• 제목/요약/키워드: Research experience

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대학 마일리지 제도 경험에 대한 합의적 질적 연구 (A Consensual Qualitative Research on the Experience of University Mileage Scheme)

  • 안수현;이상준
    • 실천공학교육논문지
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    • 제12권2호
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    • pp.371-381
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    • 2020
  • 대부분 대학들은 학생들의 비교과 활동을 독려하기 위해 비교과 활동내역을 점수로 환산하여 장학금을 지급하는 마일리지 제도를 운영하고 있다. 본 연구는 대학이 학생들에게 전략적으로 제공하고 있는 마일리지 제도에 대한 학생 경험의 이해를 목적으로 한다. 이를 위해 마일리지 제도가 정착된 대학의 학생 16명을 선정하여 심층면접을 실시하고, 면접 자료를 합의적 질적 연구방법으로 분석하였다. 연구결과의 타당성 확보를 위해 감수자에게 연구를 통해 도출된 전체 영역 및 범주의 적절성에 대한 의견을 받았으며, 최종적으로 '마일리지 제도에 참여하게 된 동기', '마일리지 제도에 참여하는 과정에서의 경험', '마일리지 제도에 참여한 이후 경험의 영향'의 3개 영역과 18개 범주를 도출하였다. 본 연구는 대학 마일리지 제도에 대한 학생 경험에 초점을 맞추고, 이를 통해 현행 마일리지 제도에 대한 검토와 향후 대학이 마일리지 제도에 대해 접근할 다양한 시사점을 제안했다는데 그 의의가 있다.

연구 참여 경험을 통한 과학 교사의 전문성 발달 과정 탐색 (Exploring Professional Development of Science Teachers through the Research Experience for Teachers Program)

  • 백인영;김희백
    • 한국과학교육학회지
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    • 제31권5호
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    • pp.663-679
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    • 2011
  • 본 연구는 첨단과학 교사연수센터에서 실시한 교사연구경험(Research Experience for Teachers, RET) 프로그램에 참여한 세 명의 과학 교사들을 대상으로 한 사례 연구이다. 교사들은 RET 프로그램이 진행되는 6개월 동안 과학자의 연구실에서 실험 수행 경험을 하였으며, 이 경험을 토대로 학교에서 적용할 수 있는 교수 자료를 개발하였다. 교수법적 내용 지식(Pedagogical Content Knowledge, PCK)을 교사가 전문성을 갖추기 위해 가져야 할 지식으로 규정하고, RET 프로그램을 경험한 후에 나타난 교사들의 전문성의 변화와 그들의 전문성 발달에 영향을 미치는 요인을 탐색하였다. 3명의 참여 교사들은 RET 프로그램에 참여함으로써 과학 교수 지향, 과학 지식, 학생 지식, 교수 지식, 그리고 자원 지식과 같은 PCK 요소들의 통합된 발달을 보였다. RET 프로그램을 통해서 발달한 PCK 요소들은 학교에서의 교수 실행에 반영되었으며, 시간이 지날수록 교사들이 자신의 PCK 발달을 더욱 명확히 인식하는 것으로 나타났다. 이는 참여 교사들이 RET 프로그램을 통해서 진정한 맥락인 과학자의 연구실에서 ‘합법적인 주변 참여’를 통해서 학습했기 때문에 실제 과학의 과정을 알 수 있었으며, 교수 자료를 개발하는 동안에 새롭게 발달한 PCK요소들과 교사가 이미 가지고 있던 PCK의 통합으로 그들의 PCK가 학교 현장의 실행으로 이어지도록 발달하였기 때문이다. 한편 참여 교사들에 따라서 전문성 발달 요소와 양상에 차이가 있었는데, 이는 RET프로그램에 참여할 때 교사들이 가진 목적이나 그들이 가지고 이미 가지고 있던 PCK의 차이에 기인한 것으로 파악되었다. 본 연구는 연구 경험 제공을 통한과학 교사들의 전문성 발달 프로그램 개발에 의미 있는 시사점을 제공할 수 있을 것으로 보인다.

