• 제목/요약/키워드: Study immersion

검색결과 1,683건 처리시간 0.026초

Zoom을 이용한 실시간 비대면 수업에서 몰입과 학습성과에 미치는 요인에 관한 실증연구 (An Empirical Study on Factors Affecting Immersion and Learning Outcomes in Real-time Non-face-to-face Classes using Zoom)

  • 김나랑
    • 한국산업정보학회논문지
    • /
    • 제27권2호
    • /
    • pp.129-141
    • /
    • 2022
  • 본 연구의 목적은 실시간 비대면 수업에서 학습몰입에 영향을 미치는 변수를 찾아내는데 있다. 이를 위해 Zoom 수업 경험이 있는 학생을 대상으로 2021년 11월 22일에서 2021년 12월 05일까지 설문조사를 실시하였다. 불성실한 응답을 한 설문지를 제외하고 117부를 구조방정식 모형으로 분석하였다. 분석결과 '흥미성'과 '상호작용 수준'이 '학습몰입'에 영향을 미치고 '학습몰입'은 '학습성과'에 긍정적인 영향을 미치는 것으로 나타났다. 본 연구의 의의는 실시간 비대면 수업에서 학습몰입에 영향을 미치는 변수를 실증적으로 분석하였다는 점에 있다. 후속 연구에서는 Zoom을 비롯한 다양한 플랫폼을 대상으로 학습몰입에 영향을 미치는 변수들에 대한 검증이 필요하다.

증강현실(Augmented Reality)게임 지속사용의도에 영향을 미치는 요인에 관한 연구: 몰입감을 매개변수로 (Factors Influencing the Intention for Continuous Use of Augmented Reality Games: Immersion as a Mediating Variable)

  • 조남재;왕암서;정은정;유기섭
    • Journal of Information Technology Applications and Management
    • /
    • 제28권6호
    • /
    • pp.1-21
    • /
    • 2021
  • This study is about Augmented Reality Game (AR Game) applied to Pokemon Go, which has recently been a sensational game. We focused on and analyzed the intention for continuous use as a dependent variable. We made hypotheses through previous studies and used spatial presence, perceived interactivity, perceived pleasure, and sickness as independent variables. Immersion was set up as a mediating variable. We conducted the study using 198 data, which people who experienced AR games responded. The results were as follows. First, spatial presence and perceived pleasure were found to have a significant effect on immersion, as in previous studies. Second, the relationship between sickness and immersion, which were shown to have a negative relationship in previous studies, we found that variables had a positive relationship unlike previous studies and rejected the hypothesis. Third, perceived interactivity, which is one of the crucial variables to affect the intention for continuous use, we found not to have a significant relationship among perceived interactivity, immersion, and the intention for continuous use. This result is opposite from previous studies, and further research on this issue is expected. We conducted this study with an individual user's view on immersion and the intention for continuous use rather than focusing on technical or political topics. Besides, this study has a significance that drew different results from previous studies and explored people who relish AR games with the characteristics of personal variables.

Korea-Japan English Camp: A Case Study of English Immersion Program in Korea

  • Park, Joo-Kyung
    • 영어어문교육
    • /
    • 제12권4호
    • /
    • pp.91-115
    • /
    • 2006
  • English immersion has emerged in Korea only recently as an innovative approach to learning and teaching English. Lack of real life experience of using English has been one of the biggest obstacles for Korean learners of English and has resulted in an increasing number of children being sent to English-speaking countries and a huge amount of dollar outflow. This recent innovation is expected to be the magic wand to resolve all these problems. However, setting up an immersion program in a typical EFL context like Korea has brought in another set of issues and challenges. The purpose of this paper is to examine the effects of a short-term immersion English program in Korea and provide some empirical data to develop programs that can better cater to the needs of EFL learners. A two-week English immersion program was developed and implemented with 57 Korean and Japanese students whose grade level ranged from 4 to 12. The study results show that the program was successful in terms of changing the participants' attitude toward learning English, improving their English skills, enhancing intercultural understanding and competence, and motivating them for further studies of English and other foreign languages and cultures.

