• 제목/요약/키워드: experience-based

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플로러닝기반 자연체험활동 프로그램 개발 (Development of the Program for Nature Experience Activity based on Flow-learning)

  • 백연주;이동엽
    • 문화기술의 융합
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    • 제9권1호
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    • pp.119-128
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    • 2023
  • 본 연구는 플로러닝을 기반으로 자연에 대한 인식과 활동 방법을 익히고 느낄 수 있는 자연체험활동 프로그램을 개발하여 자연체험활동을 통한 대안적 수업 모델을 제시하기 위한 목적으로 수행되었다. 연구의 목적을 달성하기 위하여 자연과 만나기, 자연 탐구하기, 자연과 온몸으로 놀기, 자연에서 느낀 감동 나누기의 네 단계가 순환적으로 이루어지는 플로러닝 자연체험활동을 기저로 하여 ADDlE 교수설계 모형의 각 단계별 주요 절차를 바탕으로 자연체험활동 프로그램 개발하였다. 연구 과정을 통하여 자연체험활동 프로그램의 각 단계별 활동 및 유의사항에 대해 제시하였으며, 개발된 프로그램을 바탕으로 주요 교육적 시사점을 논의하였다. 연구를 통해 개발된 자연체험활동 프로그램은 교사에게 자연체험활동 방법에 대한 인식의 전환과 더불어 자연체험활동에 대한 기본적인 방향을 제시할 수 있고, 유아는 자연체험활동 프로그램을 통하여 자연을 자유롭게 느끼고 경험하며 스스로 지식을 구성하는 학습자가 될 수 있을 것으로 기대한다.

전시체험공간 구성에서의 현상학적 표현특성에 관한 연구 - 빛을 이용한 전시를 중심으로 - (A Study on the Phenomenological Characteristics of the Expression in Composition of the Experimental Exhibition Space - Focused on Exhibition Utilizing Light -)

  • 박은아;한혜련
    • 한국실내디자인학회논문집
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    • 제22권3호
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    • pp.183-194
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    • 2013
  • Exhibition space emphasizes the experience in the space rather than viewing or appreciation of visitors. Because the experience spaces in today's life are limited, people experience rest, comfort, and sometimes extraordinary space experience through exhibition space. Exhibition space has changed from a static place to a space where visitors move and act with the exhibits to freely feel the space. Also, the static space expressed only with illumination and shadow becomes a new space different from daily space for users. This study analyzes the characteristics of phenomenological expression through such user-oriented exhibition space. This study is to analyze the characteristics of phenomenology through the exhibition experience space structure. It is to analyze and study on the characteristics of phenomenological expression of the exhibition experience space structure centered in the opinion of Merlo-Ponti that considers the experience of body among 'characteristics' discussed based on the study of the phenomenological experience published up to date and the viewpoint of Steven Hall that sees light as a subject of creating the space. This study is also considers how the perception of the experiencer is built in the correlation between the phenomenology and exhibition experience space by studying the relationship of the experiencer that is the common point of the exhibition experience space structure and the characteristics of phenomenological expression and analyzing the common point and difference of them. It also focuses on the space of dark whether forming any light rather than looking at the light which is the sense factor among the characteristics of phenomenological expressions. Thus, the purpose of this study is to analyze the case on whether there is any light or not applied to the exhibition experience space grounded by the theoretical materials of Merlo-Ponti and Steven Hall based on the characteristics of phenomenological expressions in the exhibition experience space structure and, based on the result, to set up the basics on the characteristics of phenomenological expressions in the composition of exhibition experience space.

체험 마케팅에 의한 직업체험관의 특성에 관한 연구 - 어린이 직업체험 중심으로 - (A Study on the Characteristics of Vocational Experience Facilities in Accordance with Experience Marketing - Focused on Vocational Experience Facilities for Children -)

  • 주희문;변대중
    • 한국실내디자인학회논문집
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    • 제22권3호
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    • pp.108-116
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    • 2013
  • This study has the purpose to review the way of experience element and property of space design appearing in vocational experience space and accumulate basic study material for children's vocational experience space and build systematic and specialized modules. Analysing the marketing elements of experience space through pilot research to arrange frame of analysis, and in a determined range, experimental marketing's property appearing in children's vocational experience center is analysed. This researcher analysed experimental displaying space's function of recognition, emotional, behavior, sense marketing and experimental marketing induced from pilot research on space design expressive elements of experimental marketing when it is applied to spaces through the frame of analysis with the combination of total 8 kind's experience display space function such as investigative, conceptional, aesthetic, entertaining, logical, relative, participating, and comprehensive experience based on 5 vocational experience spaces located in Seoul and Gyeonggi, opened after 2010, being operated at present with more than 500 pyeong (about 1,650 square meter) and targeted for children, after this researcher visited the site directly to make check list with the frame of analysis together with the staff and administrator in charge of vocational experience education. As a conclusion, vocational experience center is a space of edutainment helping children experience various profession more easily to find their interest and to bring up their dream. By analysing current vocational experience center through the element called experimental marketing, current status of vocational experience center could be known. the experience itself in vocational experience center becomes a merchandise. Instead of mere experience, so as to get professional experience and new information, new experiences should be provided by incessant variation and development. This study is to build basic research data for children's vocational experience space, however not only drawing specialty of vocational experience center through the connection of enterprises based on the contents arranged above but also systematic and specialized modules are expected to be built in next researches.

