• 제목/요약/키워드: Online Program

검색결과 948건 처리시간 0.026초

성폭력피해자를 돕기 위한 온라인 기반 외상-초점 인지행동치료 교육프로그램에 대한 소개 (Introduction to Online Based Trauma-Focused Cognitive Behavioral Therapy Education Program for Helping Sexually Abused People)

  • 조영성;송지연;이준영
    • 대한불안의학회지
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    • 제12권2호
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    • pp.79-85
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    • 2016
  • Sexually abused victims suffer not only physical damage, but they may also experience an array of additional problems ranging from acute fear, depressed mood, anxiety, shame, or insomnia to long-term psychiatric disorders. Trauma Focused Cognitive Behavioral Therapy (TF-CBT) is known to have excellent therapeutic effects for trauma victims including victims of sexual violence. CBT treatment includes stress immunity training, relaxation training, and acceptance and commitment therapy. In foreign countries TF-CBT is carried out online in order to increase the therapeutic accessibility for the victim and improve the quality of the interview for the therapists. As a result, those victims who have difficulties in requesting external help, who live in remote areas, or who have limited time may now have access to the service and benefit from the online education programs. A website providing an online based TF-CBT program was initiated in Korea also. Through the website, victims and their guardians may obtain therapeutic information without the need for face-to-face meetings with therapists. Our goal is to create a system with this website which will provide therapeutic assistance to sexual violence victims and improve the quality of the counseling provided by the therapist.

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Influencing Factors in Fans' Consumer Behavior: BTS Meal Distribution in Indonesia

  • SINGER, Narita Gianini;HIDAYAT, Z.
    • 유통과학연구
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    • 제19권9호
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    • pp.113-123
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    • 2021
  • Purpose: BTS Meal at McDonald's was launched in May 2021 in selected countries all over the world. BTS fans in Indonesia bought the BTS Meal and collectively donated to the online delivery drivers as a form of empathy. As a quantitative study, this paper aims to identify the influencing factors in sociopsychology for fans to buy products (BTS Meal) available online using celebrity endorsement strategy, as well as demonstrating social empathy as an extended effect. Research design, data and methodology: empirical research was conducted through an online survey sent to 150 participants using the purposive sampling method. Participants were BTS fans, or ARMYs, who bought BTS Meal and conducted donations. Data were then sorted and processed with path regression. Results: preference and role model influenced the buying behavior; however, these factors influenced social empathy only when mediated by consumption. Preference and role model alone did not have a direct influence on social empathy. Conclusions: Consumer behavior insight is relevant in distribution science. A meal distribution involving brand ambassadors is considerable, particularly with celebrities demonstrating quality in capturing fans' hearts through role modeling. When a distribution is conducted online using a brand ambassador, buying behavior could lead to a social impact.

온라인 비교과 설계 교육과정에서 기초 설계 교육과정으로의 적용 가능성 탐색 : 온라인 IoT 비교과 교육과정 사례를 중심으로 (Exploring the Applicability from Extracurricular Design to Basic Engineering Design in Online : Focusing on the Case of IoT Extra-Curricular in Online)

  • 황윤자;허지숙
    • 공학교육연구
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    • 제24권4호
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    • pp.30-40
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    • 2021
  • The purpose of this study is to verify the effectiveness the IoT program in online, and explore the applicability of the design course in consideration of design elements and realistic constraints for engineering education accreditation in online. For this study, IoT programs developed based on online classes were operated, and the effectiveness as a subject was verified through satisfaction surveys, competency test, and interview of participating students. In addition, by presenting design elements and realistic constraints in a online environment required to apply to engineering design courses, it is expected that they can be used as basic data in developing and operating actual design curriculum.

고교-대학 연계 심화과정의 기회 확대 제공을 위한 온라인 교육 도입 방안 연구 (A Study on Introduction of Online Education to Provide Opportunities for Spreading University-level Program)

