• Title/Summary/Keyword: Perceived Presence

Search Result 269, Processing Time 0.021 seconds

Effects of University Students' Social and Teaching Presence on Learning Engagement and Perceived Learning Achievement in Online Courses

  • YUN, Heoncheol;OH, Suna;YOON, Hyunsuk;KIM, Seon
    • Educational Technology International
    • /
    • v.22 no.2
    • /
    • pp.111-137
    • /
    • 2021
  • Embracing the important roles of presence, this study focused on exploring how to enhance online learners' learning engagement and learning achievement in distance higher education settings. More specifically, this study examined the structural relationships among university students' teaching presence, social presence, learning engagement, and perceived learning achievement in online learning environments using structural equation modeling. Data were collected from 206 university students enrolled in online courses in the second semester of 2020 at two large universities. According to the results of the data analysis, there was a significant relationship between teaching and social presence. Teaching presence and social presence predicted learning engagement that positively affected perceived learning achievement. Teaching presence was strongly associated with perceived learning achievement while social presence had a negative impact on that. Additionally, learning engagement had a mediating effect on the relationship between teaching presence and perceived learning achievement. This study found that students who perceived higher levels of teaching and social presences tend to more engage in learning, leading to perceiving better learning achievement. The findings suggest that the design, development, and implementation of effective online instruction should be needed to promote learning engagement, which can be linked to enhancing students' learning achievement. Implications and discussion are addressed in this article.

The Influence of the Presence Perceived by Learners and Participation Motivation on Satisfaction in Distance Education (원격교육에서 성인학습자의 교육참여동기와 실재감이 학습만족도에 미치는 영향)

  • Lee, Jae-Eun;Yu, Byeong-Min;Park, Hye-Jin
    • Journal of Agricultural Extension & Community Development
    • /
    • v.22 no.2
    • /
    • pp.233-243
    • /
    • 2015
  • This study is for understanding differences of satisfaction followed by learning and teaching presence perceived by learners and participation motivation on learning in a distance education. General characteristics of learner are classified as an entrance type, sex, age, new/transfer of distance university learners. Perceived presence is classified with learning presence and teaching presence. Participation motivation on learning is classified with the directivity of activity, goal, and study based on the reason of participating in classes in a distance university. And this research tried out to find the effects of learner's characteristics, perceived presence, and participation motivation on learning satisfaction. The results are as follows. First, there was no meaningful difference of general characteristic on satisfaction. It means sex, age, and entrance type did not have an effect on satisfaction. Second, with the level of presence perceived by learner, satisfaction has meaningful differences. It means that students who had higher learning presence perceived of distance university showed higher satisfaction, and so as in teaching presence perceived on satisfaction. Third, factors effecting satisfaction based on participation motivation on learning differ with types of motivation. There was no meaningful difference of the level of activity directivity study participant on satisfaction, but was a meaningful difference of goal directivity and of study directivity in participation motivation on learning satisfaction. It was the learning presence that had a significant effect on learning satisfaction of adult learning.

The Effect of Perceived Usefulness and Attitude of Adult Learners on Learning Flow and Learning Presence (성인학습자의 지각된 유용성과 태도가 학습몰입과 학습실재감에 미치는 영향)

  • Yu, Byeong Min;Park, Hye Jin;Jin, Hyun Seung
    • Journal of Agricultural Extension & Community Development
    • /
    • v.23 no.4
    • /
    • pp.449-457
    • /
    • 2016
  • The purpose of this study are to examine the educational use of the Facebook and to examine the effects of the learners perceived usefulness, attitude and self-efficacy on learning flow and learning presence at university classes using social network service. The subjects of this study are 155 university students attending a class at a 4-year university in Seoul, and certain questions verified in the existing studies were modified, complemented, and used as a tool for measurement. The details of the purpose are as follows. First, it turned out that there were significant differences in learning flow and learning presence in accordance with the levels of the usefulness that learners perceived. It can be said that the higher the perceived level of usefulness, the higher the learning flow and learning presence. Second, it turned out that there were significant differences in learning flow and learning presence in accordance with the levels of learners' perceived attitudes. We can interpret such a result as suggesting that the higher a learner's perceived attitude, the higher the learning flow and learning presence.

