• 제목/요약/키워드: app use satisfaction

검색결과 83건 처리시간 0.027초

스마트러닝 환경에서 모바일 콘텐츠가 학습자의 학습만족도에 미치는 영향 (The Influence of Mobile Contents on the learner's learning satisfaction in the Smart Learning Environment)

  • 김창희
    • 디지털산업정보학회논문지
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    • 제9권4호
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    • pp.177-188
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    • 2013
  • Since the world entered the age called "Smart Revolution", there has also been a lot of changes in the field of education. In educational environment, there is a growing interest in smart learning based on mobile contents, with the development of Smart Devices and ubiquitous technology. This paper is about a research on what effects smart learning has on leaner side when learners make active use of mobile contents in this age of Smart Revolution. First, we embodied teaching plans for some practical classes in forms of mobile contents using M-bizmaker. After the learning process based on the embodied contents for students, we analyzed the survey results on 4 sections-their use of apps, screen composition, technical support, interactions. We also studied the results of a questionnaire on 4 sections-contents, information offering, feedback systems, learner assessment-to evaluate their satisfaction. The research suggests that learner satisfaction can be improved with smart learning based on mobile contents embodied for leaners.

기대확신모형을 적용한 스포츠O2O서비스 App의 지속적 사용의도 연구 (An Intention of Consistent Use of Sport O2O Service App Based on Expectation-Confirmation Model)

  • 주형철;김종희;권형일
    • 한국체육학회지인문사회과학편
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    • 제57권2호
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    • pp.195-212
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    • 2018
  • O2O란 'Online to Offline'의 약자로 온라인과 오프라인을 연결하는 새로운 마케팅을 뜻한다. 최근 건강과 관련된 대중들의 관심이 높아짐에 따라 정보통신기술이 융합한 헬스케어인 스포츠O2O서비스가 미래의 생존전략사업으로 주목받고 있다. 이에 본 연구는 스포츠O2O서비스 사용자들을 대상으로 기대확신모형을 기반으로 헬스리터러시와 혁신성의 관계를 분석하고자 한다. 이를 위한 자료분석은 SPSS 21.0과 AMOS 21.0을 이용하여 빈도분석, 상관관계분석, 확인적요인분석 및 신뢰도분석 그리고 구조방정식 모형분석을 실시하였다. 이에 대한 결과는 다음과 같다. 첫째, 헬스리터러시는 유용성에 긍정적인 영향을 미치는 것으로 나타났다. 둘째, 혁신성은 유용성에 긍정적인 영향을 미치는 것으로 나타났다. 셋째, 확신은 유용성에 긍정적인 영향을 미치는 것으로 나타났다. 넷째, 확신은 만족에 긍정적인 영향을 미치는 것으로 나타났다. 다섯째, 유용성은 만족에 긍정적인 영향을 미치는 것으로 나타났다. 여섯째, 유용성은 사용의도에 긍정적인 영향을 미치는 것으로 나타났다. 일곱째, 만족은 사용의도에 긍정적인 영향을 미치는 것으로 나타났다.

Research on the Uses and Gratifications of Tiktok (Douyin short video)

  • Yaqi, Zhou;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
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    • 제17권1호
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    • pp.37-53
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    • 2021
  • With the advent of the 5G era, smart phones and communications network technology have progressed, and mobile short video of people's life can be made, Of the new tools of communication, at present, China's social short video industry has shown rapid development, and the most representative of the short video app is Douyin (international version: Tiktok). Under the background of Uses and Gratifications Theory, this study discusse the relationship between Douyin users' preference degree, use motivation, use satisfaction and attention intention. This study divides the content of Douyin video into 10 categories, selects the form of an online questionnaire survey, uses SPSS software to conduct quantitative analysis of 202 questionnaires after screening, and finally draws the following conclusions: (1) The content preference degree of Douyin short video (the high group and low group) is different in users' use motivation, users' satisfaction degree and users' attention intention. ALL results are within the range of statistical significance.(2) Douyin users' video content preference degree has a positive impact on users' use motivation, users' satisfaction degree, and users' attention intention. (3) Douyin users' motivation has a positive impact on users' satisfaction and user' attention intention. (4) Douyin users' satisfaction degree has a positive impact on users' attention intention. Based on the research results, we suggest that Douyin platform pushes videos according to users' preferences. In addition, as the preference degree has an impact on users' motivation, satisfaction degree and attention intention of using the platform, it is important that the platform's focus should to pay attention to the preference degree of users. Collecting users' preferences at the early stage of users' entering the platform is a good way to learn from, and doing a good job of big data collection and management in the later operation.

