• Title/Summary/Keyword: Use experience

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Study on the Model Development for Experiential Learning with Ubiquitous Everyday English (유비쿼터스 생활영어 체험학습장 교수-학습 모형 개발 연구)

  • Baek, Hyeon-Gi;Kim, Su-Min;Kang, Jung-Hwa
    • Journal of Digital Convergence
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    • v.7 no.3
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    • pp.49-60
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    • 2009
  • The aim of this study was to develop a model for teaching-teaming by applying Ubiquitous at a learning experience field, in which connect characteristics of both ubiquitous application learning and experience teaming, making use of them. A literature survey of concepts was conducted, with the main areas to find out relationships between ubiquitous application learning and experience learning. Experience learning by applying ubiquitous learning methods maximizes its efficiency of experience learning in considering ubiquitous learning methods's characteristics of dynamic, interaction, sharing. Also it makes communications through positive participation and active interaction, and leads to a process of internal examination. The research data suggests that critical factors of experiencing learning applying ubiquitous are acquiring information and memory, information integration and exquisiteness, emotional and social activity, producing activity, help activity.

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Analysis of the Effectiveness of Conversion of Three-dimensional Puzzles into Immersive Media based on Play Theory for Children's Experience

  • Tae-Eun Lee
    • Journal of information and communication convergence engineering
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    • v.21 no.2
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    • pp.145-151
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    • 2023
  • This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.

A Study on the Relationship among Social Support, Self Expression, Tourism Experience and Tourism SNS Use Intention -Moderating Effect of Tourism SNS Usage Purpose- (관광 SNS의 사회적 지원, 자기표현, 관광경험, 관광 SNS 이용의도간의 관계연구 -관광 SNS 이용목적의 조절효과-)

  • Park, Hyun-Jee;Park, Bong-Gyu;Kim, Young-Ha
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.105-115
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    • 2015
  • For this study, we intended to analyze the relationship among social support of tourism SNS, self expression, tourism experience and tourism SNS usage intention with focusing on a moderating effect of tourism SNS usage purpose. As the results, we found the statistically positive significant relationships 1) between social support and social experience, 2) between self expression and social experience, and 3) between social experience and usage intention of tourism SNS. And also we observed that the moderating effects of tourism SNS usage purpose on the relationship between social support and tourism experience and another relationship between self expression and tourism experience all partially positive.

The Relationship between E-Cigarette Experience and Smoking Cessation Behavior among Current Smokers (우리나라 성인 흡연자의 전자담배 이용경험과 금연행태의 관련성)

  • Lee, Yoon Noh;Kim, Bokmi;Min, In Soon;Hahm, Myung-Il
    • Health Policy and Management
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    • v.27 no.4
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    • pp.276-283
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    • 2017
  • Background: Electronic cigarette (e-cigarette) has rapidly increased. Even though e-cigarettes are actually not smoking cessation alternative supplies, some people perceive them as smoking cessation alternative supplies. The purpose of this study is to identify the relationship between e-cigarette experiences and smoking cessation behaviors among Korean adults. Methods: Cross-sectional data was collected from 7,550 participants of Korea National Health and Nutrition Examination Survey in 2014. A total of 867 participants who were current smokers were enrolled in this study. Multi-variable logistic regression analysis were performed to identify the relationship between the smoking cessation behavior and the e-cigarette experience. Results: The e-cigarette experience rate of current smokers was 22.1%. The e-cigarette experience rate was higher in groups with the higher income, the higher education level, and the white collar jobs. Smokers with experience of smoking cessation (odds ratio [OR], 3.03; 95% confidence interval [CI], 1.67 to 5.76) and with intention to smoking cessation in the future (OR, 1.59; 95% CI, 1.05 to 2.43) were more likely to experience the e-cigarette. Especially, smokers who used smoking cessation alternative supplies were more likely to experience the e-cigarette than smokers who did not use it (OR, 2.87; 95% CI, 1.59 to 5.18). Conclusion: We confirmed that e-cigarette experiences were associated with smoking cessation experience, smoking cessation plan, and use of smoking cessation aid among smokers in Korea. Additional studies should be continued to confirm whether e-cigarette are continuously influencing the smoking cessation of current smokers in South Korea as one of the smoking cessation alternative supplies.

Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
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    • v.27 no.6
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    • pp.197-224
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    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

Predictors of Positive Changes in Children with Divorced Parents: Focused on Moderating Effects of Family Incomes (이혼 가정 자녀의 긍정적 변화에 영향을 미치는 변인 분석: 가구 소득의 조절효과)

  • Choi, Hyo-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.6
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    • pp.465-475
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    • 2018
  • The purpose of this study was to explore predictors of positive changes in children with divorced parents and to demonstrate the structural path among the perceived experience of social discrimination, parenting difficulties, parent-child communication, and internet use of children that related to positive changes based on family incomes. The subjects for this study were 1,114 single parents from divorced families sourced from a study on the status of single-parent families in 2015. The results of this study by using the structural equation model of the moderating effect verification with family incomes and multi group analysis are as follows. First, single-parent's perceived experience of social discrimination turned had a significant positive effect on parenting difficulties( =.354) and children's internet use ( =.234). Single-parent's perceived parenting difficulties also had a significant positive effect on children's internet use ( =.440) but a significant negative effect on both parent-child communication( =.192) and positive changes of children( =.218). Interestingly, internet use of children demonstrated a significant negative effect on their positive changes. Second, parent-child communication, parenting difficulties, and children's internet use had a negative mediating effect with the relationship where single-parent's perceived experience of social discrimination had an effect on positive changes of children( =.167). Second, between the family groups based on family incomes, there was no statistically significant difference in the structural relationship. Based on these results, this study presented a practical proposal to help single parents not experience social discrimination and to help decrease the internet use of children to improve positive changes.

Structural relationship analysis between perceived ease of use, acceptance attitude, user satisfaction, and intention to continue using the electronic attendance-absence recording systems (전자출결시스템에 대한 지각된 용이성, 수용태도, 사용자 만족, 지속 사용 의도 간의 구조관계분석)

  • Park, Hyejin;Kwon, Youngae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.1
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    • pp.115-124
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    • 2022
  • This study analyzed the intention of continuous use of the electronic attendance-absence system. Perceived ease of use, acceptance attitude, and user satisfaction variables were selected to analyze the factors affecting the intention of continuous use. To achieve the purpose of this study, a survey was conducted targeting students who had experience in using the electronic attendance-absence system at K University located in Chungcheongbuk-do. The use environment of the electronic attendance-absence system was non-face-to-face, and the questionnaires answered by 921 students were analyzed. The study results are as follows. First, perceived ease of use and acceptance of the electronic attendance-absence system were found to have a positive effect on user satisfaction. Second, it was found that the learner's perceptual ease, acceptance attitude, and user satisfaction for the electronic attendance-absence system had a positive effect on the intention of continuous use. This study is meaningful in that it identified the intention of continuous use based on the experience of the electronic attendance-absence system in a non-face-to-face environment.

QRIS as a Drivers of Product Distribution Flows in Indonesia: Factors of Consumer Purchasing Behavior in the Use of Fintech Payments

  • Ariani BAKHITAH;Ricardo INDRA;Wandy HALIM;Vicky FERBIAN;Zinggara HIDAYAT
    • Journal of Distribution Science
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    • v.21 no.12
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    • pp.59-69
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    • 2023
  • Purpose: Consumers can experience better service for distribution of products with payment technology such as QRIS (Quick Response Code Indonesian Standard) compared to conventional purchase methods. This research aims to determine the experience of QRIS service users in Indonesia. Perceived Usefulness, Ease of Use, and Perceived Security were independent factors. Behavioral Intention to Use is the dependent variable. Furthermore, Word of Mouth Attitude is an intervening variable. Research Design, Data, and Methodology: Involving active QRIS users in a survey-based quantitative study in Indonesia. A survey sample of 400 people was taken from data records of 30.87 million QRIS users in Indonesia. Data were analyzed using SEM-PLS. Results: Show that Perceived Usefulness and Perceived Ease of Use significantly impact Attitudes Word of Mouth, and Behavioral Intention to Use. This research also found that Behavioral Intention to Use does not significantly impact Perceived Security. Conclusion: QRIS, as a revolutionary innovation, offers faster payments than previous methods, with a payment time of no more than one minute. QRIS is seen as valuable, simple, and safe, disseminating information to the public and continuing to use QRIS. The implications of this research are very significant in accelerating the flow of distribution of goods and services and facilitating transactions.

