• Title/Summary/Keyword: experiential content

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Service Learning: A New Approach in Science Education to Address Environmental Challenges (서비스 러닝: 환경문제를 다루기 위한 과학교육의 새로운 접근)

  • Byung-Yeol Park
    • Journal of Science Education
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    • v.46 no.3
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    • pp.278-292
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    • 2022
  • Researchers in science education have recently focused on service learning as an important educational approach to address environmental challenges including climate change. However, there are a limited number of studies focused on service learning in science education in Korea. In this study, based on existing related literature, the theoretical background of service learning is introduced and a conceptual framework that can be applied in the science education environment in Korea as a new approach to address environmental challenges is proposed. Given this, 112 relevant academic documents collected by searching a global database were analyzed. As a result, the theoretical background of service learning rooted in Dewey's experiential learning is introduced. Specifically, service learning is defined as a form of experiential learning that supports students in helping communities with structured services related to learning content, while at the same time fostering their in-depth understanding of content and engaging in civic and social responsibility as members of their community. In addition, a conceptual framework for service learning to address environmental challenges that can be applied to the science education environment in Korea is proposed. The proposed framework classifies the members of service learning into schools, students, and communities, and presents knowledge, experience, and learning through critical reflection as its core elements. It is important to actively implement service learning in science education to address various environmental challenges including climate change, biodiversity loss, air pollution, and deforestation, as just a few pressing challenges. Therefore, based on the proposed conceptual framework for service learning, studies that apply and verify diverse forms of educational approaches to addressing environmental challenges in local communities at school sites are needed.

도형 개념에 대한 교사 지식에 관한 연구

  • Park, Deok-Jin;Choi, Jae-Ho
    • East Asian mathematical journal
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    • v.27 no.2
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    • pp.181-202
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    • 2011
  • The study was planned to analyze the figure concepts teachers have according to the years of experiences based on the two aspects, the subject matter knowledge and the pedagogical content knowledge. Further, it aims to have the results utilized in teacher education and training, and ultimately to help elementary school students to establish the accurate figure concepts. We administered the test to the random sample of 77 elementary school teachers of the grade 3 to grade 6, from nine schools of the Daegu, Ulsan and Gyeongsangbuk-do districts, and we analyzed the results. Correlational analysis between the years of experience and the knowledge showed that the content understanding and knowledge decreases as the years of experience increases, while the experiential knowledge related to the understanding of the students and the pedagogical methods increases as the years of experience increases.

A Study on the VR-based Drone Immersive Content Development and Experience Effect (VR기반 드론 실감형 콘텐츠 개발 및 체험효과에 관한 연구)

  • Lee, In-Chul
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.4_2
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    • pp.663-671
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    • 2022
  • Practice through virtual reality can increase the educational effect regardless of time and place, and it is an educational method that is being pursued even in the situation of COVID-19. On the other hand, for VR-based education, related technology development and content development must be made, and experiential methods (flipped learning, blended learning, hybrid learning) must be provided in the educational process. The development scenario was developed with the contents of drone qualification test (ultra-light unmanned multicopter) and drone practice and the possibility of non-face-to-face self-directed learning (flipped learning, blended learning, hybrid learning). It is expected that the quality of vocational education related to drones and the effect of high education will be improved through the contents, and it is thought that it will be possible to suggest a direction for the development of various vocational education contents in non-face-to-face education.

Gift Sharing on Social Media: What Drives It?

  • Mira Lee;Yoon-Hee Kang
    • Asia Marketing Journal
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    • v.25 no.3
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    • pp.160-172
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    • 2023
  • This study examines factors influencing gift sharing on social media. An online survey gathered data from American adults. It investigates how motivations for social media content posting, gift attributes, giver characteristics, and recipient reactions affect gift-sharing behavior. Findings show self-expression motives in content posting drive sharing, while social interaction motives do not. Gifts perceived as experiential and expensive are more likely to be shared. Recipient-centric gifts positively influence gift sharing, while giver-centric gifts hinder sharing. Attitude towards the gift predicts sharing, while appreciation does not. The study enhances understanding of gift sharing on social media and offers marketing insights for leveraging this behavior.

