• 제목/요약/키워드: Research experience

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대학생 환경동아리 활동의 교육적 의미 (A Study on the Educational Meaning of an Undergraduate Student's Environmental Club Experience)

  • 주형선;김종욱
    • 한국환경교육학회지:환경교육
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    • 제18권2호
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    • pp.66-75
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    • 2005
  • This study investigates an undergraduate student's environmental club experience by employing a biographical research method. The informant has been member of the environmental club since he is a freshman. The purpose of this study is three points. First, which theoretical framework is suitable to explain the characteristics of environmental club experience ? Second, what is the characteristics of the informant's environmental club experience analysed by means of the theoretical framework ? Finally, what is the educational meaning of environmental club experience ? As a result, I find that environmental identity is very powerful framework to explain the characteristics of environmental club experience. Also, I explain the informant's environmental club experience as the formation of environmental identity by changes in three aspects. In the informant's life, cultural world of environment/environmental movement becomes salient which is closely connected with development of agency in the world and understanding how environmental problems can be solved. It is argued that environmental club experience has educational meaning in the studies and practices of environmental education, as follows. Environmental club experience has implications of redefining the goals of environmental education, and improving environmental problem solving learning. Finally, the informant's environmental identity is considered as reflexive identity which is formed through personal reflection of his experience.

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The Effect of Mobile MMORPG Characteristics on Flow Experience and Performance

  • LEE, Jeonghoon
    • 유통과학연구
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    • 제17권8호
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    • pp.35-44
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    • 2019
  • Purpose - This study examines the changes in the mobile MMORPG market in recent years and the factors affecting the performance of mobile games through flow experience according to the characteristics of game content. Research design, data, and methodology - This study focuses on the fact that the cause of game use behavior changes is the flow experience which influences the duration of mobile game continuation. The flow experience and the influencing factors are divided into the relationship between first, second-leading factors, and lagged factors. Results - The user's sense of challenge, skillfulness, concentration, and reality influenced the flow experience as a leading factor influencing the performance of MMORPG games. On the other hand, fun and preference were found to be the outcomes of the flow experience. This is because the game content is experienced not through passive enjoyment but by intentionally enjoying the game content. The flow experience has a positive effect on the intention of continuous use as in the previous study. Conclusions - This study found that the flow experience of game users is necessary for continuous use by organizing relationships of flow experience in mobile MMORPG users' gaming behavior.

문화.역사마을가꾸기 체험프로그램 개발방법에 관한 연구 -2005 안동 군자마을 문화.역사마을가꾸기 체험프로그램 개발과정을 중심으로- (A Study on Development Process of Experience Program in 'Recreating Cultural and Traditional Village' - Focusing on Development Process of Experience Program in '2005 Andong Gunjamaul Recreating Cultural and Traditional Village' -)

  • 신중진;김희경
    • 건축역사연구
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    • 제15권4호
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    • pp.7-22
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    • 2006
  • The purpose of this study is proposing a method of developing experience program for organizing continuous 'Recreating Cultural and Traditional Village'. Therefore, with having purpose of developing experience program which is deeply related with residents organization and architecture in the village, the researcher has participated in '2005 An-dong Gunjamaul Recreating Cultural and Traditional Village', accomplished developing experience program which can continuously manageable by residents and space and facilities which are accompanied with program. The results of this research are as follows. The developing process of experience program has four phases, selecting program, planning program, growing and changing program, and practicing and firmly establishing program. Moreover, the relationships between space planning and setting up a resident's organization and the experience program need to be considered. The things that experts have to consider are come up with three subjects. First, planning experience program with citizen participation. Second, designing experience program with spaces which will contain the programs. Third, developing programs which are accompanied with rediscover village's resources through continuous feedback.

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디지털 공간에서 나타나는 사용자 경험의 확장을 위한 적용 요소에 관한 연구 (A Study on Applied Elements fo the Extension of User Experience in Digital Space)

  • 김세영
    • 한국실내디자인학회논문집
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    • 제23권1호
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    • pp.52-60
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    • 2014
  • The purpose of this study is to analyze about the extension of user experience in the digital space. Through the digital technology and virtual space, the city's new environment is being changed. it makes people activate their aesthetic experience. Simultaneously, it elevates satisfaction levels regarding people's aesthetic experience. Research methods and settings of the range to study on the Extension of User Experience are as follows: First, establish digital space's characteristics comparing digital space at the structural change-points in modern society. Second, experience's approch way through the digital media in the contemporary space. And understand the concept about a variety of User Experience. Third. to classify the elements of access control for the user experience. Experience is being expanded through the generation process. Fourth, investigate analysis of the case studies, focused on the architecture and space design_Media installations that appear in the city park, the city's landmark buildings facade, the building facade by offering commercially applied for brand marketing_ announced through the media recently. Also, it is to look at the physical elements through digital media and to analyze the applicability of the public space. Therefore, the new approach to digital implementation shall be determined by looking in the direction of the user approaches.