배달음식 앱의 서비스 품질 만족에 관한 연구 - 한국과 중국 소비자를 대상으로 - (A Study on Service Quality Satisfaction of Delivery Food App. of Korean and Chinese Customer)

  • 황윤성;박재기;왕연;서용모;이병채
    • 한국융합학회논문지
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    • 제9권12호
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    • pp.239-250
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    • 2018
  • 본 연구는 한국과 중국 소비자들 간의 배달음식 앱에 대한 고객만족과 서비스 품질 요소의 영향력 정도를 분석하고자 하였다. 이러한 연구목적을 달성하기 위해서 MOBISQUAL이란 모바일 인터넷 서비스 품질 측정 도구를 통해 가설구조의 모형을 설정하였다. 연구결과, 한국소비자는 유희성과 충족성이 고객만족에 대해 긍정적인 영향을 미치는 것으로 나타났으며, 중국 소비자는 유희성, 유용성, 개인화, 디자인, 용이성, 안전성이 고객만족에 대해 긍정적인 영향을 미치는 것으로 나타났다. 본 연구결과는 한국과 중국 소비자들에게 배달음식 앱이 고객만족에 대한 영향을 미치는 요소 간의 차이가 있음을 발견하였고 이를 통해 관련 기업에서 고객만족을 위해 고려해야할 부분을 제시했다는데 의의가 있다.

저작도구를 활용한 초등학생의 스마트교육용 앱 제작 교육프로그램 개발 및 적용 (The Development and Application of Education Program for Smart Educational App Production Using Authoring Tool for the Elementary School Student)

  • 박선주
    • 정보교육학회논문지
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    • 제17권2호
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    • pp.225-232
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    • 2013
  • 현재 학교현장에서는 스마트 교육이 실시되고 있는데, 다양한 스마트기기에서 실행되는 교과 수업과 관련된 콘텐츠가 부족하며 이를 위해 지속적인 교사 연수와 학습자의 앱 개발 교육이 필요하다. 그러므로 본 논문은 초등 6학년을 대상으로 스마트기기 뿐 아니라 PC에서도 실행가능하고 파워포인트와 유사한 사용자 환경인 스토리라인 저작도구를 활용하여 초등 과학 6학년 1학기의 내용을 중심으로 게임형 웹앱 형태의 콘텐츠 제작 교육 프로그램을 개발 및 적용하였다. 교육후 저작도구 사용의 편리성, 학습 콘텐츠 제작 활동 만족도, 지속적인 사용여부 등을 조사한 결과. 영어 메뉴의 어려움에도 불구하고 스마트 교육용 콘텐츠 제작 활동에 흥미를 가졌으며 지속적인 앱 개발 교육 및 활동에 참여하기를 원했다.

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스마트워크 적용과 효과: 업무 설계 이론을 중심으로 (Smartwork Application & Effects: Empirical Test for the Extended Work Design Theory)