과학관 '소리 빛' 전시공간, 체험형 인터랙션 전시 콘텐츠 연구 개발 (Research and Development of Interactive Exhibition Contents for 'Sound Light' Exhibition Space in Science Museum)

  • 김태욱;박남기
    • 한국융합학회논문지
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    • 제11권7호
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    • pp.137-144
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    • 2020
  • 본 연구에서는 과학박물관의 기본 개념과 역할을 바탕으로 일상생활과 직접 관련 있는 과학 원리의 전시, 교육, 체험의 제공을 목표로 한 '소리 빛' 인터랙션 전시 콘텐츠와 체험 전시공간을 연구 개발해 국립광주과학관의 '소리 빛' 전시 공간에 구현한다. 연구의 범위는 기존 과학관의 체험형 콘텐츠 선행 연구 사례와 현황을 살펴, 과학관 체험형 전시의 조건과 요소를 정의하고 그를 바탕으로 체험형 전시 시나리오와 어린이를 대상으로 한 콘텐츠를 연구 개발했다. 본 연구 개발 콘텐츠의 성과는 첫째, 빛과 소리를 테마로 인터랙티브 홀로그램 체험 콘텐츠를 개발한다. 둘째, 다수의 프로젝터에 의한 프로젝션 매핑을 통해 미디어 파사드 면을 다면화해 시각적으로 넓고 스펙터클한 화면 구성과 애니메이션을 실현한다. 셋째, 다양한 컬러와 소리를 함께 움직이며 관람객과의 상호작용이 가능한 관람객 중심의 전시, 체험을 실현한다. 마지막으로 홀로 스크린을 통한 홀로그램 인터페이스를 통해 인터랙티브 콘텐츠를 제공하여 전시 정보의 단순한 전달이 아닌 관람에 대한 다수 관람객의 적극적 참여를 유도하며 전시 재방문을 증진한다. 일련의 연구를 통해 최근 과학관의 추세인 테마파크적 성격을 지닌 콘텐츠 및 체험 전시공간 연구 개발이 가능했다.

Elementary, Middle and High School Parents' Awareness of School Garden Education Service

  • Hong, In-Kyoung;Yun, Hyung-Kwon;Jung, Young-Bin;Lee, Sang-Mi;Lee, Choon-soo
    • 인간식물환경학회지
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    • 제24권2호
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    • pp.169-178
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    • 2021
  • Background and objective: Education based on agricultural experience in school gardens is coming to the fore as a solution to reduce the negative effect of rapid urbanization and the development of information technology (IT) on students. Accordingly, this study aimed to investigate how parents of elementary, middle, and high school students in Korea perceive the value of education service using school gardens, as well as their willingness to participate in and pay for such service, and to utilize the results in a quantitative assessment of the socioeconomic value of the education service. Methods: A contactless online survey on the perceived value of education service using school gardens was conducted on 1,010 parents of elementary, middle, and high school students in Korea's five major districts from October 22 to 26 (5 days) of 2020 by M, a Korean specialized survey agency. The data collected was analyzed using SPSS for Windows 25.0 and Excel to obtain the frequency and ratio of each measured item. Results: The respondents had an average of 1.83, of which 52.8% were male. 55.3% of the respondents were aware of the education service using school gardens, and 27.9% experienced the service. When asked if they saw the educational service using school gardens as necessary, 79% answered in the affirmative. In terms of the difference in perception of the need for the service according to experience, 91.8% of the parents who experienced the service responded that it was necessary, indicating that it is important to provide opportunities to experience this service to expand the scope of service. 54.9% of all respondents responded they were willing to pay the costs required for school gardens. When income tax was used as a payment method, the average amount parents were willing to pay was 13,193 KRW, and the tax rate was 2.02%. Based on experience, those who experienced this service had a higher need and willingness to pay for the service than those who had not experience, but the actual amount or tax rate was low as they knew how it was operated. Conclusion: As basic research on the assessment of the value of agricultural experience education using school gardens, this study determined how parents perceive this form of education service as well as their willingness to participate and pay for the service. These findings can be used to systemize the assessment indicators and promote the value of the education service using school gardens, allowing students to maintain a healthy and happy school life through agricultural experience.