  • 한옥영;정미현;김재현
    • 인터넷정보학회논문지
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    • 제15권3호
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    • pp.117-124
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    • 2014
  • 본 논문은 특정 학문 영역에서 적성과 능력이 뛰어난 고등학생을 대상으로 대학 수준의 심화학습을 제공하여 학생의 학습욕구를 충족하고, 잠재능력을 개발하기 위한 수월성 교육의 가치를 제공하는 고교-대학 연계 심화과정 온라인 교육의 도입을 위한 고등학교 학생과 교사의 인식에 관한 연구이다. 이를 위하여 고등학교 학생 및 교사들을 대상으로 설문을 실시하였으며, 설문 분석 결과 고등학생은 고교-대학 연계 심화과정의 온라인 교육 운영에서 효율성을 가장 중요한 요인으로 보고 있으며, 다음으로 진학도움, 교육방식, 만족도, 주위추천 순으로 긍정적 관점이 나타났다. 교사 역시 효율성이 가장 중요한 요인으로 나타났으며, 만족도, 진학도움, 교육 방식 순으로 나타났다. 이러한 결과들을 바탕으로 고교-대학 연계 심화과정을 활성화하고, 지역 간 교육기회 격차를 해소하여 학생의 학습권을 보장할 수 있는 온라인 교육 도입 및 운영 방안과 운영 시 학생들의 학습만족도를 높이기 위한 제언을 제시하였다.

COVID-19 이후 물리치료과 학생의 온라인수업 실태 조사 연구 (A Study on Online Classes of College Physical Therapy Students since COVID-19)

  • 정은정
    • 대한물리치료과학회지
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    • 제29권4호
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    • pp.54-64
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    • 2022
  • Background: This study aims to investigate the perception and actual situation of online classes of college physical therapy students after COVID-19. In addition, it is necessary to conduct a fact-finding survey on how physical therapy students who have experienced online classes think about the online class method, what are the overall problems, and to what extent they are satisfied. Methods: The subjects of this study were 102 students in the 3rd year of physical therapy at University A, and the survey period was from June 10 to June 23, 2020, and the perception and use of online classes and self-regulated learning ability were investigated. Design: Cross-section study. Results: The perception of online lectures, it was found that the perception of online classes after actual online classes was better than the perceptions before watching (utilization), and satisfaction with online classes was generally high. There was a significant difference according to the grades in self regulated learning. The data values measured in this study were analyzed using SPSS (Statistical Package for Social Science) Windows version 12.0 statistical program. Conclusion: These results suggest that in future research, it is necessary to study the perceptions and actual conditions of each class compared to online classes and face-to-face classes.

The Effects of User Experience Factors on Satisfaction and Repurchase Intention at Online Food Market

  • CHA, Seong Soo;LEE, Su Han
    • 산경연구논집
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    • 제12권4호
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    • pp.7-13
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    • 2021
  • Purpose: This study aims to empirically analyze the effects of user experience on satisfaction and repurchase in the online food market and to present implications. Online food markets have rapidly dominated the grocery market since their appearance, and online food purchases by middle and seniors as well as young people are increasing rapidly. Research design, data, and methodology: The survey was conducted on 268 consumers with experience in using online food markets, and the results of the survey were analyzed using SPSS statistical program to verify reliability and feasibility, and using structural equation modelling (SEM) using AMOS. This study positively analyzed the impact of satisfaction and repurchase intent by setting system quality, product quality, brand characteristics, and economics as user experience factors in online food markets. Results: The results showed that among online food market user experience factors, the quality of the product and brand characteristics have a significant impact on satisfaction. This means that consumers decide to purchase food through online food markets by considering high-quality products and brand value together. Conclusions: This study has broadened the horizon of recent research on online food market which has been rapidly increasing in the market triggered by Covid19, providing significant implications.

비접촉 눈 깜박임 측정 안경형 디바이스를 이용한 실시간 스펠러의 구현 (Development of Online Speller using Non-contact Blink Detection Glasses)

  • 이정수;이홍지;이원규;임용규;박광석
    • 대한의용생체공학회:의공학회지
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    • 제36권6호
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    • pp.283-290
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    • 2015
  • We proposed blink based online speller for the locked-in syndrome (LIS) patients, paralyzed in nearly all voluntary muscles expect for the eyes, with a simple and easy-to-use eye blink detection glasses. Electrooculogram (EOG) is the golden standard method of eye movement or blink measurement with Ag/AgCl electrodes. However, this method has several drawbacks such as skin irritation and dehydration of conductive gel. To resolve the shortcomings, we used a blink detection system based on a transparent capacitively coupled electrode, which is conductive indium tin oxide (ITO) films. The films make it possible to measure eye blink without direct skin contact and obstruction of field of view. We finally developed user-friendly blink based online speller with the blink detection system. To classify voluntary and non-voluntary blink, we used the double blink for command of the speller. The online speller experiment result with six healthy subjects shows that mean accuracy is 98.96% and letter per minute (LPM) is 4.73, which are better result by comparison with conventional P300 or auditory brain-computer interface (BCI) paradigm. The result of the experiment demonstrates the possibility of applying the proposed system as a communication method for the LIS patients.