  • 이혜정;박준기
    • 경영정보학연구
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    • 제20권2호
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    • pp.21-37
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    • 2018
  • 스마트 업무 환경에서 원활한 의사소통과 효과적인 업무 수행을 위해서 모바일 시스템 활용이 핵심이 되어 가고 있다. 모바일을 중심으로 이루어지는 현업의 스마트워크 환경과 성과 프로세스를 업무 설계 관점에서 살펴보는 것이 필요하다. 업무 설계 이론에서 제시하고 있는 업무의 특성인 자율성과 상호의존성을 선행 요인으로 설정하여 스마트워크의 선택 정도를 살펴보았다. 스마트워크 적용에 따른 성과로서 의사소통의 확대 정도, 일과 삶의 균형, 그리고 궁극적인 성과 지표인 업무 만족으로 이어지는 프로세스를 검증하였다. 스마트워크 어플리케이션을 도입한 국내 IT 기업 3개의 근로자들을 대상으로 온/오프라인 설문조사를 실시하였으며 구조모형 분석을 통해 가설을 검증하였다. 그 결과 업무의 상호의존성이 높을수록 스마트워크 어플리케이션의 활용이 높아졌다는 것을 확인했다. 또한 의사소통의 확대를 통해 직접적으로 업무 만족과 일과 삶의 균형을 높여주고 있었다. 주목할 점은 스마트워크 적용이 조직 구성원들의 일과 삶의 균형에 직접적으로 영향을 주는 것이 아니라 의사소통의 확대를 통해서 가능하다는 점이다. 본 연구는 스마트워크 적용과 효과를 동시에 살펴보고 조직의 영향을 설명하려고 시도했다는 점에서 의미가 있으며, 본격적으로 IT 사용 환경을 고려한 업무 설계 이론을 구성하여 적용했다는 점에서 학술적 의의가 있다. 본 연구 결과를 바탕으로 국내 스마트워크 운영을 위한 시사점을 제시하였다.

Topics and Sentiment Analysis Based on Reviews of Omni-Channel Retailing

  • KIM, Soon-Hong;YOO, Byong-Kook
    • 유통과학연구
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    • 제19권4호
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    • pp.25-35
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    • 2021
  • Purpose: This study aims to analyze the factors affecting customer satisfaction in the customer reviews of omni-channel, posted on Internet blogs, cafes, and YouTube using text mining analysis. Research, data, and Methodology: In this study, frequency analysis is performed and the LDA (Latent Dirichlet Allocation) is used to analyze social big data to respond to reviewers' reaction to the recently opened omni-channel shopping reviews by L Shopping Company. Additionally, based on the topic analysis, we conduct a sentiment analysis on purchase reviews and analyze the characteristics of each topic on the positive or negative sentiments of omni-channel app users. Results: As a result of a topic analysis, four main topics are derived: delivery and events, economic value, recommendations and convenience, and product quality and brand awareness. The emotional analysis reveals that the reviewers have many positive evaluations for price policy and product promotion, but negative evaluations for app use, delivery, and product quality. Conclusions: Retailers can establish customized marketing strategies by identifying the customer's major interests through text mining analysis. Additionally, the analysis of sentiment by subject becomes an important indicator for developing products and services that customers want by identifying areas that satisfy customers and areas that evoke negative reactions.

과체중 및 비만 직장인 대상 모바일 건강관리 프로그램의 참여도에 따른 과정 평가: 12주 중재연구 (Process evaluation of a mobile healthcare program among employees with overweight and obesity: a 12-week intervention study investigating the role of engagement)

  • 손임휘;홍지연;한영희;공보정;장몽원;나우리;손정민;현태선
    • 대한지역사회영양학회지
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    • 제28권6호
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    • pp.466-479
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    • 2023
  • Objectives: A mobile health intervention program was provided for employees with overweight and obesity for 12 weeks, and a process evaluation was completed at the end of the program. We investigated participant engagement based on app usage data, and whether engagement was associated with the degree of satisfaction with the program. Methods: The program involved the use of a dietary coaching app and a wearable device for monitoring physical activity and body composition. A total of 235 employees participated in the program. App usage data were collected from a mobile platform, and a questionnaire survey on process evaluation and needs assessment was conducted during the post-test. Results: The engagement level of the participants decreased over time. Participants in their 40s, high school graduates or lower education, and manufacturing workers showed higher engagement than other age groups, college graduates, and office workers, respectively. The overall satisfaction score was 3.6 out of 5. When participants were categorized into three groups according to their engagement level, the upper group was more satisfied than the lower group. A total of 71.5% of participants answered that they wanted to rejoin or recommend the program, and 71.9% answered that the program was helpful in improving their dietary habits. The most helpful components in the program were diet records and a 1:1 chat with the dietary coach from the dietary coaching app. The barriers to improving dietary habits included company dinners, special occasions, lack of time, and eating out. The workplace dietary management programs were recognized as necessary with a need score of 3.9 out of 5. Conclusions: Participants were generally satisfied with the mobile health intervention program, particularly highly engaged participants. Feedback from a dietary coach was an important factor in increasing satisfaction.