여고생의 중저가 화장품 점포 내 브랜드체험이 브랜드몰입과 충성도에 미치는 영향 (Effects of Brand Experience in Mass Cosmetic Brand Store on Brand Commitment and Loyalty Among Female High School Students)

  • 유혜경;이민선
    • 한국의류학회지
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    • 제43권2호
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    • pp.167-183
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    • 2019
  • This study examines the dimensions of brand experience and brand commitment within mass cosmetic brand stores that target female high school students and analyzes the effect of multi-dimension brand experience and brand commitment on brand loyalty. A model linking brand experience to brand commitment and loyalty was tested, using structural equation modeling analysis. A total of 175 female high school students completed the online questionnaire. The current study extended the understandings of the construct of brand commitment by adopting a broadened five-component consumer commitment. The results confirmed that developing brand experience in domestic mass cosmetics brand stores influences consumer loyalty through various types of brand commitment. This study can be beneficial for brand managers by providing guidelines on how to establish consumer loyalty affected by brand experience through brand commitment. Especially, brand managers should consider the negative impacts of forced commitment on consumer loyalty despite brand experience within the stores not influencing teenage consumers' forced commitment toward mass cosmetic brands. The importance of habitual commitment in the relationship between brand experience and loyalty was also revealed. The results can provide a realistic blueprint for consumer brand experience and commitment strategy.

보육교사의 외상경험이 조직몰입에 미치는 영향 (The Effect of Childcare Teachers' Traumatic Experience on Teachers' Organizational Commitment)

  • 이민희
    • 한국보육지원학회지
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    • 제18권5호
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    • pp.19-31
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    • 2022
  • Objective: The purpose of this study is to examine the difference between teachers' traumatic experience and teachers' organizational commitment while considering individual differences of the childcare teachers and to investigate the effect of childcare teachers' traumatic experience on organizational commitment. Methods: This study used an online survey and collected data from 235 respondents. Then the data were analyzed by using a one-way ANOVA test, Scheffe post-hoc analysis, and hierarchical regression analysis. Results: First, this study found that there was a statistically significant difference between the traumatic experience of childcare teachers and teachers' organizational commitment depending on the age and career stage of the childcare teachers. Second, the childcare experience of childcare teachers showed a positive correlation with experience, and the traumatic experience showed a negative correlation with the organizational commitment. Third, childcare teachers' traumatic experience had a negative effect on normative and continuous immersion, respectively. Conclusion/Implications: This study contributes to the literature by recognizing the events that occurred in the process of childcare and identified the cause of the decrease in childcare teachers' motivation to work. It also suggests the need for continuous research on traumatic events that childcare teachers' experience during work in order to protect the rights and interests of childcare teachers.

스포츠웨어 매장 내 고객 경험의 중요성 인식에 미치는 소비자의 쇼핑 가치 영향에 관한 연구 (Effect of Consumer Shopping Value on Recognition of the Importance of Customer Experience in Sportswear Stores)

  • 유화숙
    • Human Ecology Research
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    • 제60권4호
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    • pp.521-533
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    • 2022
  • Using Bernd H. Schmitt's experiential modules, this study investigated the effect of shopping value on recognizing the importance of customer experience. A survey was conducted with 400 adults aged in their 20s to 50s. To analyze the data, factor analysis, a reliability test, cluster analysis, and ANOVA were conducted. The results were as follows. First, the shopping values exhibited by sportswear consumers were a utilitarian shopping value and a hedonic shopping value. Through these, consumers were classified into four groups: a shopping value-oriented group, a utilitarian shopping value group, a shopping value-unconcern group, and a hedonic shopping value group. Second, the customer experience consisted of five factors: sensory experience, emotional experience, cognitive experience, behavioral experience, and relational experience. Third, a significant difference was observed in customers' perceived experiences according to shopping value type. In the shopping value-oriented group, all customer experiences were generally considered important, followed by the hedonic shopping value group and the shopping value-unconcern group, with the utilitarian shopping value group least likely to perceive customer experiences as important. In addition, cognitive and emotional experiences were rated highest among the five experiences, indicating that these were the most important store experiences among the various customer experience components.

