• Title/Summary/Keyword: online participation

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How Facebook Functions in a Social Movement: An Examination Using the Web Mining Approach

  • Cao, Wenny;Cheong, Angus;Li, Zizi
    • Asian Journal for Public Opinion Research
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    • v.1 no.4
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    • pp.268-291
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    • 2014
  • Social media is becoming more and more important in social movements. This study, adopting the web mining approach, attempts to investigate how social media, Facebook in particular, functioned in the "May 25 Protest" and the "May 27 Protest", two movements which broke out in Macao on 25 and 27 May 2014, respectively, against the Retirement Package Bill. In the two protests, Macao residents deployed Facebook to share information and motivated people's participation. Twelve events (181,106 people invited) and 36 groups/pages (41,266 members) related on Facebook were examined. Results showed that the information flow on Facebook fluctuated in accordance with the event development in reality. Multiple patterns of manifestation, such as video of adopted news or songs, designed profile (protest icon), original ironic pictures, self-organized clubs by undergraduates and white T-shirts as a symbol, among others, appeared online and interacted with offline actions. It was also found that social media assisted the information diffusion and provided persuasive reasons for netizens to join the movement. Social media helped to expand movement influence in providing a platform for diversified performances for actions taken in a protest, which could express and develop core and consistent movement repertoire.

The Effects of Personality Traits on Subjective Well-being and Behavioral Intention Associated with Serious Leisure Experiences

  • HAN, Jang Heon
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.5
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    • pp.167-176
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    • 2020
  • The study examined how the personality traits, manifested during serious leisure experience, i.e., experiences that involve the acquisition of special knowledge or techniques and the participation required to achieve the expertise necessary to express them. This study also investigated how such subjective well-being affected behavioral intention, specifically, the intention to use the same leisure facilities again and to spread this information to acquaintances by positive word of mouth. A survey was administered to 727 research subjects selected from pre-registered panels enrolled by an online research organization. The main constructs examined in this study were measured on 5-point Likert scales using multiple items. A structural equation model was employed to verify the proposed conceptual model and the relationships among variables. The results revealed that, of the personality traits, participants high in extraversion, openness to experience, and agreeableness felt high levels of life satisfaction and positive affect, i.e. a sense of subjective well-being. Second, users who felt a high level of subjective well-being, specifically, high life satisfaction and positive affect, also indicated a high level of behavioral intention. Finally, the academic and practical implications and limitations of the study, as well as future research plans involving the personality traits underlying serious leisure experiences are discussed.

A Survey on 2009 Revised Elementary Mathematics Textbooks -focusing to 'number and operation' of 3~4th grades- (2009 개정 초등수학 교과서 관련 조사 연구 -3~4학년군 '수와 연산' 영역을 중심으로-)

  • Lee, Dong Hwan;Kim, Sung Joon
    • East Asian mathematical journal
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    • v.31 no.2
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    • pp.275-299
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    • 2015
  • The purpose of this study is to provide an opportunity for better understanding and application of 2009 revised elementary school mathematics textbooks through survey data and focus group interview on structures of textbooks. First, We collect online survey results which 2333 elementary school teachers participated. Next, We interview focus group(8 teachers) about shapes of textbooks, quantity of learning contents, activities and problems for evaluation in the mathematics lessons. Storytelling is especially issued in the 2009 revised mathematics curriculum. We intensively discuss learning and teaching methods with application of storytelling textbooks; interests of students, role of storytelling textbooks etc. As results of analysis, the positive rate to use the 2009 revised textbooks is relatively high about shapes and activities of textbooks. But there is more considered about storytelling method. Storytelling may be positive on improvement of learning interests and participation of students. In order to develop these advantages, studies in relation of storytelling are more proceeded and teaching materials for teachers are required effectively in order to applicate to the elementary school.

