• Title/Summary/Keyword: Online Program

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Identifying Regional Tourism Resources Using Webometric Network Analysis: A case of Suseong-gu in Daegu, South Korea (웹보메트릭스를 활용한 지역관광자원 발굴 및 네트워크 분석: 대구 수성구를 중심으로)

  • Song, Hwa Young;Zhu, Yu Peng;Kim, Ji Eun;Oh, Jung Hyun;Park, Han Woo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.7
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    • pp.475-486
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    • 2020
  • The purpose of present study is to identify the regional tourism resources using Webometric network analysis. The study focuses on Suseong area in Daegu metropolitan city. Various kinds of web-based data, for example, hit counts, online news, and public comments, were used to discover hot places and people's responses. The research question is, 'First, what is the optimum level of the search engine for suseong? Second, what is the online appearance of tourist resources in suseong? Which region is the center of tourism with high levels of emergence? Third, what are the main contents of news articles and comments related to the Suseong pond?'. The results show that the search engine optimization level in Suseong is lower than that in other areas in Daegu. In other words, tourism information and contents regarding Suseong are not highly visible on cyber space. Importantly, Suseong pond had the highest online presence. A close analysis of both online news and users' comments on Suseong pond, however, revealed the biggest concern as calling for improving public accessibility to tourism infrastructure. The findings are expected to contribute to policy development and service operation related to tourism resources in Suseong.

An Analysis of Differences in Motivation, Self-regulation Strategy use, Learning Style Preference among High, Medium, Low Achievers in an Online Gifted Program (온라인 영재교육 프로그램 성취 수준에 따른 학생의 동기, 자기조절전략, 학습양식 차이 분석)

  • Chae, Yoojung;Lee, Sunghye
    • Journal of Gifted/Talented Education
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    • v.25 no.6
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    • pp.905-926
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    • 2015
  • This study examined differences among high, medium, and low achievers' motivation, self-regulation strategy, and learning style in an online gifted program. The sample included 788 middle and high school students who participated in the 3-months online gifted program. Participants volunteerly completed 60 questions on their motivation, self-regulation strategy use, and learning style. Multivariate analysis of variance(MANOVA) was conducted for data analysis using SPSS 19.0. The results of this study showed that (1) as levels of students' achievement increased, levels of intrinsic motivation increased as well; (2) statistically significant differences also existed on the levels of elaboration strategy, effort management, and time management strategy use among three levels of achievement and (3) no significant differences in students' learning style preference were found between competitive or cooperative learning style. To sum up, high achieving students' levels of intrinsic motivation, elaboration strategy, effort management strategy, and time management strategy use were the highest compared to medium and low achieving students.

Exploring the Meaning of College Students' Leisure Activity: Means-end Chain Analysis of Social Network Game Playing

  • Han, Ju Hyoung
    • International Journal of Contents
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    • v.10 no.4
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    • pp.18-22
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    • 2014
  • Social network games (SNGs), a rapidly growing online game genre, are built and played on social network sites. SNGs provide an online world for enjoying leisure time and interpersonal communication, and an increasing numbers of college students are involved in such game-playing as a leisure time activity. Despite the popularity, relatively few studies have been conducted to investigate the nature of game players, especially the meaning of such leisure time behavior by college students. This paper's aim was to explore a subjective meaning structure of online social network game play. The means-end chain model was used to link attributes of SNGs to the underlying values of game playing as a leisure activity. The results revealed two emerging end-values: the need for bridging and a sense of belonging. This study sheds light on the meaning of college students' leisure activities when playing social network games.

The Study on Customer Loyalty Programs of Retailers (유통 업태별 고객보상프로그램 실태 조사)

  • Park, Min-Jung;Jung, So-Jin
    • Fashion & Textile Research Journal
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    • v.13 no.2
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    • pp.242-252
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    • 2011
  • The purpose of the study was to investigate customer loyalty programs of diverse types of retailers. As offline retailers, department store and discount store retailers were examined, and as nonstore retailers, online store and TV home shopping retailers were investigated. Types of customer loyalty programs were analyzed based on Dowling and Uncles'(1997) loyalty program framework which included two schemes, types of reward(direct versus indirect rewards) and timing of reward(immediate versus delayed rewards). The study found that different types of retailers utilized different types of loyalty programs: Department store used all the type of rewards, discount store focused on direct/immediate rewards, online store retailers used direct/delayed rewards and/or direct/immediate rewards, and TV home shopping retailers focused on direct/delayed rewards. The study provided diverse managerial and academic implications.