  • PDF

게임 방송 콘텐츠 요인과 커뮤니케이터 요인이 몰입 및 시청의도에 미치는 영향에 관한 연구 : e스포츠 게임 중계 방송 콘텐츠를 중심으로 (A Study on the Influence of Game Broadcasting Content Factors and Communicator Factors on Immersion and Viewing Intention : Focusing on e-sports game broadcasting contents)

  • 김유미
    • 한국게임학회 논문지
    • /
    • 제21권3호
    • /
    • pp.39-52
    • /
    • 2021
  • 본 연구의 목적은 e스포츠(electronic sports) 중계방송의 콘텐츠 요인과 커뮤니케이터 요인이 게임 방송 시청의도에 미치는 영향을 몰입이라는 매개변인을 중심으로 살펴보는 것이다. 분석결과, 콘텐츠 요인 즉, 오락성, 창의성 정보성 중 창의성이 몰입에 유의미한 영향을 미치는 것으로 나타났으며, 커뮤니케이터 요인은 소통성과 전문성, 독특성 등이 몰입에 정적인 영향을 주는 것으로 나타났다. 또한 몰입은 게임 방송 시청의도에 유의미한 영향을 주는 것으로 나타났다.

치기공과 학생들의 전공선택 동기, 직업 가치관, 전공 만족도, 전공몰입에 미치는 영향: 대구 일부지역 학생들을 대상으로 (The effects of the motive to choose major, career values, and satisfaction with major on immersion in major by the dental technology students: focus on the students at Daegu districts)

  • 최병환;강월
    • 대한치과기공학회지
    • /
    • 제44권2호
    • /
    • pp.60-66
    • /
    • 2022
  • Purpose: This study was conducted to investigate how one's motive to choose a major of study, career values, and satisfaction with the major affect immersion within the major. Methods: A self-administered questionnaire on choice of major and career values was completed by 224 students from March 2nd to March 15th of 2022. The collected data were analyzed using several metrics and tests with IBM SPSS Statistics 22.0 software: frequency and percentage, mean, standard deviation, t-test, ANOVA, correlation analysis, and linear regression. Results: The average scores of the motive to choose a major, career values, satisfaction with the major, and immersion in the major were 3.15, 3.91, 3.56, and 3.45, respectively. There were significant correlations between all four variables (p<0.05). Career values and satisfaction with the major positively influenced a student's immersion in that major; the explanatory power of the model was 77% (p<0.01). Conclusion: The department should offer education on career values to further increase the immersion of dental technician students within their chosen major.

A Study of the factors affecting the satisfaction of online classes

  • Eunyoung, Lee
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제15권1호
    • /
    • pp.8-12
    • /
    • 2023
  • With the recent expansion of online lectures, studies on their effectiveness and their influencing factors have increased. This study examines the factors affecting the satisfaction of online classes, considering the utilization and importance of online lectures, which have greatly increased in recent years. Based on the review of previous studies, this study identified learning presence, self-efficacy, and learning immersion as factors affecting the satisfaction of online classes, and suggested hypotheses that explain the relationship between these factors, and empirically reviewed the hypotheses. As a result of the study, it was found that learning presence and self-efficacy had a positive effect on learning immersion, and learning immersion had a positive effect on learning satisfaction. Based on the research results, some practical implications for improving the satisfaction of online classes were suggested.

성인골프참여가 운동몰입을 통한 운동지속에 미치는 영향 (The Effect of Golf Participation on Exercise Adherence through Exercise Immersion)

  • 이승도
    • 한국엔터테인먼트산업학회논문지
    • /
    • 제14권5호
    • /
    • pp.103-114
    • /
    • 2020
  • 본 연구의 목적은 성인골프참여가 운동몰입을 통한 운동지속에 미치는 영향의 차이 분석하여 지속적으로 골프 운동하도록 제시하는데 주된 목적이 있다. 이러한 연구 목적을 달성하기 위하여 2020년 1월에 경남에 소재한 성인 골프동호인 40~70세 대상을 선정하고 유층집락 무선 표집법(Systematic cluster random sampling)으로 표본 추출을 이용한 설문지로 시행하였다. 첫째, 타당도와 신뢰도를 확보하기 위해 요인분석과 신뢰도 분석을 실시하였다. 둘째, 응답자의 일반적 특성을 알아보기 위해 빈도분석 평균(M)과 표준편차(sd)를 실시하였다. 셋째, 일반적 특성에 따라 운동몰입과 운동지속의 차이를 규명하기 위해 t-test와 One-way ANOVA 분석을 실시하였다. 넷째, 변수들 간의 상관분석 및 다중회귀분석(Multiple Regression Analysis)을 실시하였다. 이와 같은 방법과 절차를 통하여 본 연구에서 얻어진 결과는 다음과 같다. 첫째, 일반적 특성의 운동몰입과 운동지속에 유의한 차이가 없는 것으로 나타났다. 둘째, 운동몰입은 운동지속에 높은 차이가 나타났다. 셋째, 운동몰입은 운동지속에 높은 영향이 미치는 것으로 나타났다.

