• Title/Summary/Keyword: experience-based

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Oral health behavior and oral health education experience among Korean adolescents: The ninth(2013) web-based survey of Korean youth risk behavior (한국 청소년의 구강건강행태와 구강보건교육 경험의 실태)

  • Oh, Hyunkyung;Song, Yunshin;An, Sohee;Chun, Sungsoo
    • Journal of Korean society of Dental Hygiene
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    • v.15 no.6
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    • pp.999-1007
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    • 2015
  • Objectives: The objective of the study is to investigate oral health behavior and oral health education experience in Korean adolescents from the ninth(2013) web-based survey of Korean youth risk behavior. Methods: The subjects were 72,435 students through the ninth 2013 web-based survey of Korean youth risk behavior conducted by the Ministry of Education, Science, and Technology, the Ministry of Health and Welfare, and the Korea Centers for Disease Control. The questionnaire consisted of socio-demographical characteristics of the subjects, oral health behavior, and oral health education experience. Data were analyzed by SPSS 18.0 program. Results: Oral health education had much influence on tooth brushing after lunch, oral cavity disease prevention, sealants, fluoride application, scaling experience, and consumption of vegetables, milk, carbonated soft drinks, noodles, and snacks. The oral health education had a great impact on those who took good oral health behavior into action. Conclusions: It is very important and necessary to develop the continuing effective oral health education program for the adolescents and make them tale into action.

Case Study of the Satisfaction Analysis to Establish and Improve Forest Experiences for Children: The Forest Experience for Children at Apsan Park in Daegu (유아숲체험원 조성 및 운영 개선을 위한 이용 만족도 분석 사례연구 - 대구 앞산공원 고산골 유아숲체험원을 중심으로 -)

  • Ryu, Yeon Su
    • Journal of Environmental Science International
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    • v.26 no.11
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    • pp.1223-1233
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    • 2017
  • The purposes of this study are to analyze the degree of satisfaction on forest experience among children, based on a survey of teachers and parents who lead them, and to make proposals based upon the findings. The survey was performed in forest experience for children at Apsan Park in Daegu. The results are as follows. First, there were 78 respondents comprising 34 teachers, 39 parents, and 5 others. The teachers' age groups were distributed evenly between the 20s and 40s and parents' 51.3% were in their 30s and 46.2% in their 40s. Second, all participants responded that forest experience is necessary for children. 80.8% of respondents required continually additional construction. Specifically, parents insisted that forest experience for children should be built up more than the teachers did. Third, as a result of the management and program satisfaction of forest experience for children, 38.5% of respondents wanted increased access and another 38.5% desired unlimited access. In addition, the older teachers preferred more flexible access. Fourth, the safe facility topped the list of the four facilities ranked by importance with 0.39 points, followed by the learning experience field, the shelter facility, and the discretional facility. This study aims to build up basic data in order to make and practically manage forest experiences for children. Therefore, through continuous research, forest experience for children should be established as a practical experience spaces for children.

A Study on the Relationships among Experience, Perceived Value, and Satisfaction of Rural Tourism - The Moderating Effect of Length of Stay - (농촌체험의 체험요인이 지각된 가치와 만족에 미치는 영향 - 체류기간의 조절효과 -)

  • Kim, Kyung-Hee;Lee, Sun-Min
    • Journal of Agricultural Extension & Community Development
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    • v.23 no.1
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    • pp.1-14
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    • 2016
  • The purpose of this study was to examine the relationships among experience, perceived value, and satisfaction of rural tourists based on the experience economy(Pine, & Gilmore, 1998; 1999). In addition, this study included the moderating effect of length of stay on the proposed relationships. This study was attempt to develop measurement scales based on the theory of experience economy(Pine, & Gilmore, 1998). Data were collected from 481 visitors by field survey from the 10 rural tourism communities. SPSS 20.0 and Amos 18.0 statistical package were used for frequency, reliability, confirmatory factor, and structural equation modelling analysis. The results of a confirmatory factor analysis yielded four dimensions of experience(esthetics, education, escape, and entertainment). The results of structural equation modeling indicated that entertainment, esthetics, and education had positive effects on perceived value, which in turn had a positive effect on satisfaction. In addition, length of stay moderated the relationships among experience, perceived value, and satisfaction. The entertainment and esthetics among experience factor had an effects on perceived value in the group of day visit group, and the entertainment, education, and esthetics among experience factor had an effects on perceived value in the group of stay night group. And the perceived value had a positive effect on satisfaction in the all group. Therefore, in order to increase rural tourists' satisfaction effectively, practitioners needs to develop rural tourism products by considering area of experience economy including tourists' length of stay.