Profiling Customer Engagement with "Snuggie" Experience in Social Media

  • Kim, HaeJung;Kim, JiYoung;Yang, Kiseol
    • 한국의류산업학회지
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    • 제15권1호
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    • pp.95-102
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    • 2013
  • In order to understand meaningful customer experience in social media, this study profiles customer engagement by exposing the essential brand experience rooms in hyper-reality contexts. This study selects Snuggie as a target brand as it uses multiple contact points, including social media, to provide meaningful experience to customers. With their unique marketing strategy, Snuggie became a popular brand among the U. S. customers beyond just a wearable blanket. Upon analyzing a total of 364 customer reviews about Snuggie in Amazon.com, five experience rooms were exposed; "Physical artifacts" and "customer involvement" are influential experience rooms which signify interactions between products and customers, while "intangible artifacts", "technology" and "customer placement" reflect a lower degree of experiential engagement. This approach suggests a theoretical foundation in understanding the customer engagement concepts by the means of brand experience dimensions in social media. The ability to create compelling engagement in social media depends on the successful facilitation of relationships and information, which lead to a creative, communicative and interactive experience.

중학생의 성격 유형이 사고 경험에 미치는 영향 (A Study on the Effects of Accident Experience according to Middle School Students' Personality Type)

  • 김수진;이명선
    • 한국학교ㆍ지역보건교육학회지
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    • 제13권1호
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    • pp.65-75
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    • 2012
  • Objectives: This study aims at grasping the socio-demographic variable, safety education experience, personality type and accident experience and analyzing if the personality type influences on the accident experience. Methods: For 330 third-year students at one middle school located at Gyeonggi-Do, questionnaire survey was performed on 16th, October, 2010. Excepting data of 19 students poor in contents, 311 students' data were analyzed. Results: The results of analysis are like followings. 1. As for relation between the socio-demographic variable and accident experience, it showed statistical significance in sex and how to go to school. And there was no statistical significance in parents' job, educational level of parents, residential type, school record and allowance. 2. As for relation between safety education experience and accident experience, safety education doing school than family lowered accident incidence outstandingly. When safety education frequency increased one time, possibility to experience accident decreased to 30%. 3. As for relation between 4 personality types of MBTI and accident experience, Thinking(T) experienced accident more than Feeling(F). Moreover, it showed difference in accident type and injuried degree. This results were statistically significant. As the result of analyzing the injuried degree by sex only in Thinking(T) and Feeling(F), female students had statistically significant difference. Conclusions: Health care providers should develop school safety programs by characteristics of personality.

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서비스 경험과 브랜드 명성이 구전의도에 미치는 영향: 미용실서비스를 중심으로 (Effects of Service Experience and Brand Reputation on Intention by Word of Mouth : Focused on Beauty Salon Service)

  • 고성현;여준상
    • 패션비즈니스
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    • 제13권4호
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    • pp.51-59
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    • 2009
  • The purpose of this research is to investigate the influences of service experience and brand reputation on intention by word of mouth(WOM) when consumers get experiences at beauty salon. We made 2(valence of service experience: positive/negative) ${\times}$ 2(brand reputation level: high/low) subjects experimental design in order to find reason that there is a significant difference of intention by word of the mouth between positive experience condition and negative experience condition. Also we tried to find the interaction of two factors. To test our hypothesis, an experiment was performed on 68 university students in seoul area. Specifically, we used 2-way ANOVA and planned contrast method through SPSS 12.0 procedure. As a result, a two-way ANOVA demonstrated a significant main effect of service experience, which means that people more intend to make WOM when they experience a negative service than a positive service. Also the ANOVA showed a significant interaction effect between service experience and brand reputation, which represents that people more intend to make WOM for high-reputed(low-reputed) brand than low-reputed(high-reputed) brand when they encounter negative(positive) services.

