• Title/Summary/Keyword: activity experience

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The Effect of eWOM Information Characteristics and Brand Community Experience Value on Brand Trust, Conversion

  • HAN, Sang-Seol
    • The Journal of Industrial Distribution & Business
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    • v.13 no.4
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    • pp.35-49
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    • 2022
  • Purpose - According to the recently changing consumer smart environment and consumer decision-making process, this study investigates the structural relationship between electronic(online) WOM information characteristics and brand community experience value types on specific brand reliability and brand transformation. In particular, the characteristics of word of mouth information and the experience value of brand community users were divided into detailed fac tors and approached. Methodology - In order to proceed with this study, we review previous studies and setting hypotheses. The hypothesis was verified through a survey that was conducted for the consumers with online consumption activities in less than six months. With reference to previous studies, operational definition was made for the questionnaire design. In order to verify the hypothesis, 282 people were statistically analyzed through the survey This data were used for AMOS for confirm hypothesis established. Results - eWOM information characteristics were classified into usefulness, timeliness and un-bias, and online community experience values were classified into interaction, playfulness, and virtuality. In addition, it is to investigate the relationship between the brand reliability and user's experience value in brad community. The main results are as follows. The first result was that usefulness and un-bias, which are the eWOM information characteristics had a positive effect on forming brand reliability. However, the factor of timeliness did not affect brand reliability. Second, in terms of user experience value and brand reliability in the brand community. It was fo und that experience values such as interaction, playfulness, and vituality all had a positive influence on brand reliability. Third, it was found that brand reliability has a positive influence on the on-line conversion activity of users. Conclusions - Through this study, the field of online consumer behavior research is expanding, and this study suggested that careful management is necessary according to the type or characteristics of eWOM information. Additionally, it presents the importance of the user's empirical value in the brand community influencing brand attitude and reliability. In practice, the implementation of the marketing communication mix in digital marketing has recently been underway to enhance the conversion behavior of users. At this level, it also reveals the preceding factors that increase user conversion behavior.

The Effects of Science Career Experience Activities for Educational Underprivileged Youth on Students' Preference for Science and Career Maturity (교육 소외계층 청소년을 위한 과학 진로체험 활동이 학생의 과학선호도와 진로성숙도에 미치는 영향)

  • Im, Sungmin;Kim, Yongseong
    • Journal of The Korean Association For Science Education
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    • v.39 no.3
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    • pp.349-362
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    • 2019
  • This study reviewed the Ladder Project as a science education program for the educational underprivileged youths, and analyzed how the science career experience activities of Ladder Project effect on students' preference for science and career maturity so as to infer the significance and implication of practices in science education for the educational underprivileged students. For this we investigated students' preference for science and career maturity before and after the science career experience activities in 2017 Ladder Project, and then analyzed students' responses. As a result, students' preference for science was changed positively in all areas after participation of the science career experience activities, and this change was more apparent for middle school students than high school students. Also, students' career maturity was changed positively after participation of the science career experience activities in the aspects of planning, knowledge for job, inquiry and preparation for future career. However this change was more apparent for high school students than middle school students. This study is significant in that it proved the evidential effectiveness of nationwide science education project for the educational underprivileged students. It also implies that science career experience activity should be adaptive according to the aims and target students of science education for the educational underprivileged students.

A survey on awareness of children's woodworking activity among children and adults (유아 목공놀이활동에 대한 성인 및 유아의 인식도 조사)

  • Byun, Young-Man;Kang, Ho-Yang;Han, Gyu-Seong
    • Korean Journal of Agricultural Science
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    • v.39 no.2
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    • pp.189-194
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    • 2012
  • It is well-known fact that woodworking activity could contribute in enhancing creativity, scientific problem-solving ability, spatial perception ability and prosocial behavior of children. However, there is little chance that children experience woodworking at home or in kindergarten. This study was conducted to know how much children and adults have done woodworking in there daily life and how they perceived children's woodworking activity. Woodworking activities for children (N=207, 5 and 6 year old kids) with adults (N=271, only fathers) were carried out in 10 kindergartens of Cheongju. Actually, the survey result shows that very few children and adults experienced woodworking in their daily life. 62.8% of children and 34.3% of adults surveyed responded that they had never done woodworking. However, the greater part of children and adults evaluated the woodworking activity positively. Over 95% of children surveyed responded that their woodworking activity was fun and they want to play woodworking again. Over 73% of adults surveyed responded that children's woodworking activity was safe, and over 99% of adults surveyed responded that they can recommend children's woodworking activity to others. In conclusion, the development of safe tools and programs for children's woodworking activity helps its spread and activation.

A Study on Experience of Health Behaviors of the Menopausal Women (폐경기 여성의 건강행위 경험 연구)

  • Park, Sun Young
    • Korean Journal of Adult Nursing
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    • v.19 no.3
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    • pp.483-494
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    • 2007
  • Purpose: The objective of the study is to describe the experience of health care activities of the menopausal women through phenomenological methodology. Methods: Seven menopausal women participated in the study. Open in-depth interviews were used to collect data, and data were analyzed by the phenomenological methods suggested by Colaizzi. Results: The data were separated into 4 categories of uncomfortable life due to physical and emotional change, building consistency in daily life through regulating a routine rhythm, recovering normality, recovering stability, and 8 clusters of themes; securing regularity in daily life, securing availability in daily life, regulating through elimination and diminishment, regulating through supplementation, being patient and control self, expressing self, review the context and exchanging views, expending a world through one's faith. Conclusion: Participants accepted menopause not as a disease but as a natural course of life and realized that menopausal health problems could be naturally settled in general health care activities in daily life.

