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A Study on Game Development for Enter Literacy Evaluation (진학소양평가 게임 시스템 개발에 관한 연구)

  • Jeon, Joong Yang;Kwon, Do Soon
    • Information Systems Review
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    • v.16 no.2
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    • pp.61-76
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    • 2014
  • Recently, students have raised negative awareness of the test because of school records and irrational difficulty level of the College Scholastic Ability Test. They go so far as to commit suicide because of failure in entering school. It becomes a social problem and it is rising more and more interested in entering school. The educational game was created based on considering this social environment. Namely, students can enter university as playing online or mobile game through Enter Literacy Assessment game service. The Enter Literacy Assessment game service provides various tests which are math, english, science or essay that real university wants through online or mobile game. For this, general concept about Enter Literacy Assessment game service and characteristic establishment and limitation of existing research should be understood. The research refers to relationship between Self-Determination Theory which is the representative theory related with psychological desire of human intrinsic and Enter Literacy Assessment game service. Therefore, development of Enter Literacy assessment Serious Game is a new opportunity factor to take two dominants which are secure of university competitive power and excellent personnel and challenge for development of serious game.

A Study on the Beauty Educational Method for Post Digital Generation (포스터 디지털세대를 위한 미용교육 방법 연구)

  • Yun, Un-Jae
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.701-710
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    • 2013
  • The purpose of this study is to lead the post digital generation of professional beautician training purpose is to find an efficient educational method. Beauty Education Facaility survey conducted in the center of reminders and educational statistics (

    note) and, thereby, Seoul, Daejeon, Chungcheong and Gyeonggi and beauty-related high schools and colleges, universities, graduate schools in the study from June 10, 2013 July 31 to one of the online survey after having KSDC, KSDC online statistical analysis is to identify the actual situation by. Through this study, unlike other studies beauty training colleges, graduate schools, universities and high schools were opened in order, the future belongs to the Department of Health Science or Art as areas of growth that was observed. Statistical results ([Fig. 1, 2, 3, 4, 5] note) similar to the previous studies, but the rise in the proportion of male students, majors, the beauty of the segmentation and high school education is not the beginning of the percentage of high school increased so that it was able to find the differences. This study is to be excuse inadequacy of date selection for only certain number of beauty educational facilities, the learner-centered surveyors, and a lack of ditailled educational curriculum and in-depted researched on educational method, which it is to modofied and supplement in future.

  • A Study on the Constructivist Multimedia-Assisted Instruction in Secondary School Geography (중등 지리과에서의 구성주의적 멀티미디어 활용 수업의 모형 개발과 효과 분석)

    • Bae, Sang-Woon;Jo, Wha-Ryong
      • Journal of the Korean association of regional geographers
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      • v.5 no.1
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      • pp.163-185
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      • 1999
    • The purpose of this study is to develop the model of constructivist multimedia-assisted instruction(CMAI) and to analyze the effect of it in the secondary school geography. The main results are as follows : (1) The conceptual model of CMAI can be defined as an instruction aiming at making a person who has self-directed learning ability through constructivism and multimedia. The procedural model of CMAI based on PIDA instructional strategy is divided into four stages : prediction & explanation, inquiry activity, discussion & fixation, application & synthesis stage. (2) CMAI is typed by offline CMAI and online CMAI. that is, O/WCMAI(online CMAI by web-based courseware). Offline CMAI is subdivided into P/TCMAI(offline CMAI by presentation-based courseware) and C/RCMAI(offline CMAI by cd-rom based courseware) according to authoring tool and function. (3) Offline constructivist multimedia course-ware(offline courseware) was developed for 2 periods as the material to analyze the effect of CMAI. Offline courseware is received development level of it. (4) After offline courseware being applied to the class, the effect of it according the types of the CMAI instruction(lecture instruction, whole teaching, individualized learning, cooperative learning) was analyzed. As the result of analyzing the descriptive statistics of the level of learning achievement and instruction response, there isn't big relationship between them. As the result of analyzing the inferential statistics of the level of learning achievement, there wasn't significant difference between the types of CMAI instruction in whole student of the classes and certain students who improved their grades. But as the result of analyzing of the level of instruction response, there was significant difference between lecture instruction and other types of the CMAI instruction(whole teaching, individualized learning, cooperative learning).