Science-Gifted Students' Scientific Inquiry Change in Online Argumentative Discussion

  • Lee, Bong-Woo;Son, Jeong-Woo;Lee, Sung-Muk
    • Journal of The Korean Association For Science Education
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    • v.25 no.6
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    • pp.642-649
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    • 2005
  • Argumentative discussion is one of the important components of an educational program, which allows students not only to learn the process of social negotiation through discussions, but also to improve students' overall research abilities. The purpose of this study was to examine a) the changes between inquiry of before-argumentative discussion and inquiry of after-argumentative discussion, and b) the connections between the inquiry changes and online argumentative discussion. This study analysed 726 messages in an online argumentative discussion, as well as in first research reports and second research reports. The results of the study indicate that science-gifted students' research abilities were improved through on-line argumentative discussion that provided them with feedback based on interactive discussions, and encouraged them to re-examine hypotheses and experiment processes. The science-gifted students showed knowledge and abilities for identifying simple errors in research processes and arguing problems in the flow of the whole logic of research.

Internet Based Intelligent Survey and Application System (지능형 웹기반 설문 및 원서 접수시스템)

  • So Yo-Hwan;Kim Seok-Soo
    • Journal of Digital Contents Society
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    • v.5 no.1
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    • pp.54-60
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    • 2004
  • This research employs the intelligent survey agent and online application from to help people to locate the information they would want from Internet quickly. Corporate sectors and indivisuals are in need of valuable and relevant information to swiftly adapt to the Internet-driven business or educational environment. Based on Internet GUI environment, this user-friendly online survey and online application form program uses the agent of increasing the interest and participation of users. The system helps along with the decision making process by quickening the information gathering process.

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Consumer Responses to Stockouts in Online Fashion Stores: Indicating Effects of Psychological Reactance and Emotion (온라인 패션점포의 품절에 대한 소비자 반응: 심리적 반발심과 감정의 매개효과를 중심으로)

  • Shin, Hyesun;Hur, Hee Jin;Choo, Ho Jung
    • Fashion & Textile Research Journal
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    • v.17 no.5
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    • pp.770-780
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    • 2015
  • This study intended to explore fundamental causes affecting consumers' response actions from psychological factors in the situation of sellout occurring during shopping in online fashion stores. In addition, this study devised a virtual online shop in order to measure consumers' cognitive and emotional psychological responses they experienced when goods were sold out. The subjects involved women in 20s~30s, major customers of online shopping, and the subjects were randomly allocated to one of eight questionnaire forms (2(stockout size: high vs low)${\times}2$(product assortment similarity: similar vs. dissimilar)${\times}2$(restocking cue: included vs excluded)). The number of final data used for the analysis was 336 and through SPSS 21.0 program, two-way ANOVA and bootstrap were utilized. The analysis result was that consumers' psychological responses (emotions, psychological reactance) of online shops differed by means of varying stockout situations. The stockout size had positive effect on psychological reactance and negative emotions. On the other hand, there was no difference in positive emotions (arousal) according to stockout size. In stockout situation of online fashion store, the moderating effect of product assortment similarity and restocking cues were verified. According to the analysis result, interaction effects between stockout size and restocking cues, product stockout size and product assortment for psychological reactance were significant. Lastly, the mediation effect of psychological reactance and emotion between stockout size and behavioral response was tested. As a result, the moderated mediation effects of psychological reactance for substitute were significant when product assortment was dissimilar and restocking cue was exclude.