Customer Experience and Repurchase Intention in Multi-Channel: Customer Satisfaction as Mediating Variable

  • MUSTIKASARI, Anita;KRISNAWATI, Maria;SUTRISNO, Endro
    • 산경연구논집
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    • 제12권3호
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    • pp.7-19
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    • 2021
  • Purpose: This study aims to examine customer experience toward repurchase intention in offline and online stores and discuss customer satisfaction as a mediator variable. Research design, data, and methodology: This study investigates customer experience that consists of product, customer service, staff service, shopping environment and shopping procedure toward customer satisfaction using Regression Linear. This study also measures customer satisfaction as a mediated variable in the relationship between customer experience and repurchase intention using Sobel Test. Results: Almost all of the customer experience hypothesis is significant toward customer satisfaction, shopping process experience in the context of the online channel to customer satisfaction is not significant. We also found that customer satisfaction can be mediated variable in customer experience toward repurchase intention. Conclusions: Retails who want to make customers feel satisfied to have to make sure that have good resources in improving the product, the customer service is easy to contact to find the solution over customer problem in purchasing product, also develop the staff member skill in functional product knowledge, presentations, and communicating with customers online or offline, the retailer has to create enjoyment and pleasurable customer emotion through the shopping environment and also give seamless shopping experience to their customer in two-channel.

메타버스 체험과 아바타 패션아이템 추구혜택 및 구매행동과의 관계 연구 (A Study on the Relationships Among Metaverse Experience, the Benefit Sought, and Purchase Behavior of Avatar Fashion Items)

  • 지경하;김한나
    • 패션비즈니스
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    • 제27권1호
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    • pp.36-49
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    • 2023
  • This study investigated effects of metaverse experience on avatar fashion item benefit sought and the impact of fashion item benefit sought on fashion item purchase behavior. An online survey was carried out in the last year targeting male and female consumers aged 15 to 39 years who had purchased avatar fashion items from 'Zepeto'. A total of 363 responses were analyzed in this study. Results are as follows. First, four factors of metaverse experience were derived: 'entertainment experience', 'escape experience', 'adventure experience', and 'relationship experience'. Four factors of avatar fashion item benefit sought were derived: 'trend/brand sought', 'situation suitability sought', 'individuality sought', and 'ideal appearance sought'. Second, all four factors of metaverse experience were found to significantly affect the benefit of trend/brand sought. It was found that entertainment, adventure, and relationship experiences, excluding escape experiences, had significant effects on situational suitability sought. In addition, it was confirmed that entertainment and adventure experiences had significant effects on individuality sought and ideal appearance, respectively. Third, it was found that the trend/brand sought had a significant effect on metaverse usage time and purchase amount and that the situational suitability sought influenced the number of avatar fashion items purchased.

Customer Experience Management: An Innovative Approach to Marketing and Business on the Fashion Retail Industry

  • Arineli, Adriana
    • 융합경영연구
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    • 제4권2호
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    • pp.1-19
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    • 2016
  • The purpose of this study was to examine the issues involved in offering superior customer experience on fashion retail stores in Brazil. The approach used to access CEM (Customer Experience Management) issues was a special questionnaire with 23 questions, through a research with managers of three important brazilian fashion retail chains (focused on class A clients). Some statistical techniques were used for data processing. It was possible to analyze the aspects that impact on the customer experience and their relevance. it was possible to realize that CEM is effective in increasing productivity and, so, it can be used as a guideline matrix management in decision making to promote superior customer experiences. The classical management is usually conservative and avoids to deal with strategies that do not necessarily involve numbers. Dealing with intangible and so subtle experience is unusual and a huge challenge, but sometimes it is necessary to look beyond the obvious and accessible statistics. If CEM is a strategy to focus on operations and processes of a business around the customers experiences with the company, it is essential to structure it and find out its effectiveness.