• Title/Summary/Keyword: Service creativity

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A Study on Factors Affecting Customer Satisfaction and Purchase Intention of Digital Cultural Contents (디지털 문화콘텐츠의 고객만족도 및 구매의도에 영향을 미치는 요인들에 관한 연구 )

  • Wang, Lu;Zhang, Xindan;Pang, Qiwei;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.333-346
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    • 2021
  • The purpose of this study is to examine the effects of digital cultural contents characteristics, perceived values and perceived risks on customer satisfaction and purchase intentions for Chinese consumers, and contribute to the development of digital cultural contents. In addition, a total of 328 valid samples were obtained through an online survey and empirical analysis was conducted. The analysis results of the study are as follows. First, except for creativity, which are characteristics of digital cultural contexts, entertainment and interactivity also have a significantly positive effect on both customer satisfaction and purchase intention. Second, perceived value has a significant positive effect on customer satisfaction and purchase intention, whereas perceived risk does not have this significant effect. Third, customer satisfaction has a partial mediating effect between the three factors(entertainment, interactivity, perceived value) and purchase intention. Therefore, to promote the development of digital cultural contents, we could promote consumers' purchase behavior by improving satisfaction through content entertainment, communication between content producers and service providers, and unity and value that customers actually feel during the consumption process.

A Case Study on an Artificial Intelligence Fashion Curation Practice Subject through Industrial-academic Project-based Learning (산학 연계 프로젝트 기반 학습(PBL)을 활용한 AI 패션 큐레이션 실습 교과목 운영 사례 연구)

  • An, Hyosun;Park, Minjung
    • Fashion & Textile Research Journal
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    • v.23 no.3
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    • pp.337-346
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    • 2021
  • In the fourth industrial revolution, fashion students are expected to work with various technologies to show creativity. This study aimed to conduct project-based learning(PBL) in collaboration with industry experts to design and operate artificial intelligence(AI) in the practice subject of fashion curation through the industrial academic teaching method. We first looked at teaching methods and strategies incorporating PBL in various academic fields. Next, we analyzed fashion projects and fashion curation services applying AI. Then through the question-and-answer method and by consulting with industry experts, we developed a curriculum for AI fashion curation, applying PBL(fashion market and trend analysis; new styles and time, place, and occasion planning; AI machine learning data set production; curation model development; and evaluation) suitable for the university's educational environment, information technology company conditions, and fashion students. As part of a close cooperation system with the industry, we conducted a 15-week Fashion Project II (Capstone Design) course and evaluated the outcomes and student satisfaction with the course. Students were able to develop new style, and time, place, and occasion categories and to utilize strategies for AI fashion curation services reflecting the unique needs of Millennials and Generation Z. Students showed high satisfaction with the curriculum. Further, it was confirmed that the study successfully applied PBL in class using AI technology in fashion education.

A Research for Functional Game based on AR Smartcare : Focusing on infant and child safety education (AR기반의 스마트케어를 위한 기능성게임 연구 : 영유아 안전교육을 중심으로)

  • Jung, Suk-Ho;Ko, Jung-Woon;Heo, Seol-Hwa;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.25-36
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    • 2019
  • Outdoor play for young children can promote the development of physical development, emotional development, and creativity development. However, due to safety accidents that occur in outdoor play, outdoor play is not progressed sufficiently. In this paper, we have developed smart functional educational games for AR education which can be easily used in early childhood education. In order to maximize the educational effect of the developed game and to provide customized education on the field, we conducted a focus group interview with a group of in - service child care teachers in the game design stage. Through this, we developed a functional game with AR system and verified the educational effect.

When and How does Leader Feedback Promote Employee Creative Problem-solving Behavior? A Three-way Interaction Model of Employee Feedback Acceptance and Task Complexity (리더의 피드백은 종업원의 창의적 문제해결 행동을 촉진시키는가? 종업원의 피드백 수용정도와 직무 복잡성의 3차항 상호작용효과)

  • Suk Bong, Choi
    • Journal of Korean Society for Quality Management
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    • v.50 no.4
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    • pp.777-792
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    • 2022
  • Purpose: This paper investigates the effects of leader feedback on employee creative problem-solving behavior. It also explores the relevant conditions that maximize the above relationship from the psychological trait and task nature perspectives. Specifically we examine how employee feedback acceptance and task complexity moderate the relationship between leader's feedback behavior on follower creative problem-solving behavior. Finally the three-way interaction among leader's feedback behavior, employee feedback acceptance and task complexity is analyzed for the best conditions to maximize the positive effect of leader's feedback on creative problem solving behavior. Methods: This paper used a cross-sectional design with questionnaires administered to 411 employees working in Korean manufacturing and service firms. It applied a hierarchical regression analysis to test the hypothesized relationships including three-way interaction effect among leader's feedback behavior, follower feedback acceptance and task complexity on follower creative problem-solving behavior. Results: The empirical results of the paper indicated that the leader feedback behavior had enhanced employee creative problem-solving behavior. It was also found that follower feedback acceptance and task complexity positively moderated the relationship between leader's feedback and follower problem solving behavior. In addition, the test of three-way interaction effects also revealed that the higher the levels of both employee feedback acceptance and task complexity, the greater the positive effect of leader feedback behavior on employee creative problem solving behavior. Conclusion: This paper contributes to the leadership and creativity literatures by identifying the role of leader's behavior enhancing employee creative problem-solving behavior and the specific conditions strengthening the positive effect of leader feedback behavior on employee creative problem-solving behavior.

