• 제목/요약/키워드: Participation Frequency

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시각장애학교 체육프로그램의 재미거리 분석 (An Analysis of Fun Distance of Visually Impaired School Physical Education Program)

  • 심지훈;이승찬;허문영
    • 한국엔터테인먼트산업학회논문지
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    • 제13권3호
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    • pp.181-192
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    • 2019
  • 본 연구의 목적은 시각장애학교 고등학생들이 체육프로그램에서 느끼는 재미거리를 살펴보는데 있다. 전국 시각장애학교 12개 중 10개 시각장애학교의 고등학생(남학생 122명과 여학생 102명)을 대상으로 설문지를 사용하여 자료를 수집하였다. 연구도구는 개방형 설문지이며 질문 내용은 "체육프로그램에서 어떤 점이 가장 재미있는지 세 가지만 간략히 적으세요"로 연구대상자의 생각을 보다 자유롭게 밝힐 수 있는 장점이 있다. 자료 분석은 빈도분석을 실시하였으며, 다음과 같은 결론을 도출하였다. 첫째, 시각장애학교 남자고등학생들은 유능성 요소(통제-자기) 영역에서는 '체력을 기를 수 있어서', 유능성 요소(통제-타인) 영역에서는 '선생님이 칭찬해서', 움직임 관련요소(경쟁) 영역에서는 '골볼', 비수행 요소(상황, 환경) 영역에서는 '자유시간 때문에'의 반응이 가장 높게 나타났다. 둘째, 시각장애학교 여자고등학생들은 유능성 요소(통제-자기) 영역에서는 '스트레스가 풀려서', 유능성 요소(통제-타인) 영역에서는 반응을 보이지 않았고, 움직임 관련요소(경쟁) 영역에서는 '다양한 운동을 할 수 있어서', 비수행 요소(상황, 환경) 영역에서는 '자유시간 때문에'의 반응이 가장 높게 나타났다. 셋째, 시각장애학교 성별 간 고등학생들의 체육프로그램 재미거리 비교분석에서 눈여겨볼 점은 유능성 요소(통제-자기) 영역에서는 남학생은 건강과 체력증진에 관심을, 여학생은 스트레스를 풀 수 있는 수단으로 생각하며, 유능성 요소(통제-타인) 영역에서는 남녀학생 모두 낮은 반응으로 이는 남녀학생 모두 체육프로그램에서 외적인 것보다 내적인 것을 추구하고 있었다. 움직임 관련요소(경쟁) 영역에서는 남학생은 특정종목, 여학생은 다양한 운동을 할 수 있는 기회에 높은 반응을 보였으며, 비수행 요소(상황, 환경)에서는 남학생, 여학생 모두 자유시간 때문에 체육수업이 재미있다고 반응하였다. 앞으로 더 많은 학교 체육프로그램에서의 재미거리를 찾아내려는 연구를 통해 체육프로그램에서 학생들이 느끼는 재미거리를 연구함으로써 학생들의 수업 참여를 극대화하고 과제에 대한 동기 수준을 높일 수 있는 실제적인 방안을 탐색하고 교육과정의 실행적 측면, 즉 체육교육이 제공하는 교육적 가치가 교사와 학생의 사고 및 행동변화를 가져올 수 있는 내용으로 구성되어 체육교육 현장에서 실행할 수 있는 프로그램 내용과 운영방법이 제시될 수 있도록 해야 한다.

Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로 (Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions)

  • 김형진;송세민;이호근
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.125-148
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    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.