The Effect of Personalization and Accessibility of Online Shopping Cart on Fashion Product Purchase Intention -Focusing on the Mediation Roles of Psychological Ownership- (온라인 장바구니의 개인화와 접근성이 패션제품 구매의도에 미치는 영향 -심리적 소유감의 매개효과를 중심으로-)

  • Dong, Jiyoon;Hur, Hee Jin;Choo, Ho Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.6
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    • pp.910-929
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    • 2019
  • This study identifies the effects of the characteristics of an online shopping cart based on the theory of psychological ownership. This study created experimental stimuli similar to the actual fashion website in order to derive the exact emotional and behavioral responses of participants. To test the hypotheses, four experimental groups of 2 (personalization: high / low) × 2 (accessibility: high / low) were formed with between-subject design. We selected 201 women in 20-30s as participants and they responded to an online survey after experiencing website stimuli. The collected data were analyzed using SPSS 25.0 and SPSS PROCESS Macro program. The results show that the effects of personalization of an online shopping cart on the purchase intention of the fashion product in the cart is significant; in addition, the main effect of personalization of cart on consumer's psychological ownership was confirmed. It was also found that the path of personalization of the online shopping cart to purchase intention through psychological ownership was significant. The findings of this study contributes to the extension of online shopping cart research and provide suggestions to recognize the important role of psychological ownership in increasing the purchase conversion rate.

Investigating Learning Type in Online Problem-Based Learning: Applying Learning Analysis Techniques (온라인 문제기반학습에서의 학습행태 분석: 학습분석 기법을 적용하여)

  • Lee, Sunghye;Choi, Kyoungae;Park, Minseo;Han, Jeongyun
    • The Journal of Korean Association of Computer Education
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    • v.23 no.1
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    • pp.77-90
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    • 2020
  • The purpose of the study is to provide educational implications for more effective Problem-based learning(PBL) by investigating students' learning types based on their online learning behaviors. A total of 1,341 students participated in the study, and they engaged in a six-week-long PBL program run by K University. For the study, participants' online activity data were collected. From the data, a total of 48 variables that represent their various online learning behaviors were extracted. Based on the variables, hierarchical cluster analysis was conducted to analyze learning types. Also, the differences in learning characteristics and achievements were investigated by considering types of learning. As a result, the learning types in online PBL were classified as 'high-level participation (cluster 1)', 'medium-level participation (cluster 2)', and 'low-level participation (cluster 3)'. In addition, the achievement level was found to be highest in 'high-level participation (cluster 1)' and lowest in 'low-level participation (cluster 3)'. Based on the results, the implications for improving online PBL were suggested.

The Case Study of Contents Development for Online Museum Art Appreciation based on Smart Media (스마트 미디어 기반의 온라인 미술관 예술 감상 프로그램 콘텐츠 개발 사례 연구)

  • Yang, Yeon Kyoung
    • Journal of Information Technology Services
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    • v.16 no.1
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    • pp.139-162
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    • 2017
  • Museums contain a significant meaning as a place that reflects empirical knowledge that have been accumulated socially and scientifically in overall life of the public and provides the opportunity to enjoy prestigious culture, while serving as the extended place of education. The first objective of this study is to increase the accessibility of general public through the development of online museum programs as service contents and to present the ultimate direction the development of in art appreciation contents that can effectively expand the infrastructure of culture and art. Second, the effectiveness of online art appreciation programs by registered private museums, which continuously develop smart media-based online museum contents and systemization of archive as the distribution rate of smart devices is increased due to generalization of digital environments, was analyzed by each case to examine the objective distinctions strategies. Third, in terms of museum visitors and smart contents users, this study examines the expected effects of popular distribution by seeking various ways that can enhance the desired exhibit appreciation and autonomous utilization of educational programs, while not being restricted by the physical accessibility and limitation of space at the museums. The subjects of this study included cases of BoroomSan Museum, Savina Museum of Contemporary Art, Imageroot, Sangwon Museum of Art, Hello Museum, etc. and the online smarts contents art appreciation educational programs by registered private museums were analyzed. Results expected to achieve from such processes are as follows. First, the possibility to expand cultural participation in museum exhibition appreciation and museum education infrastructure became widen. Second, the educational program resources can be utilized as the culture and art asset that strengthens the museums' responsibilities in their social role. Third, museum archive can be constructed in more systematic way, and the efficiency of museum archive system can be enhanced to maintain the museum collection database in a consistent format. Fourth, the museum's smart contents users' continued access to museum's online contents may induce the exhibition effect of the site and voluntary participation in education, and can also expect an economic synergy effect as the users become potential visitors that may actually visit the museum in the future.