A Study on the Model for the Development of Tools for Math Activities & it's Application (수학체험교구 개발 모형 및 이를 적용한 최대공약수 교구 개발 연구)

  • Suh, Bo Euk
    • Communications of Mathematical Education
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    • v.34 no.4
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    • pp.587-603
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    • 2020
  • This study is a basic study to effectively develop a mathematics experience object, an important tool and educational tool in mathematics education. Recently, as mathematics education based on action theory is emphasized, various mathematics experience objects are being developed. It is also used through various after-school activities in the school. However, there are insufficient cases in which a mathematics experience teaching tools is developed and used as a tool for explaining mathematics concepts in mathematics classrooms. Also, the mathematical background of the mathematics experience teaching tools used by students is unclear. For this reason, the mathematical understanding of the toolst for mathematics experience is also very insufficient. Therefore, in this study, a development model is proposed as a systematic method for developing a mathematics experience teaching tools. Also, in this study, we developed 'the Great Common Divisor' mathematics experience teaching tool according to the development model. Through the model proposed through this study and the actual mathematics experience teaching tool, the development of various tools for mathematical experience will be practically implemented. In addition, it is expected that various tools for experiencing mathematics based on mathematical foundations will be developed.

A Study on the Customer Experience Design through analyzing Smart Hotels in China (중국 스마트 호텔의 사례 연구를 통한 사용자 경험 연구)

  • Luo, Xuan;Pan, Yonghwan
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.115-124
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    • 2021
  • The outbreak of covid-19 has brought the characteristics and advantages of non-contact services to increased prominence, and the development of smart hotels"has accelerated. This study aims to identify, categorize and define the smart service experience at different touch points of the customer experience. The concept and characteristics of the smart hotel were examined based on existing research and literature. An analytical framework was designed using smart experience factors and customer touch points of smart hotels. Selected Chinese smart hotels were then examined under this framework. The case analysis results show that the customer experience design of smart hotels has developed to different degrees, in terms of interactivity, personalization, accessibility, information and privacy security. Based on the above findings, this article suggests that the design of smart hotels should use integrated data to further enhance personalized service experience.

Design and Implementation of Optimized Route Search Technique based on User Experience Using Open APIs (지도 오픈 API를 활용한 사용자 경험 기반 최적화 이동 경로 탐색 기법의 설계와 구현)

  • Sagong, Woon
    • Journal of Korea Multimedia Society
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    • v.18 no.5
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    • pp.682-690
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    • 2015
  • Among location-based systems, a route search service is very highly utilized as a representative technique, but it provides relatively low accuracy when we find a route path on foot in our real environment. In this paper, we design and implement an optimized route search technique based on user experience utilizing open APIs as location-based services. Finally, we develop an Android-based application to provide this feature. In our experiment, we found that our technique enhanced performance by about 14-36% compared to previous solutions, such as route path searches using map APIs. In addition, the performance of our technique can be further enhanced, as the number of users who find such optimized route path is increasing.

A Study on the Experience Design Construction and Its Application Model (경험디자인의 구성과 적용 모형에 관한 연구)

  • 윤세균;김태균;채승진
    • Archives of design research
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    • v.16 no.4
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    • pp.289-298
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    • 2003
  • The 21st century could be called the age of Experience Economy associated with the importance to external and internal experience of product users. It needs the understanding of customer's needs in new point of view. In the area of design development, it requires the extensive application of experience from traditional method that was based on the style and usability to more advanced concept. To correspond to these changes, we need to explore new customer's value system for knowledge-information design and systematic approaches to experience system. The purpose of this research is to define the concept of 'experience' newly in the importance side of customer's life, form a clear definition of experience design and present the model of application system. Theoretical frameworks of this research are based on the Empiricism and John Dewey's theory. By applying these frameworks make dear the concept of experience concept and reanalysis the meaning and style in the perspective of design. In this process, we can extract the main factors that inducing the experience, create new application system and model again to the field of design. Application model can creates various experiences through supplying different experience style and factors for customer, make customer realize experience object. Experience designs offer optimal experience to users by making a plan and design experience to user's goal.

