• 제목/요약/키워드: Information Experience

검색결과 6,089건 처리시간 0.033초

2009 개정 창의적 체험활동에 관한 고등학교 교사들의 관심도 분석 (An Analysis on High School Teacher's Stages of Concern on 'Creative-Experience Activity' in 2009 Revised National Curriculum)

  • 박한숙
    • 수산해양교육연구
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    • 제25권4호
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    • pp.958-972
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    • 2013
  • The purpose of this study is to analyze on high school teachers' stage of concern(SoC) on 'Creative-Experience Activity' in 2009 revised national curriculum and investigate the improvements of their levels. The subjects for this study were 234 high school teachers through out all part of the Korea country. The instrument for this study was developed according to the Hall & Hord(2006)'s stage of concerns questionnaire of Stage of Concern. The Data were analyzed by Profiling of teachers' concern and one-way ANOVA. The major findings of this study were as follows: First, 85.25% of the high school teachers were in stage of Awareness. 6.34% of teachers were in stage of Information. Most of high school teachers' concern about 'Creative-Experience Activity' was generally 'non-user' stage that unconcerned. Second, there were not significant differences in teachers' stage of concern according to their sex and teaching career except for region. In region, the teacher in metropolis tent to interest getting new information than small and midium size city. We need to make an effort to transfer from 'non-user' stage to 'early-user' stage of and 'impact' stage. To do so, we may sublate too much curriculum revise and start teacher training for 2009 revised 'creativity-experience activity' curriculum. The result of the study provide that there are not curriculum implementation success without teachers' concern about revised curriculum.

고객 충성도(Customer Loyalty)에 영향을 미치는 온라인 게임의 중요 요소에 대한 LISREL 모델 분석 (A Structured Analysis Model of Customer Loyalty in Online Games)

  • 최동성;박성준;김진우
    • Asia pacific journal of information systems
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    • 제11권3호
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    • pp.1-21
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    • 2001
  • In recent years, the market for online computer games has become an important part in the entertainment industry. New online games have been introduced every month and the numbers of game players who are playing online games have grown rapidly. However, only a few online games have been successful in making a good profit among many online games. Why are most players playing only a few online games repeatedly? To answer the question, this research focuses on the customer loyalty and their optimal experience(flow) in playing specific online games. This research hypothesizes that customer loyalty for specific online game can be increased by customers' optimal experience(flow) in playing it, and they would feel optimal experience because of mechanic and social interaction in online games. In order to validate the hypothesis, this research analyzes online survey data of players of various online games. According to this survey results, players' optimal experience is affected by their mechanic interaction between a player and an online game system, and their social interaction with other players who participated in the online game. And their optimal experience during playing the online game affects the degree of customer loyalty to the game. This paper ends with conclusions of the survey results and study limits.

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게임 경험에 기초한 코딩개념 학습사례연구 (A Case Study of Learning the Coding Concepts Based on Game Experience)

  • 김경민;김지연
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2015년도 추계학술대회
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    • pp.897-899
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    • 2015
  • 오늘날 학생들은 게임 경험을 통해서 선택, 반복, 결정 등과 같은 코딩의 문법적 요소를 이미 체험하고 있다. 본 논문에서는 코딩교육 경험이 없는 학생들의 게임 경험을 바탕으로 프로그래밍 도구인 스크래치를 사용하여 직접 게임을 구성하도록 함으로서 학생들 스스로 게임경험 내용과 논리적이고 문법적인 코딩 개념간의 유사성을 깨닫도록 하였다. 그 결과 학생들의 코딩개념에 대한 이해도 증가, 응용력 및 창의력 상승 그리고 자발적 수업참여도 증진 등의 사례연구를 분석해 본다.

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이사회의 독립성이 기업성과에 미치는 영향 : CEO의 기업 내 경력과의 상호작용효과에 대한 연구 (Effect of Board Independence on Performance: Interaction Effect with CEO's Firm Specific Experience)

  • 유재욱;김광수
    • 경영과정보연구
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    • 제24권
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    • pp.1-24
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    • 2008
  • This paper examines the direct effects of board independence and also its interaction effects with CEO's firm specific experience on firm performance. The findings in an hierarchial regression analysis of multiyear sample of computer hardware companies indicate that independent, outsider directors are beneficial to firms' performance when CEO has high-level of firm specific experience whereas it is harmful when CEO has low-level of firm specific experience. However, separating the positions of board chair and chief executive officer that has been used as another means for increasing board independence does not influence to firms' performance. These findings imply that researchers in corporate governance should reconsider the relative weight placed on directors' monitoring and assistance role. Rather than focusing predominantly on directors' willingness or ability to control executives, in future research scholars should yield more productive results by focusing on the assistance directors provide in bringing valued resources to the CEOs and in serving as a source of advice and counsel especially for CEO's improvement of management technique. In addition, they should pay more attention on identifying intervening processes between board and firm performance in order to provide optimal governance mechanisms and configurations to practitioners.