A Study of College Students Local Volunteering Activity Making Use of Software Creativity Donation

  • Lee, KyungHee
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.6
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    • pp.181-188
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    • 2022
  • This study analyzed the effectiveness of sharing activities through software creative sharing classes. The purpose is to find a way for related activities to be carried out continuously. For this study, pre and post were test on changes in self-esteem, responsibility, and sense of community targeting 25 university students in Chungnam. The collected data were analyzed with SPSS 24. The results derived from this study are as follows. First, the self-esteem was significantly higher after the software creative sharing class than before. Second, the responsibility was significantly higher after the software creative sharing class compared to the prior. Third, the sense of community was found to be significantly higher after the software creative sharing class than before. Therefore, it was found that the software creative sharing class had a positive effect on self-esteem responsibility and sense of community. Based on these data, a method to expand continuous participation in talent sharing was suggested.

A Exploratory Study on the Development of Star Menus in the Western Restaurants of the Hotels Focused on the Tourism Hotels in Seoul (호텔 양식당의 스타메뉴 개발에 관한 탐색적 연구 -서울지역 특1급 호텔을 중심으로-)

  • Lee, Eun-Jung;Lee, Jong-Kil
    • Journal of the Korean Society of Food Culture
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    • v.21 no.6
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    • pp.629-637
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    • 2006
  • This exploratory study is to analyze the status of star menus and suggest the development strategy of star menus in the western restaurants of the tourism hotels in Seoul. The data was collected from the chefs who have been working over 15-years in tourism hotels in Seoul by judgement sampling. The questionnaire was composed of Miller and Pavesic's 'Fifty tips for a successful menu' and Khan's 'The evaluation of menu item development', The 30-menu items were selected from the 1st survey on the menu items that were high in both popularity and contribution margin by menu engineering method. The selected menu items were analyzed by 14 lists: simplicity, ready availability of ingredients, quality, flavor, presentation, preparation, service method, nutrition quality, preference, profitability, serving temperature, descriptive copy of menu and publicity. As a result of the study, appetizer category was recorded the highest score by 4.09. Smoked salmon, Tomato and mozzarella cheese, Cream of mushroom, Cream of asparagus, French onion soup, Grilled beef tenderloin, Grilled rib-eye steak, Roasted lamb rack, King prawn, Seafood spaghetti, Chef's salad, Caesar salad, Organic salad, Fruit plate, Italian tiramisu and Yogurt ice cream were recorded high score. The development strategy of star menu is belows : the menu writer must consider the productivity, effectiveness, popularity and profitability, the regular customers want varieties and creativity in the menu and the operators have to include the star menu items in the set menu.

A Study on Perception about Using MBL and Satisfaction about Training Program of Elementary and Middle School Teachers and Pre-service Teachers Who Attended the MBL Training (MBL 연수에 참석한 초·중등교사 및 예비교사의 연수 프로그램에 관한 만족도와 MBL 활용에 관한 인식 조사)

  • Hwang, Yohan;Yun, Eunjeong;Park, Yunebae
    • Journal of Science Education
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    • v.36 no.2
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    • pp.313-328
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    • 2012
  • This study was conducted for the purpose of making the better utilization of MBL in class, based on 2009 curriculum which emphasizes research activities and recommends the direct use of the MBL. We investigated primary, secondary and pre-service teachers' satisfaction and perception level after conducting training about making good use of MBL. The satisfaction level of the training turned out to be high, level of applicability of MBL, expected improvement in learning skills of students and the will to apply it in class was high. The answer that they expect MBL to increase students' curiosity and interest in science was the highest among the survey results, which means that MBL could be used as a solution to lack of students' interest in science. Besides, primary teachers than secondary and pre-teachers, long careered teachers than short careered teachers and MBL-experienced teachers than inexperienced teachers showed more satisfaction and the will to adapt MBL overall. Primary and pre-teachers hoped MBL training to be more related to STEAM education, whereas secondary teachers wanted the training to have more to do with increasing creativity If advanced MBL training program is opened. The price was chosen as the best obstacle to MBL class' application, and the lack of manual for experiment and education to teacher was also pointed out secondly. In conclusion, if MBL is fully equipped in school and training on how to take advantage of it is provided continually, It is expected that MBL could increase the utilization in the field of science education. The results of this paper can be used when you configure the MBL utilization training program.

