• Title/Summary/Keyword: online survey

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Development of Korean Scale for Measuring Children's Online Game Addiction Tendency (아동의 온라인 게임 중독 성향 측정을 위한 한국형 검사 척도 개발)

  • Lee, Chul-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.29-38
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    • 2007
  • The purpose of this study is developing of Korean scale for measuring elementary school pupil's online game addiction tendency by scientific development process. The pilot test was conducted in three times, and the items analysis, reliability analysis, and factor analysis was conducted at every test, so the inquiries for main survey composed of 30 inquiry items was decided. Some referential variables was included in the inquiries for main survey such as inquiry items for testing the actual using conditions and attitude of online game, the aggressive behavior scale, the impulsive behavior scale, the solitude scale, and the self-control scale. 2,584 fifth and sixth grade students in elementary school participated in main survey. For main survey results, items analysis and reliability analysis was conducted and validity was verified by exploratory factor analysis and correlation analysis. Finally, the final inquiry items composed of 7 factors, 30 items and the grouping criterion were developed through the standardization process.

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Impact of Online Learning in India: A Survey of University Students during the COVID-19 Crisis

  • Goswami, Manash Pratim;Thanvi, Jyoti;Padhi, Soubhagya Ranjan
    • Asian Journal for Public Opinion Research
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    • v.9 no.4
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    • pp.331-351
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    • 2021
  • The unprecedented situation of COVID-19 caused the government of India to instruct educational institutions to switch to an online mode to mitigate the losses for students due to the pandemic. The present study attempts to explore the impact of online learning introduced as a stop-gap arrangement during the pandemic in India. A survey was conducted (N=289), via Facebook and WhatsApp, June 1-15, 2020 to understand the accessibility and effectiveness of online learning and constraints that students of higher education across the country faced during the peak times of the pandemic. The analysis and interpretation of the data revealed that the students acclimatized in a short span of time to online learning, with only 33.21% saying they were not satisfied with the online learning mode. However, the sudden shift to online education has presented more challenges for the socially and economically marginalized groups, including Scheduled Caste (SC), Scheduled Tribes (ST), Other Backward Class (OBC), females, and students in rural areas, due to factors like the price of high-speed Internet (78.20% identified it as a barrier to online learning), insufficient infrastructure (23.52% needed to share their device frequently or very frequently), poor Internet connectivity, etc. According to 76.47% of respondents, the future of learning will be in "blended mode." A total of 88.92% of the respondents suggested that the government should provide high-quality video conferencing facilities free to students to mitigate the division created by online education in an already divided society.

A Study on the Effect of University Online Learning Platform Usability on Course Satisfaction (대학 비대면 강의 플랫폼 이용성이 강의 만족도에 미치는 영향에 관한 연구)

  • Hyun Soo Chae;Jee Yeon Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.1
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    • pp.225-254
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    • 2024
  • The study aims to understand undergraduates' and graduate students' perceptions and satisfaction with online learning platforms and to verify the relationship between usability factors and satisfaction with online courses. The literature review facilitated the summarization of major factors to be considered in the online learning platform development process and established the research model. The follow-up survey verified the perceptions of university constituents regarding the fulfillment of the university online learning platforms' user interface principles, platforms' usability, satisfaction with platforms, and satisfaction with online courses. Causal relationships between variables were tested and modeled by analyzing survey results. We also confirmed that the same model can be applied to different types of learners and various types of online learning methods. This study is significant in verifying that the fulfillment of the platforms' user interface design principles can affect satisfaction with online courses using the platforms based on learners' evaluation results. We expect that the research model proposed in this study can contribute to the improvement and development of online learning environments in the future.

大学生在线学习效果的多维度比较研究

  • Lijuan Huang;Xiaoyan Xu
    • Journal of East Asia Management
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    • v.4 no.2
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    • pp.39-62
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    • 2023
  • Online and offline mixed teaching mode has become an important way to promote the connotative development of higher education. Under the background that offline teaching has become mature, in order to further promote the development of online education, and promote the implementation of the mixed teaching mode, to mix and to provide basis for the construction of the mixed teaching mode, this study takes the online learning effect as the evaluation basis, adopts the online questionnaire survey to conduct statistical analysis of the online learning behavior of 2213 college students, and discusses the differentiation phenomenon of online learning groups from the micro, meso and macro perspectives. It is found that there are significant differences in the online learning effect of college students in terms of the type of learning platform, whether the school implements the online offline mixed teaching mode, education background, grade (bachelor's degree), and region. Colleges and universities should strengthen the promotion of online and offline mixed teaching mode; The online learning platform should improve the platform function and strengthen the functional differentiation design of learning resources for students. Education departments pay attention to the learning effect of online learners in different regions, and bridge the gap in regional education.

