• Title/Summary/Keyword: online form

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Perception of University Instructors for Designing Online Interactions: Findings from Importance-Performance Analysis

  • LIM, Ji Young;KIM, Seyoung;CHO, Mi Kyung;LIM, Eugene
    • Educational Technology International
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    • v.22 no.2
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    • pp.199-225
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    • 2021
  • The aim of the current study was to suggest priorities needed to be considered by university instructors when designing online learning. Based on three types of interactions (learner-content, learner-instructor, and learner-learner interactions) for effective online learning (Moore, 1989), draft questionnaires representing each type of interaction were written. After examining content validity by two Ph.D. experts, the survey was constructed with an Importance-Performance Analysis (IPA) form. Data of 133 university instructors were collected online. Results showed that support for designing learner-learner interaction was the priority for improving online learning. In terms of learner-instructor interaction, instructors needed to provide social-emotional support to learners so that learners could have a sense of belonging. For learner-instructor interaction, supporting instructors to monitor the level of understanding was the most highly demanding strategy for online learning. Limitations and suggestions for further studies were discussed.

Social Network Online Game to the development of online games (국내 온라인 게임의 SNOG로의 발전 방향)

  • Kim, Tae-Yul;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.423-428
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    • 2012
  • By shifting web2.0 users who share information from passive consumption and create their own information and exchange in the form of an active and visible appearance was changing. Most simply and easily with features that can be accessed. SNS is native to Korea me2day, Cyworld, (c) Logs and foreign SNS of Facebook, Twitter and a surge in user FramVille, Mafia War's Game, and many users use to SNG are. SNG's compared to the foreign national is active and not yet is a step. The domestic market, the benefits of this game online games and SNS in vogue these days to incorporate the concept in the market for a new form of the domestic game that the game, SNOG (Social Network Online Game, social networks, online games) to the expansion of flexible development direction, Expand accessibility, expansion of social skills is to present to the three.

The Effects of Perceived Risks on Food Purchase Intention: The Case Study of Online Shopping Channels during Covid-19 Pandemic in Vietnam

  • NGUYEN, Cuong;TRAN, Doan;NGUYEN, Anh;NGUYEN, Nhan
    • Journal of Distribution Science
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    • v.19 no.9
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    • pp.19-27
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    • 2021
  • Purpose: Purchasing food via online shopping channels is booming during Covid-19 Pandemic in Vietnam. However, the perceived risks of food bought via online shopping channels may discourage consumers. Hence, this study assesses the effects of perceived risks on food purchase intention via online shopping channels in Vietnam. Research design, data and methodology: This study applied the multiple regression analysis with 253 samples collected from consumers who frequently purchase food via online shopping channels in Vietnam. The questionnaire is provided to respondents via Google Form. The sample collection method is convenience sampling. Three hundred samples were collected, but 253 samples are used after filtering the responses with missing data. The Exploratory Factor Analysis (EFA) and regression analysis are used for data analysis on SPSS software version 20. Results: The results show that product risk, security risk, time risk, and fraud risk of the seller negatively affect the intention to buy food via online shopping channels in Vietnam. Conclusions: The study provides several implications and recommendations for food companies and online food sellers. Reducing customers' perceived risks online food makes customers more willing to buy food online during Covid-19 Pandemic. Limitations and suggestions for further research are also discussed.

REALIZING THE INTELLIGENT SURVEY AGENT AND ONLINE APPLICATION FORM IN GUI ENVIRONMENT VIA INTERNET (웹기반 설문조사 및 원서 접수 에이전트(Agent) 구현)

  • 황현보;김석수
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2002.06a
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    • pp.7-20
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    • 2002
  • Corporate sectors and individuals are in need of valuable and relevant information to swiftly adapt to the Internet-driven business or educational environment. This research employs the intelligent survey agent and online application form to help people to locate the information they would want from internet quickly. Based on Internet GUI environment, this user-friendly outline survey and outline application form program uses the agent concept to provide the customized, individual information to the users who registered their survey answers, to the extent of increasing the interest and participation of users. The system helps along with the decision making process, by quickening the information gathering process.

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Effect of Emotional Elements in Personal Relationships on Multiple Personas from the Perspective of Teenage SNS Users (SNS 상의 대인관계에서 나타나는 감정적 요소와 청소년의 온라인 다중정체성 간의 영향관계)

  • Choi, Bomi;Park, Minjung;Chai, Sangmi
    • Information Systems Review
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    • v.18 no.2
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    • pp.199-223
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    • 2016
  • As social networking services (SNS) become widely used tools for maintaining social relationships, people use SNS to express themselves online. Users are free to form multiple characters in SNS because of online anonymity. This phenomenon causes SNS users to easily demonstrate multiple personas that are different from their identities in the real world. Therefore, this study focuses on online multi-personas that establish multiple fake identities in the SNS environment. The main objective of this study is to investigate factors that affect online multi-personas. Fake online identities can have various negative consequences such as cyber bullying, cyber vandalism, or antisocial behavior. Since the boundary between the online and offline worlds is fading fast, these negative aspects of online behavior may influence offline behaviors as well. This study focuses on teenagers who often create multi-personas online. According to previous studies, personal identities are usually established during a person's youth. Based on data on 664 teenage users, this study identifies four emotional factors, namely, closeness with others, relative deprivation, peer pressure and social norms. According to data analysis results, three factors (except closeness with others) have positive correlations with users' multi-personas. This study contributes to the literature by identifying the factors that cause young people to form online multi-personas, an issue that has not been fully discussed in previous studies. From a practical perspective, this study provides a basis for a safe online environment by explaining the reasons for creating fake SNS identities.