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고령자의 공공도서관 이용 경험에 관한 연구 (A Study on the Elderly's Experience of Using Public Libraries)

  • 김종애
    • 한국문헌정보학회지
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    • 제58권3호
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    • pp.359-380
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    • 2024
  • 본 연구는 고령자의 공공도서관 이용에 있어서 긍정적 경험 요인과 부정적 경험 요인을 탐색함으로써 고령자의 도서관 이용 행태와 선호에 대한 이해를 높이는 데 그 목적이 있다. 이를 위하여 주요사건기법(Critical Incident Technique: CIT)을 적용하여 공공도서관을 이용하는 고령자를 대상으로 개별심층면담을 실시하였다. 수집된 자료의 분석은 반복적 비교분석법을 적용하여 수행되었으며, 분석 결과, 자료, 서비스-프로그램, 환경-시설, 정서의 4개 영역 하에 긍정적 경험 요인의 12개 범주와 부정적 경험 요인의 12개 범주가 도출되었다. 이러한 결과를 바탕으로 공공도서관 고령자서비스에 대하여 제언하였다.

모바일 마케팅의 유형화와 패션 어플리케이션 이용 동기 (Typology of mobile marketing and fashion application usage motives)

  • 신현주;이규혜
    • 복식문화연구
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    • 제24권4호
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    • pp.483-497
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    • 2016
  • The importance of marketing on mobile platforms as well as mobile commerce is increasing dramatically in fashion industry. The purpose of this study was to categorize mobile fashion marketing strategies and to examine application usage motivations that influence brand attitude, purchase decisions, and post-purchase evaluation. Qualitative research methods, in particular focus-groups and in-depth interviews, were conducted to examine the typology of mobile marketing and fashion application usage motivations. Then, a modified survey was used to quantitatively examine what content consumers expect from fashion applications. Results of the qualitative study indicated that consumers perceive sensory (visual, tactile, auditory), relationship, information and practical marketing strategies through motives. Survey result from 229 consumers revealed four fashion application usage motives: sensory, relationship, information and practical. Based on these motives consumers were segmented into three groups: the experience/relationship-conscious, the product information-conscious, and the lifestyle information-conscious. The product information-conscious group showed higher level of monthly income and clothing expenses but lower level of mobile device usages. Lifestyle information-conscious group and experience/relationship-conscious group had higher level of attitude, and post-purchase evaluation. It was experience-relationship conscious consumers who spent more time in mobile use. This study shows a better understanding of mobile marketing environment of fashion applications.

OTT 서비스에 대한 사용자 경험이 지속적 이용 의도에 미치는 영향: 이용 만족의 매개효과를 중심으로 (Impact of the User Experience on OTT services on Continuous Use Intention: Mainly focusing on the Use Satisfaction Mediating Effect)

  • 염동섭
    • 디지털융복합연구
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    • 제20권5호
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    • pp.513-523
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    • 2022
  • 일반적으로 사람들은 다양한 정보기술에 대한 그들의 사용 경험을 전제로 정보기술을 수용하는 행위를 한다. 다시 말해, 사용자는 그들의 사용 경험을 통해 정보기술을 새롭게 지각하고 이러한 사용 경험은 정보기술에 대한 지속적 이용 의도에 영향을 준다고 할 수 있다. 따라서 본 연구는 이러한 배경을 근간으로 OTT 서비스에 대한 사용자 경험과 지속적 이용 의도의 관계에서 이용 만족의 매개효과를 알아보고자 하는 목적에서 진행되었다. 이를 위해 남·여 대학생 195명의 설문조사 데이터가 분석에 이용되었으며, SPSS Process macro를 통해 검증하였다. 분석결과 OTT 서비스에 대한 사용자 경험인 신뢰성, 사용성, 편리성, 유희성이 지속적 이용 의도와의 관계에서 이용 만족이 완전매개하고 있음을 확인하였다. 이러한 결과는 OTT 서비스의 지속적 이용을 통한 고객 유지에 있어 사용자 경험과 이용 만족의 중요성에 대해 주목할 필요가 있음을 시사한다. 총체적으로 본 연구는 OTT 서비스에 대한 소비자의 효용을 높이고 기업의 경쟁력을 높이는 차원에서 사용자 경험과 이용 만족의 중요성을 확인하였으며 또한 본 연구를 발전시킬 심도 있는 향후 연구 방향에 대해 제언하였다.