A Study on Online Flower Service Design Marketing (온라인 화훼서비스 디자인마케팅 연구 -밀레니얼세대를 중심으로-)

  • Lee, Mi-Young
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.172-181
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    • 2022
  • This study aims to find out the design needs of millennials for flower services amid changes in the environment in which flowers are purchased online. To this end, first, the consumption tendency of millennials and online flower purchase trends were examined. In addition, focusing on flower bouquet products, the market status of flower delivery shopping malls, which are online flower product services, and regular flower subscription services, a new trend in the flower market, were investigated. Based on this, a survey was conducted to improve online flower services. As a result of the survey, it was found that millennials trusted branded products, preferred eco-friendly products, and tended to have strong design openness in improving online flower service design. In addition, millennials prefer natural bouquet designs mixed with large and small flowers to large and colorful roses, which are currently mainly sold at flower delivery shopping malls. Therefore, we hope that this study will improve the design of online flower services that meet the needs of millennial consumers, revitalizing flower purchases, and expanding to new online flower service design research.

A Study for Success Factors in On-line Games

  • Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.9 no.12
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    • pp.1657-1668
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    • 2006
  • The last few years have represented a boom for the online gaming industry. Internet-based online games have been an increasingly popular form of entertainment. The gaming industry estimates there will be over 26 million online gaming participants in 2002. The rapid development of online game content and related information technology will increase the size of the industry and have a profound impact on many aspects of our lives and our society. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty to a specific brand of online game. The concepts of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables directly and indirectly affecting loyalty. Based on data collected from an online survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between loyalty and flow, word of mouth, and other independent variables. It is hoped that this result might provide useful guidelines for developing successful online game content.

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A study on the Impact of Online Entrepreneurship Education on Entrepreneurship: A Case Study of Western China

  • Zhao Yazhu;Liu Huan;Liu Ziyang
    • Journal of Internet Computing and Services
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    • v.24 no.5
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    • pp.75-84
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    • 2023
  • This study aims to investigate the influence of online entrepreneurship education on first-time entrepreneurs in western China. The research employed an online self-management survey method to collect data from participants involved in online entrepreneurship education and first-time entrepreneurs. The data was analyzed using SPSS and AMOS statistical software. The research findings indicate that online entrepreneurship education has a positive impact on entrepreneurial intention. There is a positive correlation between online entrepreneurship education and entrepreneurial execution capability. Entrepreneurial intention effectively promotes entrepreneurial execution capability, which is critical for successful entrepreneurship. Online entrepreneurship education also emphasizes the development of innovative abilities and thinking patterns, thereby enhancing the competitiveness of entrepreneurs. Additionally, entrepreneurial support plays a direct positive role in entrepreneurial success by providing resources, guidance, knowledge sharing, and confidence, thereby increasing the likelihood of success.

Analyzing the Differences among Online Gaming Users' Gaming Addiction Prevention Behaviors based on Risk Perception and Self-efficacy : Testing RPA Framework on Korean College Students (온라인 게임 사용자의 위험지각과 자기효능감에 따른 게임 중독 예방행위 간 차이분석 : 국내 대학생을 대상으로 한 위험지각태도 프레임웍을 기반으로)

  • Choi, Byounggu;Wang, ChenWei;Lee, Jae-Nam
    • Journal of Information Technology Applications and Management
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    • v.22 no.2
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    • pp.19-41
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    • 2015
  • Many studies have focused on the influences and outcomes of online game addiction. However, few studies have investigated how the online game addiction prevention behavior differs depending on online game user. In order to fill this gap, this study attempts to classify online game users based on risk perception attitude (RPA) framework. More specifically, this research tries to show online game user can be classified into four groups based on perceived risk of online game addiction and efficacy beliefs of online game addiction protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for online game addiction prevention. For this purpose, analysis on survey data from 240 Korean college students who use online game reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for online game addiction prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of online game addiction prevention strategies and policy.

Design and Implementation of Online Web-based Survey System (온라인 웹기반 설문 분석 시스템의 설계 및 구현)

  • Hong, Ki-Cheon
    • Journal of The Korean Association of Information Education
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    • v.6 no.3
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    • pp.256-265
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    • 2002
  • The online Web-based survey systems have much more merits than offline ones in terms of time and efficiency. In this reasons I design and implement online web-based survey system with functions of information retrieval, statistical operation, SPSS code generation, and survey administration. There are two main purposes in design. One is to automate most steps of surveying. This can provide efficiency to researchers. Another is to be able to automatically generate code for SPSS or SAS. This system has not been fully implemented yet. But we can expect the reduction of research time and manpower.

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Study of a Online Survey System for Monitering of Construction Cost on Construction Site (건설현장 시장가격 모니터링을 위한 온라인 상시조사에 관한 기초연구)

  • Lee, Ju-hyun;Baek, Seung Ho
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2020.06a
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    • pp.202-203
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    • 2020
  • Unlike price calculation by cost accounting, which categorizes costs into material costs, labor costs, and miscellaneous expenses to determine the construction budget price, construction cost calculation based on Construction Standard Unit Prices utilizes unit prices extracted from market prices of items from projects already completed to estimate costs of similar construction projects. Although unit price information is collected through construction site surveys to revise these construction standard unit prices every year, but due to the limitations of the site survey method, it is difficult to quickly implement the rapid changes in the construction methods and market prices. As such, an important issue that arose was the identification of work items whose prices need urgent revision. This study conducted research on factors that need to be considered when developing online survey system for monitoring construction site market prices. This study is expected to enhance convenience for users, and provide an efficient data collection and management system for administrators.

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