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Analysis of Status about Theses and Articles Related to Domestic STEAM Education (국내 STEAM 교육 연구 논문의 현황 분석)

  • Kim, Young-Heung;Kim, Jin-Soo
    • 대한공업교육학회지
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    • v.42 no.1
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    • pp.140-159
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    • 2017
  • The purpose of this research was to collect and select the theses and articles of the STEAM education in domestic and to analyze a research status by the review, then to suggest a direction of the further research in technology education. The objects of this research were the theses and articles of the STEAM education in domestic published from January 2007 to June 2016. I collected the theses and articles by using the search engine of the Korean Academic Information Service, the Korea Education and Research Information Service, the National Assembly Digital Library, and finally selected 821 theses and articles for the objects. I analyzed the theses and articles by verifying their subjects, abstracts and contents, and applied the analysis framework developed in advance. I used the frequency analysis, the cross analysis to analyze the datas statistically. Also, I used SPSS 18.0 program. Drawing on the finding of this research, major conclusions of this research were as follows. First, the researches of the STEAM education in domestic had been studied numerously from 2012 to 2015, but it has been decreased since 2016. Second, the researches of the STEAM education in domestic have been studied numerously for the development of the educational program and the instructional source. Third, the research objects of the STEAM education in domestic have been studied numerously for elementary school, middle school and high school in a row. Forth, the researches of the STEAM education in domestic have been focused numerously on a science. Fifth, the researches of the STEAM education in domestic have been concerned mainly about the creativity effect among other educational effects.

A study on TPACK of mathematics teachers : Focusing on recognitions and educational needs of TPACK (수학교사의 테크놀로지 교수 내용 지식(TPACK)에 대한 연구 : TPACK에 대한 인식 및 교육요구도 분석 중심으로)

  • Lee, Da-Hee;Whang, Woo-Hyung
    • The Mathematical Education
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    • v.57 no.1
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    • pp.1-36
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    • 2018
  • The purpose of this study is to examine the relationship between utilization of technology and TPACK in mathematics teachers, and to analyze needs and retentions, difference between needs and retentions, and educational needs of TPACK in mathematics teachers. Furthermore, we will prioritize TPACK items that mathematics teachers want to change, and provide implications for teacher education related to TPACK in the future. To do this, we analyzed 328 mathematics teachers nationwide by using survey on the utilization of technology, averages of TPACK's needs and retentions, t-test of two averages, Borich's educational needs analysis, and the Locus for Focus model. The results are as follows. Firstly, the actual utilization rate was lower than the positive recognition of utilization of technology by mathematics teachers, and many mathematics teachers mentioned the lack of knowledge related to TPACK. Secondly, the characteristics of in-service mathematics teacher's needs and retentions for TPACK were clear, and TPACK's starting line of in-service mathematics teacher can be different from pre-mathematics teacher's. The retentions was high in the order of CK, PCK and PK, and the needs was higher in the order of TPACK, TCK, TK and TPK. All of the higher retentions were knowledge related to PCK, and the value of CK was extremely high among them. In addition, mathematics teachers recognized needs for integrated knowledge related to technology, and they needed more TCK than TPK. The difference between needs and retentions showed that all items except two items in the PK were significant. Retentions of all items in CK was higher than needs, needs of all items in TK, TCK, TPK and TPACK was higher than retentions, PK and PCK were mixed. Thirdly, based on the analysis of Borich's educational needs and the Locus for Focus model, teacher education on TPACK for mathematics teachers needs to focus on TPACK, TK, TCK, and TPK. Specifically, TPACK needs to combine technology in terms of creativity-convergence, mathematical connections, communication, improvement of evaluation quality, and TK needs to new technology acquisition, function of utilizing technology, troubleshoot problems with technology, TCK needs to mathematical value(esthetic, practical) with technology, and TPK needs to consider technology in terms of evaluation methods, teaching and learning methods, improvement of pedagogy. Therefore, when determining the direction of teacher education related to TPACK in the future, if they try to reflect these items in detail, the teachers could participate more actively and receive practical help.

A Study on the Students' Life and Educational Experiences at Chungbuk National University (충북대학교 학생들의 학생생활·교육경험 실태분석)

  • Nah, MinJoo;Choi, Wonseok;Cha, Jicheol;Lee, Gilgae
    • Korean Educational Research Journal
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    • v.37 no.1
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    • pp.67-101
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    • 2016
  • The purpose of this study is to explore and propose policy alternatives by examining students' educational experiences at Chungbuk National University (CBNU). Some of the outstanding research findings of the study as follows. Students at CBNU think that they are capable of team-working and utilizing internet while less so with foreign language skill. With regard to academic achievement, students responded that they have seen a relatively low outcome in foreign language competency. In terms of their job placement, CBNU students highly recognize their logical thinking skill, creativity, and activity, whereas lower satisfaction with social service, study abroad, and internship experience. For further development of the survey analysis, this study suggests additional items included to make a sophisticated analysis possible such as scholarship, part-time job, educational outcome. This is expected to allow researchers to tab into the effect of finance of CBNU students. More detailed information on students' characteristics also need to be added; collaborative learning, student faculty interaction, co-work with students from diverse background, etc., which would allow the analysis of the impact of extra-curricula activities.

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