A study on online survey user experience -Focused on Google and Naver form- (온라인 설문조사 사용자 경험 연구 -구글과 네이버 폼을 중심으로-)

  • Hwangbo, Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.379-384
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    • 2019
  • This study is an online survey user experience study. The purpose of this research is user experience research to make use and development of online surveys. In-depth interviews were conducted with 8 native Koreans who were not experienced with Naver and Google, and were surveyed using Peter Morville's Honeycomb model. In addition, we performed evaluation through tasks and think-aloud. Naver is highly useful, usable, desirable and findable, and Google can confirm its superior accessible and flexible. Research has shown that improvements in usability and ease of functioning are needed by reclassifying and moving menu categories. Online survey user experience that has not been studied previously can predict the direction of usability improvement and can help the user side. We hope that this research will improve the usability of online surveys, and will lead to various related research.

A Study on the Service Design for Online Service Company to Enhance User Experience

  • Lee, Ji-Hyun
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.101-107
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    • 2012
  • Objective: The aim of this study is to investigate service design cases by online service companies and suggests framework to understand service design of them. Background: Recently, exploratory service design cases by online service companies such as Google, Apple, and NHN has been developed. Service design and online service experience design has been booming among user experience professionals but these two areas are not clearly defined. It is interesting to study the definition and key factors of service design and online service experience design. Moreover, investigating service design cases by online service companies is needed. Method: Due to diversification of service design cases by online service companies, this study has reviewed online resources and literatures about top 5 online service companies in USA and Korea. Furthermore, this study used expert interview who worked for service design at NHN. To understand the attributes of service design cases, this study developed 3 types of service design classifications scheme such as service design as extension of online service, space design and event service design. Finally, this study suggested a new framework for service design cases. Results: This study investigated service design cases by online service companies and suggests key issues and frameworks to uncover service design for online service. Conclusion: Service design cases for online service was analyzed by $2^*2$ matrix(extension, $enrichment^*product$, service) to explain characteristics and attributes. NHN's Knowledge-iN bookshelf at NHN library1 is a unique form of service design as a tool of enrichment of online experience. Application: The results of this study might help to understand service design cases and plan new service design for online service companies with structured framework.

Análisis Pragmático y Lingüístico de los Comentarios en la Prensa Digital

  • Choi, Hong-Joo
    • Iberoamérica
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    • v.16 no.2
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    • pp.151-188
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    • 2014
  • This work aims to describe pragmatic strategies and linguistic features of replies that occur in the comment section of online newspapers. The dominant media in this digital age is the Internet and its rapid development and expansion of use have contributed not only to the change of the form of production of journalistic texts, but also to the consumption of those texts. In the past, the news was transmitted in a unidirectional way but now readers of online newspapers do not remain passively reading the articles. They actively participate in the exchange of opinions with other readers. The individual consumption of journalistic texts has become a collective and social act. The purpose of the study is to investigate the communication intention of the users of comment sections and analyze the linguistic formulation of replies. We attempt to discover specific aspects of replies and responses for online newspaper articles, considering them as an independent type of Computer Mediated Communication (Internet Mediated Communication). Observing language attitudes appearing in the electronic environment and discovering the characteristics of the Spanish language on the Internet will allow us to contribute to understand the theoretical aspects related to the CMO better.

Web Based Collaborative Application Form Agent System

  • Kim Seok-Soo
    • International Journal of Contents
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    • v.1 no.1
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    • pp.35-39
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    • 2005
  • This research employs the intelligent application form agent to help people to locate the information they would want from Internet quickly. Based on Internet GUI environment, this user-friendly online application form program uses the agent concept to provide the customized, individual information to the users who registered their application form answers, to the extent of increasing the interest and participation of users. The system helps along with the decision making process, by quickening the information gathering process.

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Suggestions for the Development of Online Education at the College of Korean Medicine - Based on the Current Status of Online Education and Satisfaction Surveys due to COVID-19 - (한의과대학 온라인 교육의 발전을 위한 제언 - COVID-19에 따른 온라인 교육 현황과 만족도 조사 사례를 바탕으로 -)

  • Wie, Hyosun;Yang, In-Jun
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.35 no.5
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    • pp.162-168
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    • 2021
  • This study was conducted to investigate the current status of online classes and evaluations during the COVID-19 pandemic and the satisfaction of students attending the College of Korean Medicine. A survey was conducted with students enrolled in Dongguk University's College of Korean Medicine. The questionnaire was divided into four areas asking about online lectures, laboratory practice, clinical practice, and evaluation experience. The items were composed of multiple-choice, a 5-point scale, and subjective type. After distributing the Google form address through SNS and LMS, only those who agreed to the questionnaire were responded anonymously. 149 out of 457 enrolled students responded. 98.7% of students experienced online lectures, and more frequently experienced real-time online lectures (98.6%) than recorded lectures (43.5%). Overall satisfaction with online lectures was 3.99 on average. 80.5% of the students experienced the online experiment and practice class, and the overall satisfaction with it was 3.29 on average. 1.3% of students experienced online clinical practice. 86.6% of students experienced online evaluation, and when asked about the fairness of the test, the average score was 3.99. Satisfaction with online lectures and evaluations is generally high, so it is expected to be used as an effective learning tool in the future. However, it seems that facility improvement and technical training of instructors are necessary. In experimental and practical education, the satisfaction level is lower than that of online lectures, so it seems necessary to develop a new online program and to prepare a safe offline education system.