관절통을 경험한 도서지역 여성의 체험연구 (A Phenomenological Perspective and Meaning of joint-pain's Experience of Women's in an island)

  • 김간우
    • 근관절건강학회지
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    • 제5권2호
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    • pp.265-285
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    • 1998
  • This Qualitative nursing research was made with a hermeneutic phenomenological approach to find out the meaning and nature of human's experience. The purpose of the inquiry is to find out the meaning and to understand the nature of Joint pain's experience of women in the island and to apply the result to nursing practice. The study was guided by Shin Kyung Rim's four step that revised van Manen's method for doing research. The method of inquiry included : turning to interesting phenomenon. inquiring and investigating experience as it was lived rather than as conceptualized ; reflecting and analyzing essential themes which characterize phenomenon ; and describing phenomenon through art and literature. Multiple strategies for data collecting were needed : deep face to face interview ; analysis of joint pain of women's writings ; describing and analysis of examples of the phenomenon in art, literature. Through this process essensial them of the experience was emerged : Misery that I would like to cut off my body, Sea wind soaking deeply into the bones, Dull pain from the postpartum cold wind, The another suffer I should endure by myself, Recrudesce despite all the try I have made, Often forgetting the pain of every Joint for hardship of life. Findings from artistic and creative inquiry further was validated and meaning was discovered. The study illuminated meaning and simultaneously validated the phenomenological research process. Essential themes for understanding women joint pain's experience, implications, for education, research and practice, direction and need for continuing inquiry were identified.

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IoT기반의 미래 Workplace를 위한 사용자 경험 디자인 연구 (User Experience Design for future workplace based on IoT)

  • 박남춘
    • 한국HCI학회논문지
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    • 제12권4호
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    • pp.57-64
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    • 2017
  • 사용자 중심의 디자인 패러다임 변화와 사용자 경험 디자인의 부상으로 특정 공간에서의 제품과 서비스에 대한 사용자 경험의 중요성도 증대되었다. 또한 IoT서비스의 등장과 함께 미래 업무환경의 새로운 변화가 예상된다. 본 연구는 미래 업무공간의 컨텍스트를 고려하여 새로운 사용자 경험 디자인을 제안하는 것을 목적으로 한다. 우선 IoT의 개념과 본질에 대한 고찰을 통해 미래 업무환경에 영향을 줄 수 있는 다양한 요소들을 정의하고 각 요소들의 관계를 파악하였다. 다음으로 현재 업무환경에서의 사용자리서치를 통해 다양한 형태의 업무환경에서 사용자의 행태에 영향을 미치는 컨텍스트를 파악하고, 이를 통해 미래 업무환경에서의 새로운 사용자 경험의 가능성을 보여줄 수 있는 인사이트(insight)를 도출하였다. 그리고 위의 분석과 인사이트를 바탕으로 새로운 미래의 업무환경에 대한 다양한 컨텍스트모델을 구성하고, 그에 따른 UX모델링을 통해 구체적인 UX시나리오와 대안을 제시하였다. 본 연구는 UX디자인의 관점을 디바이스 중심에서 공간과 컨텍스트 중심으로 확장시킴으로써, UX디자인 연구의 다양성에 기여할 것이며 공간디자인 분야와 서비스디자인 분야와의 협력적 연구 및 IoT서비스 관련분야와의 학제적 연구에 기여할 것이다.

IT기업 체험매장의 효과: 지각된 위험, 브랜드 태도 및 구매의도에 미치는 영향 (Structural Analysis to In-store Experience Characteristics, Perceived Risks, Brand Attitude and Purchase Intention)

  • 한계숙
    • 한국유통학회지:유통연구
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    • 제12권2호
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    • pp.1-22
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    • 2007
  • 본 논문은 최근 경쟁적 환경으로 인해 체험적 가치로의 전개가 중요해 지고 있는 상황에서 각광을 받고 있는 체험매장의 효과에 관한 연구이다. 특히 체험매장의 많은 수를 차지하고 있는 IT기업의 경우 체험매장이 브랜드에 대한 긍정적 태도뿐만 아니라, 복합화되고 고가격화되어 가고 있는 신규 디지털 디바이스에 대한 소비자들의 지각된 위험을 낮추는 역할을 기대할 수 있음에도 불구하고 이에 대한 효과를 실증적으로 검증한 연구가 부족하였다. 따라서 본 연구는 IT기업 체험매장의 구성요소를 매장의 물리적 환경, 인적 상호작용, 디지털 디바이스에 대한 체험정도로 구분하고 소비자들의 지각된 위험과 브랜드 태도에 어떠한 영향을 미치는지, 그리고 지각된 위험과 브랜드 태도는 구매의도에 어떠한 영향을 미치는지 살펴보고자 하였다. 분석결과, 체험매장의 물리적 환경, 인적 상호작용, 제품체험은 첨단 디지털 디바이스 수용에 대한 지각된 위험과 브랜드 태도의 매개효과를 통해 구매의도에 영향을 미치고 있음을 확인하였다. 이러한 결과는 경쟁이 치열해지고 있는 IT 시장의 디지털 디바이스가 점차 복합화, 고기능화, 고가격화 되는 상황에서 매장 내 소비자들의 체험이 제품의 수용에 대한 소비자들의 지각된 위험을 낮추고 브랜드에 대한 긍정적 태도를 높임으로써 구매의도에 실제로 긍정적인 영향을 미치고 있음을 의미하는 것이다.

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