Study on Impact of Metaverse's Social Presence on Perceived Value and Intention to Use (메타버스의 사회적 실재감이 지각된 가치와 사용의도에 미치는 영향 연구)

  • Minjung Kim;Mina Lee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.4
    • /
    • pp.721-728
    • /
    • 2024
  • The purpose of this study is to confirm the direct and indirect influence of the social presence of the Metaverse on intention to use. At this time, in addition to the direct effect of social presence, we attempted to examine the indirect effect on intention to use through perceived value. Perceived value was based on previous research. Perceived Enjoyment and perceived usefulness were used as positive values, and anxiety or worry perceived in the use of the Metaverse was defined as perceived risk and applied together. As a result of conducting a survey targeting college students who are the main users of Metaverse, the social presence of Metaverse had a direct positive effect on intention to use, and the mediating effects of perceived enjoyment and perceived usefulness could be confirmed. However, perceived risk did not have a significant mediating effect. Strategic implications were provided based on the results of this study, which showed that increasing the social presence of the Metaverse can enhance the intention to use it by increasing the value of the platform.

Perceptions of Presence as Antecedents to E-tail Shopping - An Extended Technology Acceptance Model -

  • Park, Jee-Sun;Hyun, Jong-Han;Fairhurst, Ann;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
    • /
    • v.20 no.3
    • /
    • pp.451-462
    • /
    • 2012
  • Drawing on the literature on TAM and presence, this study proposes a model of the extended TAM by identifying factors that affect the motivations to enhance our understanding of online consumers' acceptance of an e-tail website. This study conceptualizes that consumers' perceived presence variables such as telepresence and social presence are the antecedents to the motivations of TAM. Empirical tests using regression analyses generally supported the proposed model. The overall conclusion from the current data is that our integrated model is useful in understanding consumers' acceptance of an apparel e-tail website. The findings show that perceived usefulness, perceived ease of use, and perceived interest motivations act as strong determinants of consumers' attitude toward an e-tailer, which leads to their behavioral intentions about the e-tailer. This suggests that apparel e-tailers should consider these three motivations when they design their websites. As one way to influence these three factors, this study showed the role of perceived presence in the usage of an apparel e-tail website. The findings suggest that online consumers' perceptions of "being there" and "socialness" stimulate their perceptions of usefulness and interest in the website use. Thus, e-tailers should consider effective ways to increase consumers' perceived presence.

Antecedents and Consequences of Consumer Engagement in Social Media

  • Um, Nam-Hyun
    • International Journal of Contents
    • /
    • v.12 no.3
    • /
    • pp.59-68
    • /
    • 2016
  • This study investigates perceived social presence, perceived interactivity, perceived enjoyment, and perceived trust as antecedents of consumer engagement. We measured the attitudinal and behavioral brand loyalty as consequences of consumer engagement in social media. Our findings suggest that perceptions of social presence, enjoyment, and trust are significantly related to consumer engagement. Conversely, perceived interactivity has no positive influence on consumer engagement. In addition, consumer engagement is found to have a significant impact on both attitudinal and behavioral brand loyalty. The study revealed that, in the modified model, covariance paths among the proposed antecedents of consumer engagement (namely the perceived social presence, interactivity, enjoyment, and trust) are statistically significant. In this paper, we also discuss limitations of the study and future research.

