• Title/Summary/Keyword: online form

Search Result 504, Processing Time 0.028 seconds

Satisfaction with Online Classes of Nursing Students: Focused on Nursing Theoretical Courses

  • Park, Mi-Sook
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.4
    • /
    • pp.127-136
    • /
    • 2022
  • In this paper, I propose the level of satisfaction with online classes of nursing students and its influencing factors. The participants was 175 nursing students who had enrolled in H university located at Chungcheongbuk-do. The data was collected using a questionnaire which consisted of satisfaction with online classes, learner's efforts, instructor's efforts, interpersonal interaction, and university's supports. The mean score for satisfaction with online classes(scores ranged form 1 to 5) was 3.99. The influencing factors of satisfaction with online classes were intention of using online(p<.001), academic achievement(p=.003), instructor's effort(p=.038), and evaluation of class and management(p=.044), and its explanatory power was 50.2%. The most important things to improve online learning were instructor in problem of operation and server capacity and sound in problem of techniques. Based on the theses results, in order to increase satisfaction with online classes, it is needed to develop strategies to improve intention of using online and academic achievement. Also, instructor's efforts and university's active supports were considered to increase satisfaction with online classes among nursing students.

A survey of learners' satisfaction with non-face-to-face online class execution and evaluation (비대면 온라인 수업실행 및 평가에 대한 학습자 만족도 조사)

  • Go, Eun-Jeong
    • Journal of Korean Clinical Health Science
    • /
    • v.10 no.1
    • /
    • pp.1543-1552
    • /
    • 2022
  • Purpose: It is intended to investigate the satisfaction of dental hygiene students with non-face-to-face online classes and use them as basic data for successful lecture design and operation. Methods: The data collected in this study were analyzed using the lBM SPSS Statistics 21 program. The general characteristics of the study subjects were frequency analysis, non-face-to-face online class satisfaction, and test satisfaction were frequency analysis and technical statistics. Through the independent sample T test, a t-test was conducted to find out whether there was an average difference in online class and test satisfaction according to grade. Results: The advantages of non-face-to-face online classes were that repetitive learning was possible (57.7%), the disadvantage was that there was a lack of real-time communication (74.9%), and the most efficient teaching method was a mixed form of online and face-to-face classes (64.9%). The satisfaction level of online classes was 2.69 points for 'self-directed learning habits,' which was the highest compared to the overall average of 2.55 points, and 2.09 points for 'difficulty in interaction between instructors and learners in online classes.'Non-face-to-face test satisfaction was 2.68 points for 'short test time gives fairness to test results,' higher than the overall average of 2.45 points, and 2.07 points for 'no difficulty accessing the test.'In terms of satisfaction with the non-face-to-face test according to the grade, it was found that the third grade showed a more negative attitude than the second grade in terms of sexual fairness (p<0.05). Conclusions: Through the above results, non-face-to-face online classes require various content development and some mixed classes considering the level of students, and instructors' efforts to improve the quality of classes for interaction between instructors and learners are needed.

The Value Formation of Digital Image by Users' Interaction in Online Games (온라인게임에서 사용자 인터랙션에 의한 디지털 이미지의 가치 형성에 관한 연구)

  • Yoo Wang-Yun
    • Journal of Game and Entertainment
    • /
    • v.2 no.2
    • /
    • pp.17-24
    • /
    • 2006
  • Online games take place by the interactions among users and their contents change endlessly with their organic characteristics. Especially, digital images that make a great impact on game play such as characters or items form their own value beyond the establishment scope of their designer even outside of the game world. The users who pay fees for using them establish the concept of possession for the images and information designed in the games. Then, business transactions are formed among them who are in agreement with their values and their possession rights can be changed. In this way, digital images in the online games form new values by the interaction among other users or game systems. Meanwhile, the more the interaction and a sense of solidarity in the community increase, the higher their value becomes.