The Effect of Nursing Students' Empathy and Communication skills on Major Immersion

  • Suk-Kyong Choi
    • 한국컴퓨터정보학회논문지
    • /
    • 제29권3호
    • /
    • pp.155-163
    • /
    • 2024
  • 본 연구는 간호대학생의 공감능력과 의사소통능력 및 전공몰입간의 관련성을 파악하고, 전공몰입 영향 요인을 확인하기 위해 실시하였다. 연구대상은 G도 지역 소재 1개 대학교 간호대학생 247명으로 자료수집은 2023년 11월 20일부터 12월 1일까지 실시하였다. 자료 분석은 SPSS 22.0을 이용한 기술통계, t-test, one-way ANOVA 및 Scheffe test, 피어슨 상관계수, 다중회귀분석을 실시하였다. 대상자의 공감능력은 3.49점, 의사소통능력은 3.64점 및 전공몰입은 3.61점이었다. 전공몰입은 공감능력 및 의사소통능력과 양의 상관관계가 있으며, 전공몰입에 영향을 미치는 요인은 전공만족과 의사소통능력으로 설명력은 42.9%이었다. 간호대학생의 전공몰입 향상을 위한 학습활동의 방향설정 및 다양한 비교과 프로그램의 개발과 적용이 요구된다.

만성 발목 불안정성 환자군과 정상인 군의 발바닥 감각기능 저하에 따른 운동학적 보행 패턴의 변화 (Plantar Hypoesthesia Alters Gait Kinematics Pattern in Individuals with and without Chronic Ankle Instability)

  • Kang, Tae Kyu;Lee, Sae Yong;Lee, Inje;Kim, Byong Hun;Jeong, Hee Seong;Kim, Chang Young
    • 한국운동역학회지
    • /
    • 제31권2호
    • /
    • pp.79-86
    • /
    • 2021
  • Objective: The purpose of this study was to identify the effect of reduced plantar cutaneous sensation on gait kinematics during walking with and without CAI. Method: A total of 20 subjects involved in this study and ten healthy subjects and 10 CAI subjects participated underwent ice-immersion of the plantar aspect of the feet before walking test in this study. The gait kinematics were measured before and after ice-immersion. Results: We observed a before ice-immersion on plantar cutaneous sensation, CAI subject were found to reduced ankle dorsiflexion, knee external rotation, hip adduction, and internal rotation compared to control subject. After ice-immersion, CAI subjects were found to reduce knee external rotation, hip adduction. However, no significant ankle joint kinematics. Conclusion: While walking, gait pattern differences were perceived between groups with and without plantar cutaneous sensation. The results of the study may explain the abductions in the hip angle movements in CAI patients at initial contact compared to healthy subjects in the control group when plantar cutaneous sensation was reduced. A change in proximal joint kinematics may be a conservative strategy to promote normal gait patterns in CAI patients.

Relationship between Immersion and Fun Perception of Leisure Sports Participants Leisure Attitude

  • Meng Xu;Sunmun Park
    • International Journal of Advanced Culture Technology
    • /
    • 제11권1호
    • /
    • pp.94-102
    • /
    • 2023
  • The purpose of this study is to identify the effects of leisure sports participants' leisure attitudes on immersion and fun perception. As of 2021, the subject of this study was set as a population of adult males and females aged 20 and over who participate in leisure sports in Gwangju and the South, and then the cluster random sampling method was used. A total of 300 people, 150 boys and 150 women, were collected. A questionnaire was used as a survey tool, and a questionnaire whose validity and reliability were recognized in previous studies was modified and secured according to this study. In addition, all questionnaires were constructed on a 5-point scale. The statistical analysis used for data analysis was frequency analysis, exploratory factor analysis, reliability analysis, and multiple regression analysis using SPSS Windows 21.0 Version. The conclusions obtained in this study through data analysis by such methods and procedures are as follows. First, it was found that leisure sports participants' leisure attitudes partially affect immersion. Second, leisure sports participants' leisure attitudes were found to have a partial effect on their perception of fun. Third, it was found that the immersion of leisure sports participants partially affects the perception of fun.