Effect of virtual reality-based construction safety education on the learning performance of construction workers - Using CAMIL theory - (가상현실 기반 건설안전교육이 건설근로자의 학습효과에 미치는 영향 - CAMIL 이론을 활용하여 -)

  • Park, Hyunsoo;Koo, Choongwan
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.3
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    • pp.104-115
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    • 2022
  • Safety accidents in the construction industry account for the highest percentage of all industries; and thus, it is encouraged to introduce a virtual reality (VR)-based experiential education system into the basic occupational safety and health training for construction as a way to solve the problem. However, there are some limitations such as a lack of competent workforce, and insufficient content and equipment for VR-based construction safety education. In this background, this study aimed to analyze the difference in learning effect between the CG-based experiential VR education (direct method, type B) and the existing photo-based audiovisual VR education (indirect method, type A), in which a CAMIL (Cognitive & Affective Model of Immersive Learning) theory was used as objective assessment tool. The learning effect of the direct education method (type B) was found to be superior to that of the indirect education method (type A) in terms of all areas in the CAMIL theory. It is expected that the VR-based experiential construction safety education will increase the learning effect of construction workers.

Determinants of Online Review Helpfulness for Korean Skincare Products in Online Retailing

  • OH, Yun-Kyung
    • Journal of Distribution Science
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    • v.18 no.10
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    • pp.65-75
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    • 2020
  • Purpose: This study aims to examine how to review contents of experiential and utilitarian products (e.g., skincare products) and how to affect review helpfulness by applying natural language processing techniques. Research design, data, and methodology: This study uses 69,633 online reviews generated for the products registered at Amazon.com by 13 Korean cosmetic firms. The authors identify key topics that emerge about consumers' use of skincare products such as skin type and skin trouble, by applying bigram analysis. The review content variables are included in the review helpfulness model, including other important determinants. Results: The estimation results support the positive effect of review extremity and content on the helpfulness. In particular, the reviewer's skin type information was recognized as highly useful when presented together as a basis for high-rated reviews. Moreover, the content related to skin issues positively affects review helpfulness. Conclusions: The positive relationship between extreme reviews and helpfulness of reviews challenges the findings from prior literature. This result implies that an in-depth study of the effect of product types on review helpfulness is needed. Furthermore, a positive effect of review content on helpfulness suggests that applying big data analytics can provide meaningful customer insights in the online retail industry.

Building Service UX Index : Measuring UX Satisfaction in Mobile Content Services (사용자 만족도에 기반 한 서비스 UX 인덱스 구축 -모바일 컨텐츠 기반 서비스를 중심으로)

  • Park, Jongmin;Ha, Hyunnam;Hong, Sangwoo;Chung, Kyungwon
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.41-51
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    • 2014
  • In mobile content services like apps for smart mobile devices in specific, there has been a growing interest in evaluating UX quality to make sure that it provides better experience to users and consequently, secures competitiveness in a market. In that sense, usability testing has been considered as one method that enables designers and design managers to evaluate UI quality before they launch their service. However, those designers have been faced with a following fundamental question to be answere d : Is good UX design a good business? In other words, can well-designed service, which has good usability, actually satisfy target users and improve competitiveness in a market? There is no doubt that usability is one important factor perceived by users. However, it has a limit in terms of evaluating UX quality in macro level, as it mostly focuses on ease of use and efficiency of performing tasks, but does not cover other possible experiential factors, which also can be perceived by users, such as market situation and preexistence experience. Therefore, this research aims to identify key experiential factors in using mobile content services, and establish service UX index model that enables to measure perceived user satisfaction, and identify how UX design contributes to the satisfaction in quantitative way.