방과 후 농촌체험프로그램에 대한 대구시 학부모 선호 및 지불의사금액 추정 (A Study on Parents' Preference and estimate Parents' Willingness to Pay for After-school Rural Experience Program in Daegu City)

  • 권중섭;임청룡;장우환
    • 농촌계획
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    • 제19권2호
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    • pp.163-172
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    • 2013
  • The purpose of this study is to survey on parents' preference and estimate parents' Willingness to pay(WTP) for after-school rural experience program in daegu city by choice experiment(CE). The results of this study are as follows; First, we divided after-school rural experience program into three types, namely: nature seeing, play exercise and learning experience. Second, the study has shown that parents prefer learning experience among those after-school rural experience programs. Among attributes which form a experience program, instructor certificates, consuming time and expense for participant are statistically effecting significant impact. Third, the result of estimation on willingness to pay for development of after-school rural experience program is as follow. The willingness to pay for learning experience is 6,337won, willingness to pay for instructor certificates is 14,102won and it for consuming time is 2,926won. Therefore, composition centering learning experience is better and instructor who has expert certificate is required. It is much better to compose that the consuming time is longer and the expense for experience is lower. But there is limitation because this survey was conducted based on an assumption, so it could read over estimation problem. The result of this study may provide useful information to develop after-school rural experience program using rural resources and to improve rural tourism policy.

게임기업 CEO의 관련사업경험이 경영성과에 미치는 영향에 관한 실증적 연구 -사회적 자본의 조절효과를 중심으로- (The Empirical Study on Relationship Between Corporate Performance and Related Business Experience of Game Company's CEO : Moderating effect of Social Capital)

  • 서태건;양동우
    • 한국멀티미디어학회논문지
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    • 제18권11호
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    • pp.1408-1418
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    • 2015
  • As the CEO`s of game companies should be ready for the rapid change of technical environment of game industry, highly skilled employees and the social capital become very important factors in doing game business. 2013 Korea Game White Paper shows that many game companies prefer employees with job experience. The social capital and network help game companies get industrial information easily. This study empirically examines the relationship among CEO`s related business experience, corporate performance and social capital based on 134 Korean game companies. CEO`s characteristics are measured by using demographic characteristics including age, amount of education, and prior job experience and psychological characteristics, but this study focuses on related business experience. The results of this study show some significant relationship between the related business experience of CEO and nonfinancial performance of the firm. Secondly, this study verifies the moderating effect of the social capital between the related business experience of CEO and non-financial performance of the firm. The results of the moderating effect of the social capital show that social capital increases the non-financial performance.

다문화가족지원센터 관리자의 직무 경험에 대한 인식 (The Managers' Perception of Work Experience in Multicultural Family Support Centers)

  • 홍성희
    • Human Ecology Research
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    • 제54권3호
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    • pp.239-250
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    • 2016
  • This study identifies the aspects of a managers' perceived work experience in a Multicultural Family Support Center and analyzes how work experience backgrounds are formulated. In-depth interviews were conducted with 10 managers from March to September 2015 to understand managers' work experience. Descriptions from the interviews were analyzed using phenomenological research methods. The result show that their work experience can be categorized into 73 meanings, 10 subcategories, and five themes. The five themes are 'program development,' 'employees assignment optimization,' 'use and control network resources,' 'deal with changes in needs of multicultural families,' and 'supports vs. controls.' The analysis of the themes and subcategories from each theme allows us to first interpret that managers consider their significant and diversified work tasks overwhelming. Second, they find their jobs fit them and feel personally interested with a sense of duty from their work to overcome stress from heavy workloads. Third, managers put a high value on their work as a hands-on experience that is an officially authorized position from the government. Fourth, they are proud that they contribute to offering welfare services to multicultural families as members of Multicultural Family Support Centers.