Exploratory Study to Develop Customers' Experience Measurement Scale of H&B Store

  • NOH, Eun-Jung;CHA, Seong-Soo
    • The Journal of Industrial Distribution & Business
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    • v.11 no.7
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    • pp.51-60
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    • 2020
  • Purpose: Recently, Korean cosmetics distribution market has been reorganized with the H&B store. In the domestic cosmetics distribution market, existing brand road shops are decreasing, and multi-shops are leading the H & B stores, which have greatly improved their experience and content. In these environmental changes, the offline distribution channels are turning into the multi-editing shops that have introduced products of various brands and greatly enhanced experiences and contents. Nevertheless, most studies of factors and measurement items for measuring customer experience in the H&B store use Schmitt (1999)'s Strategic Experience Modules (SEMs). Therefore, the purpose of this study is to propose a measure that is practicable through consideration of the in-store customer experience components of the H&B store. Research design, data and methodology: Based on Schmitt's Strategic Experience Modules (SEMs), which are widely used in customer experience marketing, the metric pool was constructed through customer and literature research on H & B store managers. Since then, 101 preliminary surveys and 211 main surveys have been conducted in order to propose a dimension of customer experience and refine the metrics. Results: As a result of the research, H&B store's customer experience was derived from a measurement model consisting of 19 measurement items in total of five dimensions: environmental experience, intellectual experience, behavioral experience, tech experience, and relationship experience. This study analyzed that compared to the existing Schmitt's Strategic Experience Modules (SEMs), (1) emotional experience expanded to environmental experience, (2) Cognitive and relationship experiences are maintained (3) behavioral experience was subdivided into physical and technical experiences. In particular, the environmental experience has been proposed as a major component is an important point because the H&B store recently opened a large flagship store and is competitive in constructing a differentiated space. Conclusions: Related experience was seen as an important component of customer experience in the offline store, but in the process of refining the scale, interaction items with employees of the H&B store were removed, and rather, participation in the APP or SNS channel of the company, event Participation, interaction with other customers, etc. appear to be important, while suggesting the practical implications.

An Investigation of Teachers' Stages of Concern and Levels of Use about SW Education Based on Concerns-Based Adoption Model (관심중심수용모형(CBAM)을 활용한 초등교사의 SW교육 관심도 및 실행수준 분석)

  • Kim, Jinsol;Lee, Jeongmin
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.75-87
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    • 2020
  • The purpose of this study is to examine teachers' stages of concern and levels of use about SW education based on Concerns-Based Adoption Model and to provide implications for teacher education. For this purpose, 152 survey responses were collected from elementary school teachers in South Korea. The result indicated that elementary school teachers' concerns about SW education showed the nonuser pattern in that teachers score highest in stage 0(awareness) to stage 2(personal) and in stage 6(refocusing). Additionally, teachers who are currently implementing SW education showed a tendency to be in the level of mechanical use or routine, and more than half of the teachers who are not implementing SW education showed no motivation to change current practices. There were statistically significant differences in the stages of concern depending on gender, teaching experience, SW training experience, SW teaching experience, and there were differences in the levels of use depending on the teachers' grade level in charge, SW training experience, and SW teaching experience. Based on the results of the research, various SW related programs as well as successful SW education experience for teachers need to be provided for teacher education in order to promote SW education.