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A study on the development of a new learning method and program for the science gifted students on cyber environment (사이버 상에서 과학 영재들을 위한 새로운 교육 방법 및 프로그램 개발 연구)

  • 심규철;박종석;육근철
    • Journal of Gifted/Talented Education
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    • v.11 no.3
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    • pp.69-84
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    • 2001
  • Present paper describes on the development of a new virtual program for science learning, and an exploration of it's application to science education. In addition, the method of teaching and loaming activities for science is suggested. The new type program is called Science Cyber Conference(that is Shimpark's Ssacon). It is developed to improve the abilities of inquiry and the scientific reasoning by planning on the investigation, arranging the data, synthesizing the results, and concluding and presenting one's opinions. On cyber environment, discussing about and communicating opinions and data investigated, are performed for special topic through chatting room, discussing room and electronic mailing, and totally synthesis and discussion about special inquiry topic at cyber conference day.

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Demographics, Social Media Use and Perceived Academic Stress of Secondary School Students in St. Thomas Aquinas College, Akure, Nigeria

  • Igbinovia, Magnus Osahon;Idhalama, Ogagaoghene Uzezi;Alex-Nmecha, Juliet C.
    • International Journal of Knowledge Content Development & Technology
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    • v.9 no.4
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    • pp.7-29
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    • 2019
  • The study was carried out to investigate the influence of demographics and social media use on perceived academic stress of secondary school students in St. Thomas Aquinas College, Akure, Nigeria. This was achieved using five research questions and four null hypotheses. The population of the study consisted of 1,107 students at ISCED level 3, out of which 286 were selected based on the Israel (2003) model for determining sample size. The Ex-Post Facto (EPT) research design of the correlational type was employed to investigate the study while questionnaire was used for data elicitation. Out of the 286 copies distributed, 192 (67% response rate) were retrieved and analyzed using descriptive statistics (frequency, percentage, mean and standard deviation) and inferential statistics (correlation and multiple regression). The findings revealed that there is high frequency of social media use among secondary school students, majorly for meeting new friends and chatting. The perceived academic stress (PAS) of the students was found to be moderate. Of the three demographics considered, only class had significant influence on PAS. Use of social media did not have significantly influence on PAS of the students. When combined, demographics and social media use predicted PAS; and when considered relatively, of the independent variables, only class as an aspect of demographics predicted PAS. Therefore, the authors concluded that PAS of secondary school students is not directly influenced by demographics (except for class) and social media use. Based on the study's conclusion, recommendations were made.

Noise Exposure Levels for the Middle and the High School Students using Headsets in the PC Rooms (PC방(게임방)에서 헤드셋을 착용한 중•고등학생의 소음 노출수준)

  • Shin, Jaewoo;Kim, Hyunwook
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.15 no.2
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    • pp.135-143
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    • 2005
  • This study was conducted to measure the exposure levels to noise for the middle and the high school students who worn headsets in the PC rooms. The noise levels from the headsets were measured with noise dosimeters, and the statistical relationships between the utilization pattern, user's views on the PC rooms and it's environment were analyzed for the selected PC rooms in the Ahnshan area. The results were as follows; 1. No significant difference was found in the number of uses and average time spent per day by education level and by sex of the users(p>0.05). 2. No statistical significant difference was found between the contents selected by education level of the users (p>0.05). The male participants overwhelmingly enjoyed the PC games (98.3 %) while females selected for listening music (75.0 %) with significant difference(P<0.05), followed by browsing internet and PC communications (70.0 %), PC game (66.7 %) and chatting (33.3 %). 3. The actual noise measurements of the headsets worn by the users of different sexes and educational backgrounds produced no differences(p>0.05), while a significant difference was found between genders (p<0.05). 4. For sound pressure level measurements, the weighted average(Lavg) of 84.5 dB(A) on the left headsets exceeded that of 79.8 dB(A) on the right headsets significantly(p<0.01) and the maximum value of 96.9 dB(A) on the left headsets exceeded the maximum value of 93.5 dB(A) on the right headsets(p<0.01). 5. The actual noise measurements of the headsets worn by the users of different sexes and educational backgrounds produced no differences(p>0.05), however, the contents selected by the users with different educational backgrounds were noted with significant difference(p<0.05) while no difference was found by gender(p>0.05).