카메라가 장착된 모바일 폰을 이용한 24시간 식사 회상 앱 개발 및 만족도 연구 (Development and User Satisfaction of a Mobile Phone Application for Image-based Dietary Assessment)

  • 김서윤;정상진
    • 대한지역사회영양학회지
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    • 제22권6호
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    • pp.485-494
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    • 2017
  • Objectives: The objective of this study was to develop mobile phone application for image-based dietary assessment and evaluate satisfaction regarding respondent's use of the mobile phone application. Methods: We developed a mobile phone application to assess dietary intakes using 24 hour dietary recall. After initial development, application was reviewed by ten adults and revised based on their comments. We recruited 192 volunteers (92 males, 100 females) to use the mobile phone application and to respond to a satisfaction survey. Participants were instructed to use the mobile phone application with fiducial marker five centimeter in width, length and two centimeter height at each eating occasion during designated 4 days, capturing $45^{\circ}$ angle and $90^{\circ}$ angle images of all food and beverage items before and after consumption. After using the mobile phone application for 4 days, participants were asked to complete an online questionnaire on the satisfaction of the mobile phone app. User satisfaction items composed of 12 questions of application user interface, 8 questions of emotional response, 9 questions of eating behavior in 5 likert scale. Participants were also asked to provide additional open-ended comments on the use of mobile phone application. Statistical analysis was performed by using the SPSS 23.0 (Statistical Package for the Social Science). Results: The average user interface score was $2.82{\pm}1.08$, which was close to the 'normal' response. Responses for emotion and eating behavior also were borderline to the 'normal'. Conclusions: This study found that the mobile phone application using 24-hour recall was acceptable to be used to assess dietary intakes for several days. However, there should be a need for such technology to be user-oriented instead of researcher-oriented. Easy and cost-effective new technology is needed for estimating the amounts of food eaten automatically when the photos are taken.

암환자를 위한 모바일 앱용 네비게이션프로그램 개발 (Development of Navigation Program for Cancer Patients using Mobile application)

  • 권근애;정가진;박주미;정미경;서화정;김지윤;김연희;박정윤
    • 한국의료질향상학회지
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    • 제21권2호
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    • pp.28-38
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    • 2015
  • Objectives: The objectives of this research were to develop and evaluate a mobile application for navigation program for cancer patients who might experience some difficulties in obtaining and understanding further schedules, directions due to flooding information at a time and scattered educational materials. Methods: A mobile application was developed an educational mobile app for cancer patients based on a systematic instructional design model called ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The developed application was evaluated by 76 users through a questionnaire of satisfaction. Results: A mobile app contains educational contents for cancer patients, based on their satisfaction, demand and knowledge about cancer education and information services. It contains management of symptoms, management of my schedule, and information about chemotherapy, FAQ, symptoms dangerous enough to contact the hospital, personal history about how to overcome cancer, hospital convenience facilities and education schedule of cancer center. A result of the evaluation of user's satisfaction showed 59.4% responding 'Satisfied' and 27.4% 'Very satisfied'. Conclusion: The personalized information and education contents for cancer patients by using the mobile application was given to cancer patient and then educational outcomes became more effective. The development of the application which persons can use regardless of time and place enables health care providers to acquire the foundation of the patients-oriented educational system. Education satisfaction and knowledge level was increased, after using mobile application.