Exposure, Credibility, Usefulness of Food Tourism Information Channel of Japanese & Chinese Tourists (일본 및 중국 관광객의 음식관광 정보매체 접촉정도, 신뢰도, 유용도 인식 분석)

  • Kim, Soo-Jin;Shin, Seo-Young
    • Journal of the East Asian Society of Dietary Life
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    • v.27 no.5
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    • pp.558-568
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    • 2017
  • This study was conducted to examine the level of exposure, credibility and usefulness of the food tourism information channel perceived by foreign tourists visiting Korea. A total of 230 survey questionnaires were distributed to Japanese and Chinese tourists, who account for the highest percentage of tourists visiting Korea. The results showed that tourists were segmented into three groups based on their participation in food tourism activities: culinary tourists, experiential tourists and general tourists. Japanese tourists participated more actively in food tourism activities than Chinese tourists. The information channel used most frequently by tourists was 'word-of-mouth,' while the least used channel was 'e-mail catalog contains food tourism information.' Culinary tourist most actively used online and offline channels to search for food tourism information. Perceived credibility and usefulness of the food tourism information channel differed by nationality and food tourist segments. This study provides meaningful implications regarding food tourism promotion strategies.

To Use Facebook for Good: Usage, Cyberbullying Involvement, and Perceived Social Support

  • Wong, Natalie;McBride, Catherine
    • Child Studies in Asia-Pacific Contexts
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    • v.6 no.2
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    • pp.59-72
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    • 2016
  • We examined the relationship between the extent of Facebook usage and social well-being with consideration of cyberbullying involvement using a person-oriented approach. Survey data were collected from a sample of 312 secondary students from Grades 7 and 8 in Hong Kong. Levels of cyberbullying involvement, Facebook usage and perceived social support were investigated. Participants were classified into three clusters based on the different levels of Facebook usage and cyberbullying victimization through cluster analyses (i.e., frequent Facebook user/noncyberbullied victim, frequent Facebook user/cyberbullied victim, and uninvolved). Our results showed that frequent Facebook users who are cyberbullied tend to engage in cyberbullying perpetration significantly more than the frequent Facebook users who are not cyberbullied, even when the latter reported higher Facebook usage. This result provides some support for the idea that cyberbullying victimization has additional value on top of the level of usage in explaining one's participation in cyberbullying perpetration. As expected, frequent Facebook users who were not cyberbullied reported the highest perceived social support among the three groups. What is even more interesting is the equal level of perceived social support found between the cyberbullied victims and the uninvolved. Our results suggest that, although limiting adolescents' Internet use might reduce their risks of being involved in cyberbullying, it might also take away the potential benefits they could get from interacting with the online community. Benefits of using the person-oriented approach in the study of cyberbullying are discussed.

Search for Designing Strategies of E-Learning for Engineering Through Analyzing the Best Practices of Overseas MOOCs (해외 MOOC 우수사례 분석을 통한 공학 분야 이러닝 콘텐츠 설계 전략 탐색)

  • Jung, Hyojung;An, Junghyun;Lee, Hyejeong
    • Journal of Practical Engineering Education
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    • v.8 no.1
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    • pp.31-37
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    • 2016
  • Five and above engineering courses were selected from each of exemplary international MOOC platforms, and common e-learning design strategies were drawn out through observing the courses and analyzing the course elements. By finding out both macro(platform) and micro(content) levels of designing strategies, this study suggests the direction for designing engineering courses incorporating e-learning nationally. The major trend of current e-learning design is to provide bite-sized contents rapidly created and to deploy instructional strategies for promoting student participation in learning and diverse and contextualized learning experiences.

Analyzing Crowdsourced Mobile Content: Do Games Make a Difference?