A Study on Status of Use of Community Park and Level of Satisfaction Based on Types of Its Facilities (근린공원 시설유형에 따른 이용실태 및 만족도에 관한 연구)

  • Park, Yool-Jin;Kim, Hwa-Ok
    • Journal of Environmental Science International
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    • v.19 no.4
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    • pp.427-436
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    • 2010
  • In this study this author made research and analysis on physical status and characteristics of community parks in Ik-san provinces and also depending on its potential resources such parks were classified into constructed parks and unconstructed parks and status of use of such parks and level of satisfaction were studied. Through this paper this author strived to provide basic data required for forming green track of land for the parks. Required time for visiting community parks either constructed or unconstructed type was within 40 minutes or less. However constructed parks appeared to be more convenient for access in comparison with natural unconstructed parks. Mostly they were used by residents in neighboring community and also residents in the area around it were found as using it frequently. At the time of using community parks either constructed or unconstructed types means of access were mostly by walking or by riding bicycles. Thus considering large number of users of such parks are from neighboring community it appeared that parks with its simplicity and convenience in terms of distance and with rich nature were preferred by users rather than large scale parks at distance. In terms of time frame of use and motivation of visit constructed parks were used mainly for exercise and relaxation in the morning at parks and its facilities whereas un constructed parks were mostly used in the afternoon for for walking and chatting and rest under with time to spare at shadows of its trees. Time spent at parks were composed mostly of rest and walking more frequently than exercise and leisure activity thus it was different from motivation for visiting parks. As for evaluation of use of parks natural elements, unique environment, trees and lawns featured highly in unconstructed parks in comparison with constructed parks. Thus it seemed visitors are more conscious of forest and landscape in a form of unchanged nature. Thus for community parks first consideration should be heightening accessibility in view of primary concern for convenience by users rather than facilities or environmental conditions.

A Study on Composition Factor of Online Game Community using Case Analysis of Cyworld (싸이월드의 사례 분석을 이용한 온라인 게임의 커뮤니티 구성 요소에 대한 연구)

  • Lee, Myoun-Jae;Kim, Kyoung-Nam
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.3-13
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    • 2004
  • On today, online community that is irrespective to geometrical area and time has been appeared by information technology and development of internet. It has been significant decision method of a personal and company. And online community is variously classified by it's purpose. Among online community, online game community is be roughly classed as community in online game and community in related online game. Community in related online game community is means for interchanging informations using e-mail, bulletin board, so as on. These information contain game playing, game contents so as on. And community in online game is implemented as team, item exchange, chatting etc. Importance of community in online game and community in related online game have been increased. But online game community is not distinguished, comparing with importance of it. So, in this paper, we study on the case analysis of cyworld's community that developed characteristic community. Cyworld community is suitable for new generation and korean life style, method of adaption online game. This paper should be profitable for community in re lated online game, community company to planning, developing a characteristic community.

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A Study on Application of Common Phrase Function Based on WIPI Platform (WIPI 플랫폼 기반의 상용어구 기능 적용에 관한 연구)

  • Kim Chang-Soo;Yim Chang-Mook;Yim Jae-Hong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.3
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    • pp.480-486
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    • 2005
  • Recently, domestic interest about wireless internet is rising gradually. Characteristic of present domestic wireless market is that mobile communication businessmans appropriate each other different mobile platform. So, contents provider's development environment can not be same each other. This makes contents providers repeat same work. To solve this problem, standardization work of wireless internet market was begun. The three mobile communication companies and TTA (Telecommunications Technology Association), RRU(Radio Research Laboratory), ETRI(Electronics and Telecommunications Research Institute) progressed standardization. By the result, May 2002, WIPI that is wireless standard platform selected by mobile platform standard that is TTA organization standard. In this paper, 1 am going to examine the WIPI. WIPI can reduce mostly expense that happen when we use different platform. 1 design and embody common phrase function. Through this, 1 am going to show improvement of the character input speed in cellular phone. And I wish to discuss expected cost decrease effect. Investigate about platform of treatise that is used in domestic. analyze about the characteristic, merits and demerits. Chatting service and common phrase function design and embody. Finally, wish to discuss about advantage of common phrase function and practical use field.

