• Title/Summary/Keyword: Online Graduate Students

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A Study on the Variables Influencing Student Achievement in a Blended Learning of College English (대학 교양영어 블렌디드 학습에서 학업성취도에 영향을 끼치는 변인 연구)

  • Choi, Meeyang;Han, Tae In
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.719-730
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    • 2013
  • The English Conversation class as a required course in S university is designed as blended learning to reinforce English education. To identify the influence of this blended learning on its students' achievement, the research about what variables are related with it was conducted. Data analysis indicates that gender, major, military service, overseas stay, face-to-face attendance, quiz, and online attendance have an effect on the student achievement. However, the students' style of online learning--study place, study time, and study frequency--doesn't have any relationship with their achievement. Their satisfaction with the online study was questioned in the three areas such as instructor, contents, and system, among which only the 'system' area has an influence on their achievement.

Impact of Digital Literacy on Intention to Use Technology for Online Distribution of Higher Education in Vietnam: A Study of Covid19 Context

  • LE, Thi Lan Huong;HOANG, Vu Hiep;HOANG, Mai Duc Minh;NGUYEN, Hong Phuc;BUI, Xuan Bach
    • Journal of Distribution Science
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    • v.20 no.6
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    • pp.75-86
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    • 2022
  • Purpose: This research aims to provide empirical evidence on the impact of digital literacy on behavioural intention regarding using technology for distribution of higher education. Design, Methodology, and Approach: Quantitative analysis was carried out using Covariance-Based Structural Equation Model with data collected from 901 students who fully experienced 2-year study online at different universities in Vietnam. The structural model was built with digital literacy as the primary indicator and other variables were included based on modified version of Unified Theory of Acceptance and Use of Technology (UTAUT2) by adopting performance expectancy, effort expectancy, social influence, habit, and hedonic motivation variables specifically for education sector. Self-efficacy was added to eliminate possible bias in technology acceptance. Results: From the results of model estimation, digital literacy presented positive impact on the online distribution of higher education in Vietnam. The mediating effects of various indicators such as performance expectancy, effort expectancy, social influence, habit, hedonic motivation, and self-efficacy are significantly determined by research model. Conclusion: The higher level of digital literacy of the students, the more likely that they will use technology in higher education study, especially online learning. Additionally, the mediating effects of indicators from the UTAUT2 theoretical model were also evident to be positively significant.

Antecedents and Consequences of Flow Experience in Online Movie Information Sharing Behavior: An Empirical Study of Young Chinese Moviegoers Living in Korea

  • Zhu, Zong-yi;Kim, Hyeon-Cheol
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.141-153
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    • 2020
  • This study aims to understand the antecedents and consequences of flow experience in online movie information sharing behavior of young Chinese moviegoers residing in Korea to explore a potential market. We followed the Stimulus-Organism-Response (S-O-R) theory and flow theory approaches for developing measures of constructs and investigated previous related studies. This study collected 186 data from Chinses students who attend Korean university. Statistical analysis revealed that information seeking behavior and telepresence are related to online flow experience. In addition, the online flow experience affected consumer satisfaction and information sharing behavior. Flow experience also has been predicted the mediation effect between stimulus information seeking behavior, telepresence and satisfaction and information sharing behavior. Our research findings offer insights for marketers in the movie distribution business who are interested in a better understanding of the behaviors of Chinese moviegoers residing in Korea

Longitudinal Analysis of Young Adolescents' Game Motivation Needs and Loneliness applied Latent Growth Cause-and-Effect Models (잠재성장곡선간 인과모델을 적용한 초기 청소년의 게임 이용 동기 욕구와 고독감에 관한 종단 연구)

  • Lee, Hye Rim
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1626-1635
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    • 2016
  • This study examines whether online game motivation, with social and expedition needs, are associated with the degree of loneliness among young adolescents. Using data from a survey of 2014 elementary-, middle- and high-school students in South Korea, a three-wave online survey was conducted to collect data from online players. Two latent growth cause-and-effect models were developed to test whether online game motivation influences degree of loneliness. Results showed that both social and expedition needs are positively associated with loneliness. This study contributes to the knowledge of the underlying needs for a player with loneliness and also highlights the social and expedition needs as potential therapeutic factors.

Factors Affecting Suicide Ideation among University Students (대학생의 자살생각에 영향을 미치는 요인 - 위험 및 완화요인을 중심으로 -)

  • Ra, Chaelin Karen;Lee, Changjin;Seo, Jooyoun;Choi, Jihee;You, Myoungsoon
    • Korean Journal of Health Education and Promotion
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    • v.30 no.1
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    • pp.1-11
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    • 2013
  • Objectives: This study aimed to investigate life stressors and mitigating factors affecting suicide ideation amongst university students in Korea. Methods: Study participants were recruited online from one of the universities in Seoul. The total of 794 samples were included in the final dataset. First, correlation analyses were performed among life stressors, depression and mitigating factors. Second, factorial analysis was conducted to explore different dimensions of he life stressors experienced by the university students. Finally, we used logistic regression to find out the relationship between university students' sub-stressors or mitigating factors, and suicide ideation. Results: Three sub-stressors were identified - interpersonal relationship stress, academic stress and economic stress. All of these stressors were significantly associated with suicide ideation. However, none of them significantly predicted suicide ideation controlling for depression. All mitigating factors - health related behaviors, social support and leisure activities - were statistically significant and negatively related to depression, yet only social support had a significantly negative association with suicide ideation. Conclusions: In conclusion, Social support is the most important factor which may affect suicide ideation among university students in Korea.

