• Title/Summary/Keyword: International Experience

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A Basic Study on the Culture of College Life for International College Students (외국인 학부생 대상 대학 생활 문화 교육을 위한 기초 연구)

  • Jang, Mijung
    • Journal of Korean language education
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    • v.28 no.3
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    • pp.127-152
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    • 2017
  • The purpose of this study is to clarify the perception and educational needs of international college students regarding the culture of college life. A questionnaire was given to international college students who are studying at universities in Korea. The results showed that international college students need to study about the culture of college life and had a perception that it is desirable to learn this through general education classes or freshman subjects after entering university. Also, the culture of college life can be divided into nine categories: bachelor's system; career and employment; university support centers and systems; interpersonal relations; departmental events; housing and living expenses; freshmen's events; exchange activities and programs; and cultural experience activities. International college students showed higher learning needs in order of career and employment; cultural experience activity; and bachelor's system. In addition, the characteristics of the learners showed different educational needs according to year of study and Korean language proficiency. The significance of this study is to specify the items of the culture of college life required for international college students, to measure the validity and reliability of these items, and to categorize the elements of the culture of college life.

Young Children Teacher's Application Experience and Utilizing Observation of Digital Device

  • Kim, Dae-Wook;Song, Yun-Kyung
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.126-136
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    • 2022
  • The purpose of this study is to investigate the application experience and observation of young children's teachers' digital devices. The participants of this study were 6 young children teachers using digital devices. Individual interviews were conducted as a data collection method. It was conducted 2-3 times per research participant. Data collection was conducted from November to December 2020. The Data analysis was focused on the young children's teachers' digital device application experience and observation use. 'Easy and simple use', 'using existing familiar apps', 'providing healing to teachers', and 'improving the utilization of spare time' were derived as early childhood teachers' experience of applying digital devices. 'Easy use of observation records', 'Use together in various ways', 'Use for parent counseling', 'Use appropriate for observation of revised Nuri Curriculum' through early childhood teacher's experience of observing digital devices ' was derived. As a conclusion of this study, first, it is easy for young children's teachers to apply digital devices to the field. Second, if young children's teachers use digital devices, they can make a wide range of observations, enabling high-quality early childhood education practices.

Exploratory Study on Professional Baseball Fan Experience Management: Based on In-Depth Interview and Customer Journey Map

  • Kim, Se-yun;Byun, Kyung-Won
    • International journal of advanced smart convergence
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    • v.10 no.1
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    • pp.176-183
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    • 2021
  • The purpose of this study is was to analyze customer experience attribute of professional baseball. To achieve objectives of this study, a method was used the in-depth interview and experts' consultation which understanding the attributes and structure of customer experience attribute of professional baseball. As a result, the professional baseball customer experience attributes are 'viewing plan & purchase', 'stadium movement', 'entrance stadium', 'move to seat', 'game viewing', 'amenities/services', 'events/cheering', 'move after match'. The review of the experience section and attributes derived through in-depth interviews with professional baseball fans was verified through an expert' consultation to secure content validity. Through this process, 8 experience section and 41 attributes were analyzed. The customer experience journey was analyzed for a more in-depth analysis of the viewing experience of professional baseball fans. The customer experience journey was presented based on the needs of fans and discomfort in each experience section activity.

A Study on User Experience of Online Education Programs with Elementary Schools and Art Museums in Non-Face-to-Face Era (비대면 시대 미술관 학교 연계 온라인 교육프로그램 사용자 경험 연구)

  • Kim, Na Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.311-317
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    • 2021
  • This study aims to propose an effective user experience of online class in the non-face-to-face through case analysis, focusing on school-linked education programs with art museums for elementary classes. To analysis domestic and international cases of school-liked education programs with art museum and to measure user experience, we were conducted with task test, in-depth interviews and surveys with experts. As a result, there were the pros and cons about the programs. Based on this, we propose a better method to increase the satisfaction of user experience for children. This study is significant in activating digital technology-based online education. This study expected to used as data on the user experience of a non-face-to-face online art education program in elementary schools in the future.