A Study on Strengthening the Window Effect of Content through Regional Cooperation of Local Traditional Cultural Resources - Focusing on cooperation with 'Namdo Renaissance' content (지역전통문화자원의 지역 협력을 통한 콘텐츠 창구효과 강화를 위한 연구 -'남도 르네상스' 콘텐츠와 연계 협력을 중심으로)

  • Jeong, Yeon Chul
    • Smart Media Journal
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    • v.6 no.4
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    • pp.101-109
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    • 2017
  • Traditional cultural resources in the region have unique cultural characteristics and are highly likely to be differentiated content resources. Therefore, when local cultural resources are developed as content, they can be given a role as a brand symbolizing the region together with economic value creation. In this paper, we propose a method to utilize traditional cultural resources in Jeonnam region as content material and to strengthen the connection with 'Namdo Renaissance' project contents in Jeonnam province. We propose seven regions as a region with content relevance for inter-regional collaboration through resource elements and analysis of Jeonnam cities and counties. We suggest "Story SarangBang" so that we can uncover and systematize stories with symbolic character by region. The developed story resources are developed as experiential contents through realistic media production technology and virtual reality platform and expanded to tourism contents and expanded to the window effect of contents. Also, by expanding cooperation governance between regions, it is possible to enhance opportunities for development of joint contents and enhance utilization as tourist contents, thereby contributing to regional economic development and related industries development.

Implementation of Image Block Linked Contents to Improve Children's Visual Perception and Cognitive Function (유아의 시지각 인지기능 개선을 위한 이미지 블록 연동형 콘텐츠 구성과 구현)

  • Kwak, Chang-Sub;Lee, Young-Soon
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.76-84
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    • 2022
  • In this paper, in order to compose the visual perception cognitive function training content that can be linked with the IPUZZLE image block, an interactive content device that utilizes photos and videos of smartphones. Four areas of visual memory, visual continuity, spatial relationship, and visual discrimination were derived and the content operation, application method, and scenario were written. It was intended to continuously give and induce children's desire to participate in training by designing the content image and developing the existing learning terrain visual and perceptual cognitive function training materials in the form of mobile mini-games. Experiential activities were conducted for general children and their guardians using the developed contents, and the results were found to be significant in terms of concentration, effect, and effect compared to basic puzzle toys. It is expected that this thesis will be a meaningful data for the study of cognitive function improvement activities based on digital toys and contents.

A Study on the Embodiment Characteristics of Space Branding for Brand Extension - Focused on the case study of hotels designed for brand extension - (브랜드 확장에 따른 스페이스 브랜딩의 구현적 특성 연구 - 브랜드 확장적 관점에서 디자인된 호텔 사례를 중심으로 -)

  • Kim, Ji-Young;Lyu, Ho-Chang
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.96-105
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    • 2013
  • Branding is a process of building the relationship between a brand and consumers. This process can also happen in a space that reflects brand characteristics, and this kind of branding is called space branding. This way can strengthen a brand image by delivering its profound impressions with synesthetic experiential services for consumers. In terms of brand extension, particularly, it is possible by space branding to apply the image and value of the parent brand to spatial design so as to expect the direct effect of experiential brand recognition. As a result of case analysis for space branding - the scope of which was limited to hotels - specific ways of embodying a brand into space were largely classified into three types: the first is the 'embodiment of visual elements' that directly embodies a brand's logos, colors, forms, and textures into space; the second is the 'experience of brand content' that mainly adopts the way of giving impressions with events or customer services, or of inducing direct experiences combined with exhibition function; and the third is the 'symbolic expression of brand characteristics' that indirectly expresses the strong concept or image of a brand - a type in contrast to the first direct type. These ways of space branding change the general abstract feeling of a brand's qualities into specific spatial experiences, thus now settling as one of the ways of marketing that are direct, strongly sustainable, and the most effective.