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    Development of the Teaching-Learning Process Plan for 'Adolescent Nutrition and Dietary Behavior' of Middle School Technology and Home Economics through the Use of 'Blended Learning' Teaching Method (블렌디드 러닝을 활용한 중학교 기술·가정 '청소년기 영양과 식행동' 단원의 교수·학습과정안 개발)

    • Baek, Hee Yeon;Yoo, Se Jong;Kim, Yookyung
      • Journal of Korean Home Economics Education Association
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      • v.33 no.4
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      • pp.119-137
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      • 2021
    • This study aimed to develop a teaching-learning process plan for the 'adolescent nutrition and dietary behavior' unit of middle school technology and home economics through blended learning teaching method. "Analysis-Design-Development-Evaluation and Revision" model developed by Korea Institute of Curriculum and Evaluation(KICE) was applied to developing the teaching-learning process plan. The authors analyzed subject contents suitable for blended learning, and then designed a teaching-learning process plan by selecting the topics, developing the teaching strategies, and deciding on the media and evaluation tools for each class. Based on the plan for each week, the final version of the teaching-learning process plan, handouts for activities, and evaluation tools were developed. The teaching-learning process plan was revised and supplemented based on the expert verification results. The developed teaching-learning process plan which applied blended learning method was considered suitable for the current curriculum, and the group presentation activities implimented in the online classes were found to encourage learners' participation and interest. Also, the developed teaching-learning process plan could be used in the online only environment without any issues depending on the intention of the classes, by the appropriate use of distance learning tools such as Paddles or Thinkerbells. The developed teaching-learning course plan is expected to be effectively used in either online or blended learning environment, as a means of helping adolescent students improve their dietary life.

    Effects of Reward Programs on Brand Loyalty in Online Shopping Contexts (인터넷쇼핑 상황에서 보상프로그램이 브랜드충성도에 미치는 영향에 관한 연구)

    • Kim, Ji-Hern;Kang, Hyunmo;Munkhbazar, M.
      • Asia Marketing Journal
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      • v.14 no.2
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      • pp.39-63
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      • 2012
    • Previous studies of reward programs have generally focused on designing the best programs for consumers and suggested that consumers' perception of the value of reward programs can vary according to the type of reward program (e.g., hedonic vs. utilitarian and direct vs. indirect) and its timing (e.g., immediate vs. delayed). These studies have typically assumed that consumers' preference for reward programs has a positive effect on brand loyalty. However, Dowling and Uncles (1997) pointed out that this preference does not necessarily foster brand loyalty. In this regard, the present study verifies this assumption by examining the effects of consumers' perception of the value of reward programs on their brand loyalty. Although reward programs are widely used by online shopping malls, most studies have examined the conditions under which consumers are most likely to value loyalty programs in the context of offline shopping. In the context of online shopping, however, consumers' preferences may have little effect on their brand loyalty because they have more opportunities for comparing diverse reward programs offered by many online shopping malls. That is, in online shopping, finding attractive reward programs may require little effort on the part of consumers, who are likely to switch to other online shopping malls. Accordingly, this study empirically examines whether consumers' perception of the value of reward programs influences their brand loyalty in the context of online shopping. Meanwhile, consumers seek utilitarian and/or hedonic value from their online shopping activity(Jones et al., 2006; Barbin et al., 1994). They visit online shopping malls to buy something necessary (utilitarian value) and/or enjoy the process of shopping itself (hedonic value). In this sense, reward programs may reinforce utilitarian as well as hedonic value, and their effect may vary according to the type of reward (utilitarian vs. hedonic). According to Chaudhuri and Holbrook (2001), consumers' perception of the value of a brand can influence their brand loyalty through brand trust and affect. Utilitarian value influences brand loyalty through brand trust, whereas hedonic value influences it through brand affect. This indicates that the effect of this perception on brand trust or affect may be moderated by the type of reward program. Specifically, this perception may have a greater effect on brand trust for utilitarian reward programs than for hedonic ones, whereas the opposite may be true for brand affect. Given the above discussion, the present study is conducted with three objectives in order to provide practical implications for online shopping malls to strategically use reward program for establishing profitable relationship with customers. First, the present study examines whether reward programs can be an effective marketing tool for increasing brand loyalty in the context of online shopping. Second, it investigates the paths through which consumers' perception of the value of reward programs influences their brand loyalty. Third, it analyzes the effects of this perception on brand trust and affect by considering the type of reward program as a moderator. This study suggests and empirically analyzes a new research model for examining how consumers' perception of the value of reward programs influences their brand loyalty in the context of online shopping. The model postulates the following 10 hypotheses about the structural relationships between five constructs: (H1) Consumers' perception of the value of reward programs has a positive effect on their program loyalty; (H2) Program loyalty has a positive effect on brand loyalty; (H3) Consumers' perception of the value of reward programs has a positive effect on their brand trust; (H4) Consumers' perception of the value of reward programs has a positive effect on their brand affect; (H5) Brand trust has a positive effect on program loyalty; (H6) Brand affect has a positive effect on program loyalty; (H7) Brand trust has a positive effect on brand loyalty; (H8) Brand affect has a positive effect on brand loyalty; (H9) Consumers' perception of the value of reward programs is more likely to influence their brand trust for utilitarian reward programs than for hedonic ones; and (H10) Consumers' perception of the value of reward programs is more likely to influence their brand affect for hedonic reward programs than for utilitarian ones. To test the hypotheses, we considered a sample of 220 undergraduate students in Korea (male:113). We randomly assigned these participants to one of two groups based on the type of reward program (utilitarian: transportation card, hedonic: movie ticket). We instructed the participants to imagine that they were offered these reward programs while visiting an online shopping mall. We then asked them to answer some questions about their perception of the value of the reward programs, program loyalty, brand loyalty, brand trust, and brand affect, in that order. We also asked some questions about their demographic backgrounds and then debriefed them. We employed the structural equation modeling (SEM) method with AMOS 18.0. The results provide support for some hypotheses (H1, H3, H4, H7, H8, and H9) while providing no support for others (H2, H5, H6, H10) (see Figure 1). Noteworthy is that the path proposed by previous studies, "value perception → program loyalty → brand loyalty," was not significant in the context of online shopping, whereas this study's proposed path, "value perception → brand trust/brand affect → brand loyalty," was significant. In addition, the results indicate that the type of reward program moderated the relationship between consumers' value perception and brand trust but not the relationship between their value perception and brand affect. These results have some important implications. First, this study is one of the first to examine how consumers' perception of the value of reward programs influences their brand loyalty in the context of online shopping. In particular, the results indicate that the proposed path, "value perception → brand trust/brand affect → brand loyalty," can better explain the effects of reward programs on brand loyalty than existing paths. Furthermore, these results suggest that online shopping malls should place greater emphasis on the type of reward program when devising reward programs. To foster brand loyalty, they should reinforce the type of shopping value that consumers emphasize by providing them with appropriate reward programs. If consumers prefer utilitarian value to hedonic value, then online shopping malls should offer utilitarian reward programs and vice versa.