고객경험 개선을 위한 고객여정지도 기반 Q-방법론 통합 고객경험관리 프로세스 제안: CX-Q (Development of the Q-methodology Integrated Customer Experience Management Process Based on Customer Journey Map for Improving Customer Experience: CX-Q)

  • 유성훈;박도형
    • 한국정보시스템학회지:정보시스템연구
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    • 제32권1호
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    • pp.201-221
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    • 2023
  • Purpose Customers consider the overall experience with the company as important as the quality of the product, and companies are also paying attention to creating long-term relationships with customers through optimal customer experiences. In this study, we propose a customer experience management process called 'CX-Q', which combines customer journey map and Q-methodology to understand the importance of customer experience based on the overall customer experience. Design/methodology/approach. CX-Q is a process that combines Q-methodology and customer journey maps, allowing stakeholders to explore and improve customer experiences at each contact point while engaging with brands, products, and services. It also enables them to derive customer experience insights and important management points for each segment. To demonstrate the usefulness of the proposed CX-Q, this study analyzed the experience of customers who used the Airbnb travel platform service as an example, applying the CX-Q process. Findings A total of four customer segments were derived, and it was found that each segment valued different attributes during the customer journey stage. The customer experience analysis using the CX-Q process proposed in this study is expected to help understand customers in more detail and assist in managing and improving customer experience.

소규모 학급의 환경 체험 학습을 위한 학습 유형화와 그 교육 과정 (The Learning Styles and Curriculum for Environmental Experience-Based Learning in Classroom of the Small Scale)

  • 곽홍탁;이옥희
    • 한국환경교육학회지:환경교육
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    • 제19권3호
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    • pp.40-56
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    • 2006
  • The purpose of this study is to enhance elementary students' awareness of environment-friendly life and help them to prepare for a better life in the future. To achieve this purpose we examined the effect typical environmental experience-based learning activities, which were based on the local circumstances with high environmental-educational potential, have on the attitudes toward environment-friendly life. This study was carried out on the basis of typical environmental experience-based learning in the small class size. The research group used was composed of one sixth grade elementary school class called Sangroksu, whose total students were 9. The research period lasted from March 2005 to February 2006. To analyze the result of this study, two research methods were applied simultaneously : quantitative research methods and qualitative research methods. Especially statistical analysis in quantitative research methods by self-administrated questionnaire was done with SAS program. Qualitative research methods were analyzed in a cyclic pattern, including the processes of domain analysis, classification analysis, and factor analysis which continued to be associated with data-collecting methods. This research shows the following results. First of all, students have shown meaningful differences after typical environmental experience-based learning activities.(p<.05). Followings are fields of the differences - students‘ interest on the subject, their understanding levels of necessity for basic environmental facilities around us as well as for the kinds of environmental experience-based learning, awareness levels of various environmental problems, consciousness on environment conservation, and the practicing ability of environment - friendly lifestyles. Secondly, We have discovered improvements in the following fields after this study - the knowledge and understanding levels on our environment and human relationships, students' fundamental abilities to work out environmental problems, right ideas and appropriate attitudes on environment protection, the practicing ability of environment-friendly life styles, and their parents' understanding levels on the education related to environment. In conclusion, typical environmental experience-based learning activities have a positive effect on the improvement of elementary school students' environment-friendly life styles.

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간호시뮬레이션 실습교육이 간호대학생의 학습성과와 수업경험에 미치는 효과 (Effects of Nursing Simulation-Based Practice Education on Learning Outcome and Classes Experience in Nursing Students)

  • 한영인
    • 보건의료산업학회지
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    • 제8권1호
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    • pp.135-150
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    • 2014
  • The purpose of this study was to identify the effects of nursing simulation-based practice education on learning outcome and teaching experience in nursing students. Pretest-posttest design with nonequivalent control group was utilized to analyze the effects of nursing simulation-based practice education. The subjects were 96 students of a nursing college. All subjects participated in 6 week. The data were analyzed by the SPSS win 17.0 program. The results were as follows; There were statistically significant differences in learning outcome and teaching experience effects of nursing simulation-based practice education in nursing students. In conclusion, we required nursing simulation-based practice education and small group discussion analysis of factors are associated with goal-setting skills and self-presentation skills, goal setting skills. We required nursing simulation-based practice education training to strengthen the ability of self-directed learning program utilizing the repeated study.