  • PDF

The Reaction of Vietnam's Generation Z to Online TV Advertising

  • AO, Hoai Thu;NGUYEN, Cong Van
    • The Journal of Asian Finance, Economics and Business
    • /
    • v.7 no.5
    • /
    • pp.177-184
    • /
    • 2020
  • The paper examines the reaction of the Z-Vietnam generation to online TV advertising (TVC), which elements of online TV advertising has a positive influence, which factors do not affect or negatively affect their consumption decisions for the advertised goods. Data for the study was collected from 300 Vietnam's Generation Z in Ho Chi Minh City through live interviews or questionnaires through Google Docs Forms, with over 30 questions. The six basic factors that influence the reactions of Generation Z consumers are information, entertainment, irritation, credibility, interaction, and advertising value. The research results show that, due to the influence of social media and generational characteristics, most consumers of the Generation Z in Vietnam have a favorable attitude towards online TV advertising, and they appreciate this form of advertising. Information element, irritation, credibility and entertainment have a strong and positive impact on TVC. The other two factors are advertising value and interaction, which does not significantly affect the reaction of this generation. This study needs to be checked and reviewed by subsequent studies on a larger scale and in a wider scope because the study only conducted random sampling on a small scale, did not meet the requirements for representation and generality.

Factors Influencing Acceptance of Online Social Shopping Site (온라인 Social Shopping 사이트 이용의도에 영향을 미치는 요인에 관한 연구)

  • Kang, You Rie;Park, Cheol
    • Journal of Information Technology Services
    • /
    • v.10 no.1
    • /
    • pp.1-20
    • /
    • 2011
  • The market structure and consumer characteristics are changing dynamically according to internet shopping industry developing based on Web 2.0. But, there is absent typical online service after 'Cyworld.' The social shopping sites based on social networking reflect to present phenomenon that collective intellect, information sharing, participate in making information. The social shopping sites are not limited in particular shopping sites but include all of sites in online. So, consumers can copy various products and display on their own blog provided from social shopping sites and make some purchase reviews and any comments about products can lead transactions among social shopping sites. So, it might be a one of meta-shopping mall like 'Naver.' As the social shopping sites are new form, we just applied to TAM theory to figure out acceptance factors using SEM. The perceived enjoyment affect to usefulness, ease of use and using intension. The perceived ease of use also affect to usefulness and the usefulness affect to using intension positively. But the perceived ease of use was for nothing in using intension. Finally, we provided managerial implications to activate domestic online shopping industry and theoritical meaning using extended TAM.

Performance of Food Products Distribution During the COVID-19 Pandemic in Indonesia

  • TRIYONO, TRIYONO;AKHMADI, Heri;YULIANTO, Iqbal Muhammad;RIPTANTI, Erlyna Wida
    • Journal of Distribution Science
    • /
    • v.20 no.10
    • /
    • pp.67-77
    • /
    • 2022
  • Purpose: This study aims to determine the online shop service performance of fresh food products distribution, consumer motivation, and their relationship during the COVID-19 pandemic. Research design, data, and methodology: A survey was conducted online using Google Forms on 100 consumers of TaniHub application users. Data in the form of scale were analyzed descriptively to explain the service performance and consumer motivation. The service performance consists of technical services and marketing services. Technical service indicators consist of payment, delivery, and products. Meanwhile, the marketing service indicator consists of promotions and prices. The consumer motivation is characterized by reference, actualization, and lifestyle. The relationship between the two was analyzed using Spearman's rank correlation. Results: The most consumers are millennial generation who were active in social media. They are employees with Bachelor's and Master's qualifications and included in the middle economic groups. TaniHub online shop had good technical and fair marketing performance. The motivation of online shop consumers of fresh food products through the TaniHub application was high. Conclusions: The findings discovered a significant relationship between online shop service performance and consumer motivation. It indicates the need for improvement in marketing services, especially promotions, to improve the performance of this e-agribusiness company.