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    Changes in School Foodservice during COVID-19 Pandemic Lockdown based on Focus Group Interviews (포커스 그룹 인터뷰를 통한 COVID-19 유행 동안 학교 급식의 변화)

    • Ji, Mirim;Um, Mihyang;Kye, Seunghee
      • Journal of the Korean Society of Food Culture
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      • v.37 no.1
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      • pp.1-12
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      • 2022
    • This qualitative study analyzed various environmental factors and difficulties faced by school foodservices during the COVID-19 pandemic. Focus group interviews were conducted by enrolling 12 nutrition teachers and nutritionists. Data collected were subsequently analyzed for changes implemented during the pandemic, in hygiene management, diet management, and distribution management of the school meal. The content and method of delivery of information related to diet guidance and school foodservice by related organizations were also examined. Results of the survey show that personal hygiene (such as maintaining student-to-student distance, checking students for a fever, and hand disinfection) was duly applied, installation of table coverings and distancing between school cafeteria seats were conducted, and mandatory mask-wearing to prevent droplet transmission was enforced. Depending on the COVID-19 situation, the number of students having school meals was limited per grade, and time-spaced meals were provided. To prevent infection, menus that required frequent hand contact were excluded from the meal plan. Overall, it was difficult to manage the meal plan due to frequent changes in tasks, such as the number of orders and meal expenses. These changes were communicated by nutrition teachers and nutritionists wherein the numbers of school meals were adjusted, depending on situations arising from each COVID-19 crisis stage. Furthermore, in some schools, either face-to-face nutrition counseling was stopped entirely, or nutrition education was conducted online. Parent participation was disallowed in the monitoring of school meals, and the prohibition on conversations inside the school cafeteria resulted in the absence of communication among students, nutrition teachers, and nutritionists. Additionally, confusion in meal management was caused by frequent changes in the school meal management guidelines provided by the Office of Education and the School Health Promotion Center in response to COVID-19. In anticipation of the emergence of a new virus or infectious diseases caused by mutations in the years to come, it is suggested that a holistic, well-thought-out response manual for safe meal operation needs to be established, in close collaboration with schools and school foodservice-related institutions.

