. To achieve this objective, I designed PMTs taking the 'Educational Theories for Teaching Mathematics' course, required in the second year of university, to experience CPP tasks. Data were collected through questionnaires or interviews over three years on how PMTs recognized the CPP tasks as a tool to cultivate students' creativity and character in secondary schools. The results of the study are as follows. First, PMTs recognized regardless of their CPP experience that CPP might have a positive impact on improving students' ability to devise various ideas and that it positively influences students' attitudes toward building interpersonal relationships, including teamwork, respect, and consideration. Second, the experience of PMTs participating in the CPP made them more positively aware that CPP is effective in improving students' ability to elaborate on ideas. Third, the PMTs' experience of participating in CPP led to a more positive perception of the impact of CPP on the students' abilities and attitudes, namely, the students' ability to elaborate on ideas and their inner attitudes toward individuals, including honesty, fairness, and responsibility, and the attitude of students regarding logically presenting their opinions and making rational decisions. Finally, if there are downsides to the offline environment, an online environment may be more beneficial.

Viewing the Bible as Symbols : Theoretical Reflections of Symbol Didactic (성서를 상징으로 바라보기 : 상징교수학의 이론적 고찰)

  • Won Seok Koh
    • Journal of Christian Education in Korea
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    • v.78
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    • pp.111-136
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    • 2024
  • The purpose of this study is to theoretically explore symbol didactic, which serves as a mediator and integrator of human experience with biblical experience. Based on a deep consideration of the functions and roles of symbols, as studied in psychology, philosophy, religious studies, and theology, this study aims to examine representative theories of Bible didactic that have introduced symbolic action into Christian education. By exploring these theories, we aim to provide a comprehensive understanding of the role of symbols in Christian education and their impact on the learning process. This study is divided into two main parts. In the first half, it examines the meanings of symbols and their functions as discussed by prominent scholars from various disciplines who have paid attention to symbols, including S. Freud and C. Jung in psychoanalysis, E. Cassirer and P. Ricoeur in philosophy, M. Eliade in religious studies, and P. Tillich in theology. In the second half, the study critically analyzes and discusses representative theories of symbol didactic, such as those proposed by H. Halbfas and P. Biehl, which have applied the symbolic action of neighboring disciplines to Christian education. Symbol didactic differs from traditional biblical didactic, which aims to transmit content, by using symbols as a medium to facilitate dialogue between the learner's experiences and those of the Bible. This approach enables learners to experience the deep relationship between the content of the Bible and the experiences of biblical figures with their own experiences, and provides an opportunity to deepen that experience.

Interaction Design Study of Virtual Reality Safety Education Contents (가상현실 안전교육 콘텐츠의 인터랙션 디자인 연구)

  • Chang, Hyo-Jin;Chang, Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.75-87
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    • 2021
  • The purpose of this study is to derive the characteristics of interaction design for each stage of content composition so that it can be referred to in the planning and production of virtual reality safety education contents. It was confirmed that each of the following interaction design features was found in the three configuration steps: acquisition of situation response procedure knowledge, accident situation experiential learning, and content confirmation and evaluation. First, it was revealed that the quality of experience was controlled by increasing the fidelity of behaviors and reducing general and repetitive behaviors in order to emphasize the educational content-related experiences in the learner experience stage. Second, in order for learners to easily recognize main interaction objects in order to acquire information on safe behavior procedures in unfamiliar environments, use of spatial UI or signifiers using arrows or symbols, posts that specifically instruct actions, and multisensory signals Therefore, it was found to be important to emphasize essential actions in a way that lowers the degree of freedom of user experience, and the proportion of non-realistic interactions for cognitive interactions was found to increase. Lastly, in the confirmation and evaluation stage of the experience, it is important to use the meta UI to alleviate negative experiences such as physical damage after experiencing a safety accident situation,

Education Participation Experiences of Students with Health Impairment and Their Parents (건강장애 학생의 교육 참여와 부모의 자녀 교육 경험)

  • 윤주연;박재국;김은라
    • The Journal of Special Children Education
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    • v.21 no.1
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    • pp.203-228
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    • 2019
  • Purpose: The purpose of this study was to investigate the difficulties and needs of students with health impairment based on their experience of participating in education. Method: 6 students with health impairment and each of their mother was studied by means of individual in-depth interviews. The collected data were analyzed by applying traditional content analysis method. Results: First, the sub-contents of the students with health impairment were derived from the three subjects of emotional domain, peer relationship domain, learning and school life domain. From the three domains, a total of seven sub-contents were derived. Students with health impairment and their parents had a variety of difficulties and demands for participation in their education based on their personal experience. There were some common parts in the experiences of the students and the parents, and there were also different parts that were emphasized. Also, these results were very broad and overall, they are connected with organic and mutual relations. Conclusion: The results of this study were intended to convey their experiences through the direct voice of students with health impairment and their parents and to seek out the difficulties and needs that they experience during their participation in education.