Correlation Analysis between Dance Experience and Smoothness of Dance Movement by Using Three Jerk-Based Quantitative Methods

  • Park, Yang Sun
    • 한국운동역학회지
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    • 제26권1호
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    • pp.1-9
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    • 2016
  • Objective: The aim of this study is to investigate the association between dance experience and smoothness of hand trajectory during dance by using three jerk-based quantitative methods (integrated squared jerk, mean squared jerk, and dimensionless jerk). Methods: Eleven Korean traditional dancers whose experience of dancing ranged from 5 years to 20 years participated in this study. Dancers performed the Taeguksun motion in Korea traditional dance. Six infrared cameras were used to capture the movement of the hands of the dancers. The smoothness of hand movement was calculated using three jerk-based methods. Results: With regard to the smoothness of the right hand, dance experience was significantly correlated with dimensionless jerk (r=0.656, p=0.028), while dance experience was not significantly correlated with integrated squared jerk (r=0.581, p=0.552) and mean squared jerk. With regard to the smoothness of the left hand, there was no correlation between dance experience and any of the three jerk values. Conclusion: Our results showed that individuals with more dance experience performed the task more smoothly. This study suggests that dimensionless jerk should be used as a predictor for smoothness in dance movement. Thus, our results support the idea that smoothness is an aspect of movement quantity distinct from speed and distance.

분장 체험을 활용한 테마파크 만족도, 충성도, 재방문의도에 관한 연구 - 에버랜드 중심으로 - (The satisfaction of the theme park using the makeup experience - In the center of Everland -)

  • 조예원;이영주
    • 한국의상디자인학회지
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    • 제21권3호
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    • pp.55-66
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    • 2019
  • The makeup experience service in a theme park was analyzed for the study on the makeup service using experiential marketing based on recent consumer experience. The results of the study showed that the utilization, marketing effect, and lifestyle in makeup service at the Experiential marketing are analyzed. In other words, according to the variables, the purpose of this study is to the effect on the satisfaction, loyalty, and Intent to revisit. In this study, in order to achieve this, literature research and Empirical study on the same time. In literature review, Theories and previous studies were considered which are about experience marketing, lifestyle, makeup service, loyalty, satisfaction, and the intent to revisit. Then, a research model and a hypothesis were established. In empirical study, Based on this, it was applied to the makeup service in a theme park and verified through analysis methods such as frequency analysis, reliability verification, factor analysis, and structural equation modeling. The results showed that experience marketing and lifestyle had a significant influence on satisfaction, loyalty, and return visit intention. Based on this research, the makeup service using experience marketing would be hopefully more practical as a typical culture content marketing.

농어촌 체험 고객 만족에 영향을 미치는 요인 (Factors Affecting the Customer Satisfaction of Rural Experience -Applying Unified PPM Model -)

  • 최양애;정병규
    • 벤처혁신연구
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    • 제2권2호
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    • pp.79-94
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    • 2019
  • 본 연구의 목적은 농어촌 체험에 영향을 미치는 요인을 통합된 PPM모델(unified push-pull-mooring model)을 적용하여 탐색하는 것이다. 이론적인 모델은 PPM을 근간으로 하여 새로운 변수들을 도입한 통합된 PPM모델이다. 새롭게 도입된 변수 중 pull 요인은 체험이론과 ServQual 모형을 바탕으로 재구성하였다. 종속변수는 고객 만족을 설정하였다. 가설은 다음과 같이 설정하였다. Push 요인은 체험 만족에 부(-)의 영향을 미치고, Pull 요인인 체험요소와 체험품질은 체험 만족에 정(+)의 영향을 미칠 것이다. 또한, mooring 요인은 체험 만족에 부(-)의 영향을 미칠 것이다. 본 연구의 연구 모형을 314개 설문데이터를 기반으로 하여 구조방정식으로 검정하였다. 연구 결과 Pull 요인인 체험품질은 체험 만족에 정(+)의 영향을 미쳤다. Mooring 요인은 체험의도에 부(-)의 영향을 미치는 것으로 나타났다. 하지만, push 요인과 체험 만족 간, 체험요소와 체험 만족 간에는 유의한 영향 관계가 검정되지 않았다. 이러한 연구 결과는 이론적으로는 농어촌 체험에 있어서 기존의 pull, push 요인 위주의 분석에서 나아가 심리적인 mooring 요인도 체험에 중요한 영향을 미친다는 것을 검정하였다. Pull 요인으로 도입된 체험요소와 체험품질을 바탕으로 제안된 통합된 PPM모델이 유용한 분석의 틀이 될 수 있음을 검정하였다. 실무적으로는 농어촌 체험을 활성화시키기 위해 어떠한 요소에 전략적으로나 마케팅적으로 집중해야 하는지에 대한 시사점을 제공할 수 있었다.

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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    • 제21권2호
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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.