The purposes of this descriptive survey study were to describe antenatal depression and level of mother-fetal interaction, and to assess mother's behavior and feeling during mother-fetal interaction, in order to develop a base for nursing intervention programs for mothers who have antenatal depression. Method: Data were collected from 174 pregnant women who visited one public health center and OBGY clinic in Gangneung city. The instrument used for this study was a self-report questionnaire to identify depression (BDI), and mother-fetal interaction. Results: Of the mothers 63.2% were in the normal range for antenatal depression, 21.3% in the mild group and 15.5% were in the moderate to severe group. For antenatal depression, there were significant differences among the income, planned pregnant, health status, marriage satisfaction, family support, husband's love. The mean for mother-fetal interaction was $29.88{\pm}4.91$. For mother-infant interaction, there were significant differences in education, income, pregnant number, delivery number, feeding plan, marriage satisfaction, family support, husband's love. There was a weak correlations between antenatal depression and mother-fetal interaction but it did not reach statistical significance. Conclusion: Antenatal depression and mother-fetal interaction influence fetal development. It is essential to assess and provide immediate care to mothers who have antenatal depression and lower level mother-fetal Interaction.
This study comparatively examined the environmental affordance of elementary children's rooms between the lower and the higher grades, and investigated the affects of the rooms'affordance on children's satisfaction of the rooms. Survey questionnaires were given to 412 elementary school children(221 in the lower grades and 191 in the higher grades), including their parents. Frequency analysis, $x^{k}$ -tests, t-tests, correlation tests, and regression analysis were mainly employed for the data analysis. The findings indicated that the environmental affordance of the children's rooms differed in each group in terms of the four dimensions: Social interaction, privacy, safety, and uniqueness. Meanwhile, the more environmental affordance was sufficient, the higher degree of the satisfaction was showed. In the lower grades, conveniency, accessibility, social interaction, and uniqueness were influenced their satisfaction of the rooms, whereas social interaction, conveniency, order, and privacy were affected the children's satisfaction in the higher grades.
Journal of Korea Society of Industrial Information Systems
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v.22
no.3
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pp.95-107
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2017
This Study Categorized Service Quality of Banks into Interaction Quality, Physical Environment Quality, and Outcome Quality, and Proposed a Structural Model for Each Dimension of Service Quality on Customer Satisfaction, Persistence Intention and Cross-buying Intention, and Conducted an Empirical Analysis on the Customers who Use Banks. First, it was Confirmed that Three Dimensions of Service Quality Physical Environment Quality, Interaction Quality and Outcome Quality are One of the Sources that Form the Customer Satisfaction for Banks. Second, the Higher the Perceived Bank's Interactive Product Quality, Outcome Quality, and Physical Environment Quality Perceived by Customers Using Bank, it's Shown to have more Positive Effect on Customer Satisfaction, and the Effect Size was Shown in Order of Interaction Quality, Physical Environment Quality, and Outcome Quality. Third, Customer Satisfaction on Bank Services was Shown to have a Positive Effect on Relationship Intention and Cross-buying Intention. Finally, Based on the Results of this Analysis, the Implications of this Study and Future Research Directions were Presented.
Purpose - The purpose of this study is to understand the motivating factors of Chinese audience who watch the interactive drama, and suggest the effects of audience' motivation on viewing flow, satisfaction, and loyalty. Design/methodology/approach - To achieve the purpose of the study, a questionnaire survey on the Internet was conducted from September 26, 2021 to October 14, 2021, and data from 332 Chinese respondents were collected. Findings - Findings of this study are 1) audience motivation of watching the interactive drama is composed of 6 factors including the pursuit of entertainment and information, curiosity, interaction, sense of control and indirect experience; 2) the pursuit of entertainment and information, interaction and indirect experience have positive effects on viewing flow; 3) all six factors of audience motivation have positive effects on audience satisfaction; 4) four motivating factors including the pursuit of entertainment, curiosity, interaction and indirect experience have positive effects on audience loyalty. 5) viewing flow and audience satisfaction respectively has some partial mediating effects on the relationship between audience motivation and audience loyalty. Research implications or Originality - Results of this study suggest that in order to increase audience loyalty to interactive dramas, in addition to fulfilling the pursuit of entertainment, which is the basic motive for watching any drama, it is important to fulfill motivating factors related to the unique characteristics of interactive dramas such as curiosity, interaction, and indirect experience. In order for these motivating factors to lead to audience loyalty, it is more effective when viewing flow and audience satisfaction are accompanied.
Journal of the Korea Society of Computer and Information
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v.26
no.7
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pp.119-126
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2021
Due to the prolonged COVID-19, distance lectures are expected to continue for a considerable period of time. Research on factors affecting distance lecture quality and learner satisfaction is essential. The purpose of this study is to examine the relationship between distance lecture quality (system quality, information quality, service quality, interaction quality), self-efficacy, and learner satisfaction, and to suggest theoretical and practical implications for the effective operation of distance lectures. A survey was conducted for university students taking distance lectures, and 197 questionnaires were used for empirical analysis. The collected data were analyzed by SPSS 25.0 and AMOS 21.0. As a result; First, distance lecture quality (system quality, information quality, service quality, interaction quality) was found to have a positive effect on self-efficacy. Second, distance lecture quality (system quality, information quality, service quality, interaction quality) was found to have a positive effect on learner satisfaction. Third, self-efficacy was found to have a positive effect on learner satisfaction. Based on the analysis results, the implications and limitations of this study are presented.