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Structural Design of Interactive Storytelling (인터렉티브 스토리텔링의 구조적 디자인)

  • 이준희
    • Archives of design research
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    • v.16 no.4
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    • pp.375-384
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    • 2003
  • Interactive storytelling is a scenario created "on the fly" with digital content through user interaction. Every time interaction occurs between the user and content, a brand new story is created. Interaction intrigues people because it provides different story from same content. Through conventional media, people shared same content and experience. However through interactive media, people encounter unique experience, over same content possibly everytime they use it. People we, by their nature, very interactive being. However, interacting with media is not an activity that people are accustomed to. Hence, designing content has been all migrating experience from existing media to an unfamiliar ground. Unique and adoptive ways of designing content for digital interactive media is being sought out from the need as the result of the evolution of integrated society and emerging information technology. People are already used to some of interactive storytelling through hyper text in CD-ROM and web sites. More complicated and different structured models were born through games that offered graphics, virtual spaces and interactivity. When drawn onto a structural graph, few attributes and similarities seem to occur. This paper will try to outline and discuss structural graphs of interactive storytelling methods and suggest some ways for better storytelling design.

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A Study on Promoting Early Reading Ability through an Explicit High-frequency Sight Word Instruction

  • Huh, Keun
    • English Language & Literature Teaching
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    • v.17 no.1
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    • pp.17-35
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    • 2011
  • The purpose of this study was to explore the effect of an explicit word instruction for EFL beginning readers and their perception on the learning experience. Data were attained from 16 fourth graders who took English class as a development activity. Data include the results of pre- and post-test of high frequency sight word recognition, oral reading ability, students' survey responses, and teacher observation. The descriptive statistics were obtained for the result of the pre- and post-test. The findings from the student survey and teacher observation were also provided and interpreted to better understand the result of project and students' perception on the learning experience. The followings are the results of this study. The word recognition ability of the students was dramatically improved after the project. The students were satisfied with the overall learning experience perceiving it as helpful and fun learning. They expressed that the explicit word instruction helped their word recognition and reading ability. The results also supported that the confidence of students on their reading ability were heightened. Several suggestions are made for teachers and researchers on the word instruction for young EFL learners who are beginning readers.

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What Distinguishes Mathematical Experience from Other Kinds of Experience?

  • NORTON, Anderson
    • Research in Mathematical Education
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    • v.20 no.1
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    • pp.11-19
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    • 2016
  • Investigating students' lived mathematical experiences presents dual challenges for the researcher. On the one hand, we must respect that students' experiences are not directly accessible to us and are likely very different from our own experiences. On the other hand, we might not want to rely upon the students' own characterizations of what constitutes mathematics because these characterizations could be limited to the formal products students learn in school. I suggest a characterization of mathematics as objectified action, which would lead the researcher to focus on students' operations-mental actions organized as objects within structures so that they can be acted upon. Teachers' and researchers' models of these operations and structures can be used as a launching point for understanding students' experiences of mathematics. Teaching experiments and clinical interviews provide a means for the teacher-researcher to infer students' available operations and structures on the basis of their physical activity (including verbalizations) and to begin harmonizing with their mathematical experience.

Building a Sustainable UX Ecosystem under N-Screen and Cloud Computing Paradigm (N-Screen과 클라우드 컴퓨팅 패러다임에서의 지속가능한 UX 생태계 구축에 대한 연구)

  • Kim, Sung-Woo
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.553-561
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    • 2010
  • This paper discusses the next direction for user experience design to keep pace with an ongoing IT paradigm shift, particularly focused on UX standardization activity contributing to reinforcement of brand power and customer loyalty. The paper introduces a model that identifies four levels of UX standardization and a key concept called "sustainable UX ecosystem" as its top level. It argues that in the new IT paradigm the fourth level of UX standardization, the sustainable UX ecosystem, is the next direction user experience must head towards.

Daily Emotional Experiences, Depression and Stress According to the Recreation Program at Regional Children's Center (지역아동센터 레크레이션 활동 참여에 따른 아동의 일상적 정서경험과 우울 및 스트레스)

  • Yoon, Young-Mee;Lee, Wan-Jeong
    • Korean Journal of Human Ecology
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    • v.17 no.5
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    • pp.903-914
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    • 2008
  • The objective of this research was to investigate whether emotional experience and change in depression and stress in the regional children center was affected by participating in the recreation program. For the objective of research, pre-post test control group design was carried on to 21 primary school pupils and middle school students who participated in the regional children center after school. Children's emotional experience, depression and stress that children experienced while they stayed in regional children center were measured. The experimental group showed low negative emotion and high positive emotion after participating the recreation program. It can be concluded that the recreation activity in the regional children center is effective in diminishing the children's depression and stress.

A Study on the Experience Effect of Engine Drivers (철도기관사의 경험효과에 관한 연구)

  • 김충수;안승호
    • Proceedings of the KSR Conference
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    • 1999.11a
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    • pp.73-80
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    • 1999
  • Belief revision involves integrating new information with the current belief. It is a ubiquitous human activity. A critical feature of belief revision lies in its sequential nature. Railroad system can be described as organic. Engine drivers take a great role in this system. Recently, Hogarth and Einhorn(1992) have Posited a belief-adjustment model for updating beliefs. Based on a sequential anchoring and adjustment strategy, the model is important fro decision makers. The sequential nature of information processing is affected by some task variables. This will be mainly explained in this paper. The purpose of this study is to examine the engine drivers' belief revision process and factors which influence on the belief revision process. The factors are the order and the experience. Thereby, this will contribute to the study of engine drivers' behavior. The result of this study is summarized as follows. The order effect due to the order of presentation of the evidence exist. The difference of belief revision is due to The experience level.

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