The Effect of Internet Community on the Neighborhood Relationship - Case study of Mokdong 'The Sharp' apartment area (온라인 커뮤니티를 매개로한 공동체가 근린관계에 미치는 영향 - 목동 'The Sharp' 공동주택 중심으로)

  • Kim, Sung-Gil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.21-26
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    • 2016
  • This study examined the effects of the online community, such as chatting, book-cafe on the neighborhood relationship. Through a case study of 'The Sharp' apartment area, the characters of neighborhood relationship between user and non-user were compared. The factors affecting the community relationships were analyzed by regression analysis. According to the results, the residents using the online community shared their emotions, thoughts and information with their neighbors so that the level of neighborhood relationship was higher. To reprove the neighborhood relationship being cut off the online community should be handled as an important factor in the planning of apartments. This study as a basic research is expected to contribute to policing against crimes and accidents in apartments.

Meta Analysis of the Websites of University Archives in Korea (국내 대학기록관 웹사이트에 관한 메타분석)

  • Seo, Eun-Gyoung;Son, Ju-Young
    • Journal of the Korean Society for information Management
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    • v.29 no.1
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    • pp.351-374
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    • 2012
  • Recently, the website of university archives is becoming greatly significant to users who retrieve and utilize university archives and records. This study aims to meta-analyze university archives in Korea in terms of usefulness, usability, information quality, and web accessibility in order to improve the functionality and usefulness of university archives websites. The result of the study suggests that university archives should increase the number of the digital records and to develop communication chanels, such as blog, chatting room, digital reference services for activating use of university records. Secondly, university archives make efforts to develop systematic collecting and managing procedures and to build relevant digital collections. Thirdly, the websites of university archives develops more user-friendly interfaces and web design to improve user satisfaction. Finally, the websties of university archives should follow the standards on web accessibility.

A Study of Cross-Country Comparison of ICT Usage in Family Context (가족적 맥락에서의 ICT 이용에 관한 국가 간 비교 연구)

  • Brady, John T.;Lee, Bohan;Rha, Jong-Youn
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.277-291
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    • 2016
  • This study examined the impact of information and communications technology (ICT) on the sociocultural dimensions of the family by comparing ICT use in Korean, Chinese, and American families. This study investigated attitudes to ICT usage in the family context by country and explored how various consumers use ICT in the family context. The study explored how families can be clustered based on usage. ICT device ownership had differences in the use of ICT services including blogs and video chatting accounts. ICT usage in the family was also similar in all three countries in the study, but the depth of use differed. The cluster analysis indicated that users could be classified into four groups, however the proportion in each group differed by country. This study has implications for understanding ICT ownership and use by families in various countries and indicates that sociocultural elements are important in ICT use.

An Implementation of a Messenger for Finding Well-Matched Friends on PDAs (PDA상에서 동작하는 친구 찾기 메신저의 구현)

  • Kim, Mok-Ryun;Park, Young-Ho;Song, Hye-Ju
    • Journal of Digital Contents Society
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    • v.8 no.1
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    • pp.1-8
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    • 2007
  • Recently, As the increase in interaction between the person and the person, the people plentifully use a messenger. Thus, we propose a new messenger program, we call Hellow Fellow Messenger. The hollow fellow messenger has functions of general messenger such as chatting, note exchange, friend addition. Also, hollow fellow messenger provide with special function, which find friends satisfied conditions in PDA and PC environment. So, Client can find not only friend who is register already but also friend who is the possibility of seeing a movie and can comfortably talk together and so on. For this, server sends information for users satisfied in condition from databases to client and client selects a user among received information for users. Client-server communication is implemented using MFC[1].

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