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The Implementation and Evaluation of Learning Experience-Based Professionalism Program in Medical School (의과대학의 학습경험 중심 전문직업성 프로그램 운영 및 평가)

  • Yoo, Hyo Hyun;Kim, Young Jon
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.164-172
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    • 2018
  • This study explores how to implement a learning experience-based professionalism program for a medical students and evaluates its program through effectiveness and usability test. This study aims to provide practical implications for experience-based learning in an undergraduate level. Seventy four first-year medical students enrolled in PDS1(Patient-Doctor-Society 1): professionalism, one-week block (30 hours), one-credit program based on a experience-based learning model. All of the students were given six learning themes and learning resources and supporting tools, and conducted stepwise learning activities; preparation, organization, sharing, reflection and evaluation of experiences. The effectiveness of learning was evaluated by comparing the pre and post results of student's self-assessment on 24 questionnaire items about professionalism. After the course, the students and instructors conducted a usability evaluation of the program through questionnaires or group interviews. Learners' self-assessment results of professionalism such as leadership, self-directed learning, professional attitude, and social accountability all showed significant differences between the pre- and post-test. Satisfaction of the program was distributed to 3.58~3.78 according to items. Instructors and learner interviews confirmed practical usability throughout the course design, implementation and students evaluation. The results of the study showed the feasibility of implementing learning experience-based professionalism program in medical school. This study provides practical implications to develope and evaluate the learning experience-based professionalism program in medical education.

A Marketing Theory-Based Approach to Customer's Perceived Shopping Experience (고객의 지각된 쇼핑경험에 대한 마케팅 이론적 접근)

  • Yoon, Sung-Joon;Choi, Dong-Choon
    • Asia Marketing Journal
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    • v.10 no.1
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    • pp.95-131
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    • 2008
  • This study serves the main research purpose of verifying the hypothetical relationship between antecedent and consequence variables of shopping experience based on the classification system by Schmitt (1999) who dimensionalized experience into five components (sense, feel, think, act, relate). Specifically, the study seeks to fulfill the following three research objectives. First, it substantiates dynamic relationships among the five experiential components comprising the strategic experiential modules that serve as the basis of the theoretical framework of the study. Especially, it focuses on interactive relationships among the experiential components by taking a holistic view of the experience. Second, the study seeks to uncover the effects of pre-experiential antecedents such as shopping motivation and shopping involvement, based on taxonomy of motivation as product-centered vs. experience-centered. Third, the study investigates the effects of shopping experience on intention to revisit with regard to department store, discount store, and Internet shops, based on customers' store experiences. The major findings from this study are as follows: first, the five experiential components were found to have a high level of correlations according to hypothesis verification. Second, shopping motivation was learned to have significant effects on preference toward thinking as well as feeling experiences. That is, product-centered (vs. experience-centered) shopping motivation exerted a greater influence on cognitive (vs. affective experience than affective (vs. cognitive) experience.

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Effects of experience-based learning program using singing insects (소리곤충을 이용한 체험학습프로그램의 학습효과)

  • Kim, So Yun;Kim, Seong Hyun;Jung, Jong Cheol;Lee, Kwang Pum;Kim, Nam Jung
    • Journal of Sericultural and Entomological Science
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    • v.51 no.2
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    • pp.114-118
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    • 2013
  • This study examines how an experimental-based learning program using singing insects improves the academic achievement of elementary school children. Study subjects were a total of 123 elementary students at their $2^{nd}$ and $3^{rd}$ grade who voluntarily participated in an experience-based learning program organized by Seodaemun Museum of Natural History, Seoul. Students were given the same survey questionnaires before and after taking the learning program, and this procedure was repeated in 7 independent replication trials. Result from a paired t-test indicated that the learning program had a positive effect on academic performance, with students gaining significantly higher mean scores in the survey test after taking the program than before. This result suggests that the experience-based learning program using singing insects is effective at improving student's academic achievement. Our study provides a critical impetus for developing a variety of other experience-based learning programs using insects like ours, leading us to anticipate that these programs will be practiced more systematically and actively in the classroom in future.