Purpose: The purpose of this study is to investigate the COVID-19 pandemic-driven effect changes of quality factors on customer satisfaction in Korean Police Civil Affairs Service. Methods: This study fitted a regression model to the data collected by Korean National Police Agency from 2019 (before COVID-19 pandemic) to 2020 (during COVID-19 pandemic). In order to simultaneously estimate the effects of major seven quality factors on customer satisfaction for 'before the pandemic' and for 'during the pandemic', the regression model included not only customer satisfaction as the dependent variable, but also the fourteen independent variables consisting of the seven quality factors and their seven interaction terms. The interaction terms were defined by multiplying each quality factor by a dummy variable indicating either before or during the pandemic. Therefore, the coefficient estimates of the interaction terms indicate the changes of their corresponding quality factor effects on customer satisfaction between before and during the pandemic. The double bootstrap method was applied to test the significance of coefficient estimates. Results: Both before and during the pandemic, all quality factors had positive effects on customer satisfaction. However, these effects changed differently from before to during the pandemic: (increased) supportability, sincerity, and convenience; (decreased) integrity, professionalism, and fairness; (unchanged) promptness. Conclusion: This study found that the pandemic caused significant effect changes of quality factors on customer satisfaction in Korean Police Civil Affairs Service. This finding suggests the necessity of carefully monitoring such effect changes to effectively and efficiently improve customer satisfaction. This study also identified that from before to during the pandemic, supportability, sincerity, and convenience become more important and hence, need to be better managed.
This study was designed to analyze the differences in science achievement and satisfaction between the environments of Face-To-Face (FTF) and Computer Mediated Communication (CMC), and between the interactions of Teacher-Students (TS) and Students-Students (SS). The activities for the interaction in the FTF and the CMC were carried out in the environments of traditional classrooms and the on-line network of communication computer, respectively. These experiments for four different groups (CMC-TS, CMC-SS, FTF-TS and FTF-SS) were performed with respect to 103 students of three 10th grade classes at a girls' high school in Chungju city. The questionnaires were composed of 5questions for achievement, and 13 questions on Likert scale for satisfaction. The data was analyzed using ANOVA, and through examination of each question about the satisfaction. The mean of the science achievement in learning activity was significantly higher in the CMC environment than the FTF. Also, the score in the TS interaction was meaningfully higher than the SS. Under the common environment of the CMC, science achievement and satisfaction in the TS interaction were significantly higher than in the SS. A similar result has been obtained in the satisfaction case even in the common environment of the FTF. The itemized analysis for the satisfaction shows a high score in the individual condition of CMC and TS, compared to that of FTF and SS, respectively. Thus, the school activity, formed in the TS interaction in the CMC environment is more effective at improving science achievement and satisfaction in the teaching and learning of science.
Journal of the Korea Academia-Industrial cooperation Society
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v.19
no.3
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pp.161-170
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2018
This descriptive study was conducted to examine the factors affecting core competency, learner motivation, and learner satisfaction of nursing students and to develop effective teaching methods. The subjects of this study were 134 nursing students. The core competencies of nursing students were higher in 3rd grade than in 2nd grade, and the core competency, motivation, and learner satisfaction of the nursing students were higher than those of below average students. The explanatory power of a core competency model constructed using the self-directed learning readiness, teacher-student interaction, and academic achievement was 45.1%. Additionally, the explanatory power of a learner motivation model based on self-directed learning readiness, teacher-student interaction, academic achievement, and learner motivation was 47.5%, while that of a learner satisfaction model constructed using the teacher-student interaction and learner motivation was 43.4%. In conclusion, it is necessary to improve teacher-student interaction and self-directed learning readiness to increase core competency and learner motivation. To increase learner satisfaction, it is necessary to intervene to encourage learner motivation and to make the teaching-student interaction efficient.
This paper analyzed class satisfaction and perceived learning achievement to the interaction type on e-learning in university. To achieve the study's objective, one course with and another course without learner-instructor interactions were selected. A total of184 student-respondents completed the questionnaire. Accordingly, more learner-content and learning-system interactions were noted in the course with learner-instructor interactions. Moreover, a correlation was observed between interaction, class satisfaction, and learning achievement. Learner-instructor interactions indicated the highest effect on both educational satisfaction and perceived learning achievement, followed by learner-system interactions on class satisfaction, and by learner-instructor interactions on learning achievement. Recommendations were then formulated based on the foregoing findings. First, workshops or training focusing on content development and on how to present the course should be provided to the instructors. Second, learner-instructor interactions should be activated in the course through various means. In this study, although learner-learner interactions was not given focus, future studied should delve into how learner-learner interaction should be activated and considered.
Social TV users and content are increasing day by day. The main purpose was to study the motivation for social television users, but I felt the need to analyze the potential psychological impact of users in various content. This study analyzed the impact on psychological well-being due to the interaction and viewing satisfaction by the object relations theory factors of social TV user in Korea. A survey was conducted on students of N university, ordinary university, and ordinary people who have experience using social TV to prove the observations or experiments of empirical facts in this study. Research result, First, Nonalienation have been have a positive effect on interaction and viewing satisfaction. Second, stable attachment have been have a positive effect on interaction. Third, social competence have been have a positive effect on interaction. Fourth, interaction have been have a positive effect on viewing satisfaction and psychological well-being. Fifth viewing satisfaction have been have a positive effect on Psychological well-being. Through this, This will contribute to the development of subdivided content and user-customized services for social television, and it is necessary to reconfigure and study various events that may occur between users in the future.
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