The Impact of Interaction of Art Education in the Era of Pandemic on Satisfaction and Behavioral Intent: Focusing on Online and Offline Comparisons (팬데믹 시대 예술교육 상호작용이 만족도와 행동의도에 미치는 영향 연구: 온라인과 오프라인 비교를 중심으로)

  • Kim, Kwang-Cheol;Song, Jin-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.9
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    • pp.99-111
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    • 2021
  • This study confirms whether interaction and satisfaction between educators and learners can be repeated as artistic activities in art education and compares online and offline differences. And it suggests ways to enhance the effectiveness of online art education. As a method of research, literature analysis shall be conducted on art education, educational and social interaction, satisfaction, and behavioral intent. Two surveys were conducted on online and offline education for music and art students who completed art education lectures. As a result, 89 online and 56 offline students participated. The higher the satisfaction level of educational and social interaction in art education, the more it led to artistic activities. Educational interaction in online art education was higher, social interaction was lower, and it was different from offline.

An Empirical Study on the Factors Influencing Perceived Risks and Intention to Use Online Bookstores (인터넷 서점에서 소비자의 지각된 위험 및 이용의도에 영향을 미치는 요인에 관한 실증 연구)

  • Yang, Sung-Byung
    • Journal of Information Technology Services
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    • v.12 no.4
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    • pp.267-287
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    • 2013
  • As the online bookstore market has been saturated and the level of competition has become more intense, maintaining competitive advantage by mitigating consumers' perceived risks can be considered as one of good alternative strategies a company should use. Although studies that identify the types of consumers' perceived risks in the context of online bookstores as well as validate the relationships between perceived risk and its antecedent/consequent factors in an integrated manner are strongly required, there has been less attention paid to these matters. Therefore, based on previous literature, we identify five types of perceived risks (financial, performance, online payment, delivery, and seller's response risk) and validate the impacts of online bookstore specific characteristics and user specific characteristics on perceived risk. In addition, we also verify causal relationship between perceived risk and intention to use online bookstores. The results of PLS test using 108 samples collected from undergraduate and graduate students confirm that perceived risk has a negative impact on intention to use and four antecedents (reputation, service quality, self-efficacy, and user experience) are significantly related to perceived risk.

Proposal of design plan to improve immersion in online video education -Focusing on Zoom and Webex- (온라인 화상 교육 몰입도 향상을 위한 디자인 방안 제안 -줌(Zoom)과 웹엑스(Webex)를 중심으로-)

  • Lee, Kaha;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.341-348
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    • 2021
  • This study identified learners' immersion, focusing on online video education platforms, Zoom and Webex, used in colleges after the 'Covid-19', and suggested design improvement measures to improve immersion. Through prior research and literature research, the components of immersion and screen components of the online distance education platform were identified, and measures to improve immersion were suggested through questionnaire surveys and in-depth interviews. The research method was conducted for 5 days from April 7 to 12, 2021 for 50 college students and graduate students in their 20s and 30s who are receiving online education through Zoom and Webex, and 6 people were interviewed in-depth. As a result of the experiment, the communication between learners and lecturers was deduced as the biggest factor, so a design plan to facilitate communication between learners and lecturers was proposed based on Gutenberg's diagram. As online video education is predicted to continue even after the Covid-19, continuous online video education immersion research is needed, and we hope that it can contribute to the direction of the research.

Designing and Implementing an Online-Helping Systems for Class Registration Management - Relate - Classes Search System Perspective - (학사프로그램을 위한 온라인-도움시스템의 설계 및 구현 - 연계과목 검색 시스템을 중심으로 -)

  • Kim Jun-Woo;Lee Ki-Dong;Kim Hak-Hee
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.27 no.4
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    • pp.147-156
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    • 2004
  • Recently, there is the trend that online and reuse have been focused via digitalization of information and business process that individuals, government and firms own. This study, by designing and implementing a system, has the aim to provide on-line information about the classes and related classes to students on real time. Furthermore, with this system, the students can easily search the necessary class information and understand the curriculum structure. Thus he or she can make a decision about classes and moreover his and her career development. Also this system has been designed to be managed with ease and has more expandibility. Thus this is expected to affect the effort of universities and research centers that the online systems and digital contents have been more applied in order to adapt toward rapidly changing education environment.

A Process Model of E-Government Development: A case of E-Government Portals in Town of Amherst

  • Braynov, S.;Rao, H.R.;Song, Y.I.
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 2003.11a
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    • pp.345-357
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    • 2003
  • The paper discusses a novel educational initiative in e-commerce pedagogy where students work on an e-government project. The paper describes a two-semester joint e-government project conducted by the town of Amherst, NY, and the State University of New York at Buffalo. During the first semester, students in a graduate e-commerce course in the School of Management were instructed to identify and analyze management issues valuable for small or middle size local government. In the second semster graduate students from the Department of Computer Science and Engineering designed and implemented prototypes of three e-government portals: an on-line action site for governmental procurement (E-Procurement), a portal for reservation of community recreation facilities (E-Recreation), and a portal for online dog registration (E-DogRegistration) combining a central registry of dog owners with distributed veterinarian databases. The objective of this initiative is twofold. First, it saves the local government resources by eliminating duplication of services and by using students as developers. Second, it provides students with real life hands-on experience. The paper discusses both the technical issues involved in the implementation of the project, and the management issues that need to be taken into account to enhance the e-commerce experience for the ordinary citizen and local governments.

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