  • Pe-Than, Ei Pa Pa;Goh, Dion Hoe-Lian;Lee, Chei Sian
    • Journal of Information Science Theory and Practice
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    • v.5 no.2
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    • pp.6-16
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    • 2017
  • Populating information-rich online environments through crowdsourcing is increasingly becoming popular. One approach to motivate participation is via games. That is, a crowdsourcing game offers entertainment while generating useful outputs as byproducts of gameplay. A gap in current research is that actual usage patterns of crowdsourcing games have not been investigated thoroughly. We thus compare content creation patterns in a game for crowdsourcing mobile content against a non-game version. Our analysis of 3,323 contributions in both apps reveal 10 categories including those that conform to the traditional notion of mobile content created to describe locations of interest, and those that are social in nature. We contend that both types of content are potentially useful as they meet different needs. Further, the distribution of categories varied across the apps suggests that games shape behavior differently from non-game-based approaches to crowdsourcing.

Determinants of Game Addiction among Middle School Boys focused on Leisure and Family-Environmental Factors (남자 중학생들의 게임중독 결정요인 -여가와 가족환경요인을 중심으로-)

  • Oh, Ji-Young;Kim, Seok-Hwan
    • The Journal of Korean Society for School & Community Health Education
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    • v.16 no.1
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    • pp.39-50
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    • 2015
  • Objectives: A large number of teenagers are addicted to Internet games. The purpose of this study is to analyze the influence of leisure and family factors affecting internet game addiction among middle school boys. Methods: The data was used from 'Survey on the Online Game and Family Leisure Activities of Youth and Children in 2009' conducted by Korea Youth Policy Institute. Data were obtained from 1,681 middle school boys and analyzed by using the SPSS(version 20) program. Factors affecting game addiction were analyzed by ANOVA, Multiple Regression Analysis. Results: The results of this study revealed that the following variables have significant effects on game addition among middle school boys; psychology disorder about leisure, preference and participation disorder about leisure, father-child open communication, mother-child problem communication. Conclusions: Based on these results, we suggested leisure facility and programs to participate leisure life and activate communication with parents. Finally, limitations of this study and suggestions for future research were discussed.

Research on Influencing Factors of YouTube Chinese Vdeo User Subscription Motivation: Centered on the Censydiam User Motivation Analysis Model

  • Hou, ZhengDong;Choi, ChulYoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.95-105
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    • 2019
  • A great deal needs to be learned about why and how users participate and consume information on various online sites. The design of socio-technical systems especially for promoting engagement in terms of maximum user participation is both a theoretical and real-world challenge that researchers strive to understand. At present, most of the research on the motives of Internet video users' behavior focuses on the user's "viewing motivation" and "sharing motivation", and lacks the analysis of the factors affecting users' "subscription motivation". This study will attempt to compensate for this gap. Based on the YouTube platform, we take Chinese video users as the research object and uses the "Censydiam user motivation analysis model" to make assumptions about user subscription motivation from the two levels of social needs and personal needs, using regression analysis. Validate the hypothesis and get the influencing factors that may be available in the user's subscription motivation based on the assumptions. Built on survey data from 215 respondents, the study found that Enjoyment, Vitality, Power, and Conviviality are four factors that influence user motivation.

Travel Intention to Visit Tourism Destinations: A Perspective of Generation Z in Vietnam

  • NGUYEN, Viet Hoang;TRUONG, Thi Xuan Dao;PHAM, Huong Trang;TRAN, Duc Thanh;NGUYEN, Pham Hung
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.2
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    • pp.1043-1053
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    • 2021
  • The purpose of this research is to investigate the impacts of gen-Z's perception of consumer-generated content on social media on their travel intention with the mediating role of travel motivation push and pull. An online questionnaire survey of a total of 369 samples was conducted with the participation of gen Z in the most important cities across Vietnam. The model was analyzed using Structural Equation Modeling (SEM) using AMOS program 22 to investigate model relationships and all hypotheses are significant. The findings indicated that gen Z values the usefulness of social media and they use social media for knowledge-seeking (push factor), and this leads to their intention to visit a destination. SEM analysis also reveals that gen Z tends to use social media to find accessibility to any destinations and they are motivated highly with destinations that have clear and easy access, for example, no visa requirement or neighboring destinations. As the result, they have better intentions to visit these destinations. This research will help marketers, especially marketing specialists to gain a better understanding of gen Z, thus implement better marketing techniques to target gen Z.