How Can Customer Experience on CDJ Be Shaped?: Can Rose Be Tamed?

  • Lee, Sang mi;Han, Sang man
    • Asia Marketing Journal
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    • v.22 no.3
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    • pp.87-105
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    • 2020
  • With the development of Information Technology, customers require promptly higher quality products and services. Companies try to make newly digital marketing strategies, but there are no empirical researches on them. This article empirically presents a new perspective that companies can shape the customer decision journey ahead by coordinating customer experience. In this article, based on Elaborated Likelihood Model (ELM) theory, customer experience consists of the emotional or cognitive experience. We surveyed about 200 subjects (N = 217) in their 20s and 30s based on the International Music Industry Association's Music Listening 2019 report, then analyzed four different models (before personalization-cognitive experience, before personalization-emotional experience, after personalization- cognitive experience, after personalization-emotional experience) by JASP and R Studio. We conducted Structural Equation Model (SEM) and paired t-test. Personalization factors are about recommendation systems in Spotify. The results of survey represent that companies can shape the Customer Decision Journey (CDJ) ahead especially through enhance cognitive experience. It empirically proves Elaborated Likelihood Model (ELM). The conclusion can be drawn that 'pulling' customer experience can be a new marketing strategies in the digital era.

Experiential Content in Boutique Hotels: A Case Study (부티크 호텔의 체험 콘텐츠 사례 연구)

  • Kim, Junghee;Lee, Cathy Yeonchoo
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.403-411
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    • 2020
  • This convergence study examines the case of the Andaz Hotel branches, which sees the critical elements of a characteristic boutique hotel as an experience and makes a successful case with rich experience content in the hotel. By examining sixteen experience content categories, eight from the Andaz India Delhi branch and Tokyo branch in Japan and analyzing them through Schmitt's five experience modules, we have found that both branches had strong experience content in most of the modules, in line with the brand philosophy of creating hotels that make the most of the local characteristics. The study also showed that the Toranomon Hills branch had stronger emotional experience contents than the Delhi branch, and the Delhi branch had a little stronger in the case of cognitive experience contents. Both branches were found to have rich experience content at various points encountered by the guests while using the hotel.

A study on factors affecting user experience in Korean independent bookstores (지역 서점에서 사용자 경험에 영향을 미치는 요인에 관한 연구)

  • Joo, Su-Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.371-377
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    • 2019
  • This study is about finding factors affecting user experience satisfaction in Korean local bookstores which are increasing recently. Previous researches are concentrated on the aspect of supplier. However, a study for actual users is needed to help develop bookstore industry. The local bookstores were classified into independent, professional, and complex cultural bookstores. Based on the four realms of an experience by the Experience Economy, this study analyzed the experience factors through questionnaires. As a result of study, the three most significant factors influencing experience satisfaction were identified through regression analysis. It is expected that this study may help develop the local bookstores industry in the future by concentrating on the actual experience of the user and finding out the major experience factors.

The study of Safety education, safe experience for students to develop research simulreyiteo (안전체험 시뮬레이터 개발에 관한 연구)

  • Kim, Tae-hwan
    • Journal of the Society of Disaster Information
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    • v.6 no.1
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    • pp.46-59
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    • 2010
  • In this study, the safety training of comparative analysis of the realities of Korea's safety training and international experience and practical training for the safety experience of a virtual reality simulator, the development of safe conduct as a controlled motion simulator system, image H / W and the control system works, sound effects H / W and the control system works, 4D special effects (smoke, heat, wind, vibration) and a control system integration, mission control system for the selection and evaluation of the proposal, and safety training on Game S / W of development as we have never experienced an earthquake action plan and evacuate to escape the power of experience and the experience of an earthquake (vibration + video), Also the collapse and a fire escape on the experience of following second disaster, the building collapsed during an escape experience in the field, in case of fire According to the initial fire suppression and fire extinguisher usage experience - experience of smoke and heat to escape in, Moreover, the Daegu subway fire in public places such as subway and evacuated to escape the experience, considering the suggested Simulator.