• 제목/요약/키워드: Online Program

검색결과 948건 처리시간 0.028초

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

  • 송화영;주우붕;김지은;오정현;박한우
    • 한국산학기술학회논문지
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    • 제21권7호
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    • pp.475-486
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    • 2020
  • 이 연구는 웹보메트릭스를 활용한 지역관광자원 발굴 및 뉴스 네트워크를 대구 수성구를 중심으로 분석한 연구이다. 데이터는 Bing, Naver 등 웹 데이터를 사용했으며, 네트워크 분석과 댓글 분석을 하였다. 연구문제는 총 세가지로 첫째, 대구 내부에서 수성구의 검색엔진 최적화 수준은 어떠한가? 둘째, 수성구 관광자원의 온라인 출현도는 어떠한가? 셋째, 높은 온라인 출현도를 보이는 관광자원의 뉴스 기사와 댓글은 어떤 내용이 주를 이루는가?이며 그 결과를 보면 첫째, 수성구는 검색엔진 최적화 수준이 대구 내부에서 하위권에 속하며 이는 수성구 관광을 언급한 자료들의 온라인 가시성이 미약한 수준임을 알 수 있다. 둘째, 수성구에서 온라인 출현도가 높은 관광자원들은 대부분 수성못 중심이다. 셋째, 수성못 언론 보도의 내용과 댓글을 살펴본 결과 수성못 교통문제와 열대야가 최대 관심사로 나타나, 관광기반시설에 대한 접근성 개선과 관광자원 개발이 요구된다. 이러한 분석결과는 수성구 관광자원 관련 정책의 개발 및 서비스 운영에 기여 할 수 있고 지역 경제에 대한 해답이 될 것이다.

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

  • 채유정;이성혜
    • 영재교육연구
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    • 제25권6호
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    • pp.905-926
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    • 2015
  • 본 연구에서는 온라인 영재교육 프로그램을 이수한 학생의 동기, 자기조절전략, 학습양식을 비교하여 성취도 상위, 중위, 하위 집단 간에 차이가 있는지 분석하고자 하였다. 이 연구에 참여한 학생은 2015년 3월~6월까지 온라인 영재교육 과정을 이수한 중학교 1학년~고등학교 2학년 788명이며, 이들은 학습관리시스템을 통해 온라인 설문에 자발적으로 참여하였다. 설문 문항은 동기(동기적 선호, 학습목표 지향성) 관련 20개 문항, 자기조절전략(인지조절 전략, 행동조절 전략) 관련 27문항, 학습양식 관련 6문항, 학습자 배경변인 7문항으로 총 60개였으며, 설문 데이터는 SPSS 19.0를 이용해 기술통계 및 다변량분산분석(MANOVA)의 방법으로 분석하였다. 본 연구에서 도출한 결과는 다음과 같다. 첫째, 학생의 수학, 과학 과목에 대한 동기적 선호를 비교했을 때, 성취수준 상위, 중위, 하위집단 순서로 수학적, 과학적 내재적 동기가 높았다. 둘째, 상위, 중위, 하위 집단 간 인지조절 전략 하위 요인별 활용의 차이를 분석한 결과 정교화 전략에서 집단 간 유의미한 차이가 있는 것으로 나타났고, 노력 및 시간조절 전략에서도 상위 집단과 하위 집단, 중위 집단과 하위 집단 간에 유의미한 차이가 나타났다. 즉, 상위 집단의 정교화 전략, 노력 및 시간조절 활용 수준이 가장 높은 것으로 나타났다. 마지막으로, 학습 양식 선호의 차이, 즉 협동학습과 경쟁학습 선호에 대한 집단 차이는 통계적으로 유의미하지 않았다.

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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    • 제10권4호
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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.

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

  • 박민정;정소진
    • 한국의류산업학회지
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    • 제13권2호
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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
    • 한국과학교육학회지
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    • 제25권6호
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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.

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

  • 소요환;김석수
    • 디지털콘텐츠학회 논문지
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    • 제5권1호
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    • pp.54-60
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    • 2004
  • 본 논문에서 이러한 인터넷 환경에서 자신에게 필요한 정보를 빠르게 확보하기 위한 방법으로 설문조사와 원서 접수를 이용하였으며, 이는 인터넷이 급격하게 보급됨으로 환경 변화에 신속 정확하게 대처하기 위한 질 높은 정보들이 기업이나 개인에게 필요하게 되었다. 웹 GUI 환경을 기반으로 하여 사용자의 편의성을 제공하였고 Agent 개념을 도입하여 설문조사와 원서 접수가 등록되면 자동으로 적합한 정보를 검색하여 사용자에게 제공하여 줌으로 흥미 유발과 참여도를 높일 수 있다. 또한 정보의 빠른 수집이 가능하여 짐에 따라 사용자의 의사결정에 도움을 준다.

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

  • 신혜선;허희진;추호정
    • 한국의류산업학회지
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    • 제17권5호
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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.

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

  • 동지윤;허희진;추호정
    • 한국의류학회지
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    • 제43권6호
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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.

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

  • 이성혜;최경애;박민서;한정윤
    • 컴퓨터교육학회논문지
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    • 제23권1호
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    • pp.77-90
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    • 2020
  • 본 연구는 온라인 문제기반학습에서 학습자의 학습행태에 따른 학습유형을 파악하고 각 학습유형의 특징을 조사하여 효과적인 온라인 문제기반학습 설계를 위한 시사점을 도출하기 위해 수행되었다. 본 연구를 위해 6주 동안 K대학에서 운영된 문제기반학습 프로그램에 참여한 1,341명의 초·중학생의 온라인 활동 데이터가 수집되었고, 이를 통하여 학습자들의 학습행태를 나타내는 48개의 변인이 추출되었다. 추출된 변인은 학습자들의 학습유형을 구분하기 위한 계층적 군집분석 기법에 활용되었으며, 구분된 학습유형에 따라 학습행태와 학업성취도 측면에서 어떠한 차이가 있는지 비교·분석하였다. 그 결과, 학습자의 온라인 학습유형은 학습참여 수준에 따라 '고수준 학습참여형(군집 1)', '중수준 학습참여형(군집 2)', '저수준 학습참여형(군집 3)'으로 구분되었다. 또한, 학습참여 수준이 높은 군집이 높은 학업성취도를 얻은 것으로 확인되었다. 이러한 결과를 바탕으로 온라인 문제기반학습을 효과적으로 설계·운영하기 위한 시사점을 제시하였다.

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

  • 양연경
    • 한국IT서비스학회지
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    • 제16권1호
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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.