The Effects of Task Value, Perceived Usefulness, and Teaching Presence on Learning Outcomes in Cyber University (사이버대학생의 학습성과에 대한 과제가치, 지각된 유용성, 교수실재감의 영향)

  • Lee, Jeong-Min;Yoon, Seok-In
    • Journal of The Korean Association of Information Education
    • /
    • v.15 no.3
    • /
    • pp.449-458
    • /
    • 2011
  • The purpose of this study is to investigate the effects of task value and perceived usefulness on learning outcomes. This study also examined the mediating effects of teaching presence in their relationships. As a result, task value and perceived usefulness significantly predicted learning outcomes (learning flow and learning persistence). In addition, teaching presence mediated between task value, perceived usefulness and learning outcome. This findings imply that task value, perceived usefulness, and teaching presence should be valued to enhance learning outcomes in Cyber university.

  • PDF

Perceived Social Presence in the Text-Based Media: Mobile Communication Case (문자기반 매체에서 느끼는 사회적 현존감: 모바일 커뮤니케이션의 사례)

  • Lee, Hae-Kyung;Lee, Hyejung;Lee, Jungwoo
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.1
    • /
    • pp.164-174
    • /
    • 2013
  • Since the advent of smart phone, a variety of text-based media are developed and used as popular communication tools even in mobile phone environment. This study explores differences in terms of users' perceived social presence level across different text-based media, specifically KakaoTalk, Facebook, SMS. A survey was conducted using items adopted from previous studies on social presence. 203 data points were collected and used for analysis. Across the whole sample, KakaoTalk is perceived as the highest in terms of perceived social presence level, followed by Facebook and SMS. Also, the users with higher level of sociality tends to reveal higher level of perceived social presence across all the media while younger and/or student users tend to maintain higher level of social presence perception across all the media. Further studies seem necessary investigating features of specific medium that may increase or decrease the perceived level of social presence.

The Study of Factors Influencing the Intention of Continuous Usage Using Augmented Reality Games: Comparative Analysis of Korean and Chinese Users

  • Namjae Cho;YanRui Wang;Jeong Hun Lim;Giseob Yu
    • Asia pacific journal of information systems
    • /
    • v.32 no.2
    • /
    • pp.249-274
    • /
    • 2022
  • This study is to focuses on users' attitudes toward augmented reality games. Based on the Technology Acceptance Model (TAM) and Flow theory, continuous usage intention was set as a dependent variable, and immersion was set as a mediating variable. As independent variables, spatial presence, perceived interactivity, perceived pleasure, and sickness were set. Besides, this study strived to compare and analyze Korean and Chinese Data. The results of this study were as follows. First of all, Korean users significantly affected spatial presence, perceived pleasure, and immersion. Spatial presence and perceived pleasure had also mediated effects on continuous usage intention through immersion. However, perceived interactivity and sickness did not affect immersion and even no mediating effect to continuous usage intention. In the case of Chinese users, spatial presence, perceived interactivity, and perceived pleasure were grouped into one variable. This variable influenced immersion and also had mediated effect on continuous usage intention. However, sickness, like Korean users, did not affect the set path. This study had implications for analyzing user perspective using immersion, a significant variable in previous research. In addition, this study found similarities and characteristics through a comparative analysis between Korean and Chinese users indirectly.

Do Gender, Types of VR Game, & Virtual Presence Matter in VR Games?

  • Um, Namhyun
    • International Journal of Contents
    • /
    • v.16 no.4
    • /
    • pp.78-83
    • /
    • 2020
  • VR technology has become a game changer in the game industry. VR game market has increased exponentially worldwide. The current study is designed to examine effects of VR game players' gender (male vs. female), types of VR games (solo game vs. multiplayer game), and the level of perceived virtual presence (low virtual presence vs. high virtual presence) on enjoyment and intention to replay. Study findings suggest that male players, after playing VR games, showed higher enjoyment and intention to replay VR games. In terms of types of VR games, multiplayer VR games lead to higher enjoyment intention to replay than solo play games. Finally, this study found that the high level of perceived virtual presence incur higher enjoyment and intention to replay than the low level of perceived virtual presence in playing VR games. Practical implications were discussed in the last section of this paper.