The Distribution of Information through Online Meeting after COVID-19: Examining the Effect of Past Behavior

  • Van Hao HOANG;Van Vien VU;Quang Truong NGO
    • Journal of Distribution Science
    • /
    • v.21 no.8
    • /
    • pp.47-55
    • /
    • 2023
  • Purpose: Online meeting is chosen instead of face-to-face conferences as a solution that ensures both effectiveness and legality during times of strong epidemic outbreaks. In the current period, managers can have different types of meeting options for information distribution. This study has examined the effect of past behavior on the managers' intention of organizing online meetings. Research design, data and methodology: Data were collected from a survey with 475 managers and put into SmartPLS 4.0 for analysis. Partial least squares structural equation modeling (PLS-SEM) was employed to test relationships in the research model. Results: The findings indicated that past behavior plays the most critical role in explaining the organizing online meeting intention of managers, followed by attitude and subjective norms. Meanwhile, the perceived behavioral control factor has absolutely no effect on intention in the context of this study. Notably, attitude and subjective norms also remarkably mediated the impact of past behavior on managers' intention. Conclusions: This study has added to the understanding of the meeting organization behavior of managers. Even if the epidemic is under control, the administrators should still organize some meetings in the form of online because it will affect the social perceptions of future behavior and behavioral intention.

An Exploratory Study for Identifying Success Factors in On-line Games: Analysis of Game players` Behavior (국내 온라인게임의 게이머 형태 분석을 통한 성공요인 연구)

  • Jung, Jai-Jin;Kim, Tae-Ung
    • The KIPS Transactions:PartD
    • /
    • v.10D no.6
    • /
    • pp.1049-1058
    • /
    • 2003
  • The last few years have been a boom time for the online gaming industry. Internet-based online games have made an increasingly popular form of entertainment. The gaming industry estimates that online gaming players reach over 26 million in 2002. The rapid development of online game-contents and related information technology shall increase the size of industry and have a profound impact on many ways of our living and sociaty. This paper develops the exploratory LISREL model for identifying the factors attecting the players' loyalty for some specific brand of online games. The concept of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Based on data collected from online questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between the loyalty, flow, word of mouth and other set of independent vareables. It is hoped that this result might provide the useful guidelines for developing the successful online game contents.

A Decision Making Tool for Decentralized Autonomous Organization (탈중앙화된 자율 조직 의사결정을 위한 도구)

  • Lee, Yosep;Park, Young B.
    • Journal of the Semiconductor & Display Technology
    • /
    • v.19 no.2
    • /
    • pp.1-10
    • /
    • 2020
  • Blockchain enabled Decentralized Autonomous Organization (DAO), a new form of organization with conveying its core value - trust. Token holders who are participating DAO's governance share their thoughts, information, and ideas in online forum. But it is problem that chronological form of DAO's online forum makes token holders hard to find crucial information, meaning that many of them might not understand what is happening discussion. In this paper, we studied not only a decision making process which feature is iteration, visualization, and applicable to DAO with 6 steps in total but also a decision making tool which is based on the process of this paper. The tool has features to help participants such as voting model, visualization features which gives guidance to them for their decision during the process. Our experiment showed that the process and tool is somewhat reasonable, and the information during the process is effective for participants. This work is expected to be applied to current DAOs to make a decision among the token holders.

Technique of Information Security for Users against Phishing Attacks (피싱 공격에 대한 사용자 정보보호 방안)

  • Kim, Jung-Tae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2008.10a
    • /
    • pp.736-739
    • /
    • 2008
  • Phishing is a form of online identity theft that aims to steal sensitive information such as online banking passwords and credit card information from users. This paper presents a novel browser extension, AntiPhish, that aims to protect users against spoofed web site-based phishing attacks. To this end, AntiPhish tracks the sensitive information of a user and generates warnings whenever the user attempts to give away this information to a web site today requires only the server to be hat is considered untrusted.

  • PDF