핵심어 카드 제작 및 수업시연 온라인 평생교육프로그램이 시간제 발달장애 근로자의 직장출근준비기술에 미치는 효과 (The Effects of Online-based Lifelong Education Program through Key Words Card Production and Class Demonstration on Job Preparation Skills for Workplace of Workers with Developmental Disabilities)

  • 김영준;권량희
    • 디지털융복합연구
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    • 제19권9호
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    • pp.241-255
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    • 2021
  • 본 연구는 핵심어 카드 제작 및 수업시연 온라인 평생교육프로그램이 시간제 발달장애 근로자의 직장출근준비기술에 미치는 효과를 검증하는 데에 목적을 두어 실시되었다. 연구 대상은 시간제로 식당사업체에 근무하고 있는 세명의 발달장애 근로자들이며, 이들이 거주하는 가정과 지하철역을 실험 환경으로 구성하였다. 연구 방법은 단일대상연구를 사용하였으며, 이에 따라 기초선, 중재, 유지를 실험의 설계 조건으로 반영하였다. 연구 결과, 연구 대상들은 핵심어 카드 제작 및 수업시연 온라인 평생교육프로그램을 통하여 직장출근준비기술을 효과적으로 습득 및 유지한 것으로 나타났다. 연구 결과를 통해, 본 연구는 구성된 독립변인과 종속변인이 상호간에 갖는 유의미한 기능적 관계가 타당하다는 측면을 논의 및 결론지을 수 있었다.

청소년 게임 과몰입 해소를 위한 e-스포츠 온라인 수련활동 프로그램 효과성 연구 : '온라인 롤(League of Legends: LoL) 게임학교'를 중심으로 (Effectiveness of e-Sports Online Training Program for Relieving Youth Game Over-flow: Focusing on 'Online LoL(League of Legends) Game School')

  • 최정혜;방승호
    • 한국게임학회 논문지
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    • 제21권5호
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    • pp.133-142
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    • 2021
  • 본 연구는 청소년 게임 과몰입 해소를 위한 e-스포츠 온라인 수련활동 프로그램인 '온라인 롤(League of Legends: LoL) 게임 학교'에 대한 효과성을 조사하였다. 서울시교육청 학생교육원에서 주관한 온라인 롤 게임학교는 e-스포츠게임을 전문적으로 배울 수 있는 다양한 활동과 관련 진로를 탐색해 볼 수 있는 수련활동이 학생들에게 긍정적인 정서를 제공하였고, 내재적 동기 유발에도 긍정적인 영향을 준 것으로 나타났다. 디지털 환경에 익숙하고 이색적인 경험을 추구하는 Z세대 청소년들에게 e-스포츠 교육 콘텐츠가 건강한 게임 문화를 이해하는데 직접적인 도움이 되고, 자신의 진로와 삶에 대한 건설적인 생각을 할 수 있는 계기를 만드는데 기여할 것으로 전망한다.

온라인 수업에서 치기공과 학생의 학습동기 및 학습동기저하에 영향을 미치는 요인 (Factors that affecting the learning motivation and demotivation of dental technology students in online classes)

  • 이선경
    • 대한치과기공학회지
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    • 제44권3호
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    • pp.97-103
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    • 2022
  • Purpose: This study sought to identify the factors influencing learning motivation and demotivation in online dental technology students. Methods: A survey was conducted from October 1 to 30, 2021, on 188 dental technology students. The collected data were processed using the IBM SPSS IBM SPSS Statistics ver. 22.0 statistical program (IBM), and frequency, factor, and one-way ANOVA analyses were performed, for which the significance was set at 0.05. Results: It was found that the main online learning motivation factors were the usefulness of the learning content, interest, and confidence in the activities, the relationships with the teachers and friends, the feedback, and learning satisfaction. The factors that reduced the students' online learning motivation were interaction difficulties, maladaptation to the self-directed learning environment, the inadequate number of learning activities, and activity difficulty. Conclusion: Based on the identified online class motivation and demotivation factors, better systematic management and increased research are needed to improve the quality of non-face-to-face classes.