    Narrative Inquiry on Student Teacher Searching for Identity as a Teacher (교사로서의 정체성을 형성해가는 교육실습생에 대한 내러티브 탐구)

    • Jin, Hyung Ran;Yoo, Tae Myung
      • Journal of Korean Home Economics Education Association
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      • v.26 no.1
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      • pp.81-99
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      • 2014
    • Student teaching is equivalent to an egg just before oviposition. There is a growing acting voice that teaching profession is not necessarily required as the years go by. I developed a process that 55 student teachers search for their identity as a teacher during four-week student teaching program according to Clandinin and Connelly(2000)'s narrative inquiry. The procedure consisted of three stages such as access to the field, field text writing, and research text writing. The student teachers wrote journals by week to search for their identity as a teacher with a focus on what they observed in the field and what they were motivated by teachers and students. Free and truthful 220 stories conducted in a student teaching online cafe were collected as a field text. And the research text was reliving and retelling through poetic writing on each week's themes of exploration, growth, reflection, and pledge to complete the narrative inquiry. Student teachers, an absolute majority, including home economics student teachers aimed for the teaching profession and waited for their hatching.

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    Predicting Adolescent Sexual Behaviors and Attitudes From the Use of Harmful Media (청소년 유해매체 이용이 성태도와 행동에 미치는 영향)

    • Hwang, Myung-Hee Song;Kim, Jong-Min;Moon, In-Ok
      • The Journal of Korean Society for School & Community Health Education
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      • v.9 no.2
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      • pp.1-13
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      • 2008
    • Objectives: Literature has shown the relationship between the use of harmful media and sexual behaviors among adolescents. Laws and regulations of violent and sexual mass media are getting stricter, but young children reported that they were still accessible to these harmful materials. It might be due to the development of new techniques in media delivery and new trends of game addict among Korean adolescents. Since there were very few studies on recent harmful media available to young children, the authors explore the usability of harmful media and identify related factors that can predict adolescent sexual attitudes and activities. Methods: This study was conducted secondary analysis using the internal data that were drawn from National Youth Committee's survey of adolescent harmful environment in 2007. The self-reported questionnaires were administered to 13,721 adolescents who were randomly selected based on strata of geography, school, and gender. Results: Adolescents accessed mostly to NC-19(No Children under 19) TV programs(35.8%) and AO(Adult Only) games(35.5%). Most of them reported that they did not have difficulty in the contact of these harmful media. The factors that can predict adolescent sexual intercourse are male adolescents, attending high school, not being satisfied with family life and school, contact with phone-advertising of sex, AO games and other online games, viewing adult videos, or reading adult books. Conclusions: When sex education is designed, an instructor considers not only students' demographic characteristics but also the strategies to deter the use of harmful media especially for game materials.

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    A Study on the Longitudinal Structural Relationship among Internet Use for Learning, Game Use, and Perceived Academic Achievement (학습을 위한 인터넷 사용, 게임사용 및 지각된 학업성취도의 종단적 구조 관계 연구)

    • Heo, Gyun
      • Journal of The Korean Association of Information Education
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      • v.16 no.2
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      • pp.245-253
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      • 2012
    • The purpose of this study is to find out the structural relations among the changing of internet use for learning, online game use, and perceived achievement. To complete this study, we set three research models and verified our hypotheses from the research models. We used Korean Youth Panel Study (KYPS) data, which surveyed beginning with fourth grade 2,844 elementary school students. We discovered that (a) there was a statically significant individual variability in initial levels and rates of change in internet use for learning. The change of trajectory was declined. (b) We also found out both initial state and changing rate of internet use for learning positively affect perceived academic achievement. (c) Lastly our study found both the concurrent and lag effects support the developmental relation between internet use for learning and game use in young adolescents.

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    A Qualitative Study on the Potential Utilization of a Mobile Phone for Obesity Management in Elementary-School Children : Parents' Perspective (모바일폰의 초등학생 비만관리를 위한 활용 가능성에 대한 질적연구 : 학부모 측면)

    • Lee, Bo Young;Park, Mi-Young;Kim, Kirang;Shim, Jea Eun;Hwang, Ji-Yun
      • Korean Journal of Community Nutrition
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      • v.24 no.2
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      • pp.117-126
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      • 2019
    • Objectives: This study was conducted to investigate the current difficulties surrounding children's obesity management and evaluate the application of a mobile phone as a tool to overcome such difficulties of obesity management from the perspective of main caregivers of elementary school students. Methods: The qualitative data were collected through 3 focus group interviews including 6 full-time housewives, 7 mothers with overweight children, and 4 working mothers. Data were analyzed using a thematic approach. Results: The limitations of current children's obesity management included difficulty in diet management and exercise as well as challenges of setting goals and lack of support at the household and school levels. Mobile technology may be useful to overcome the current problems by providing real-time knowledge on diet management and physical activity, online compensation scheme according to goal setting, and interactive environmental supports at both household and school levels for promoting overall health. Conclusions: The mobile-based multiple support program may assist in overcoming the current limitations of child obesity management by providing tailored information and by creating a more supportive environment.


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