• Title/Summary/Keyword: online-order

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Component analysis and reformative plan for Educational On-Line Game - especially on the User Interface Design elements - (교육용 온라인 게임의 구성요소분석 및 개선방안 -사용자 인터페이스 디자인 요소 중심으로-)

  • Kim, Hyo-Suk;Sung, Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.1
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    • pp.199-205
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    • 2009
  • Supporting the interactive relation between gamer and computer, and offering the game world information, the user interface in online games plays an important role for a gamer to lead game into the intended direction. The purpose of this study is to analyse a currently utilized online game with educational implications and to analyse its user interface design elements, in order to suggest the strategy how to reformative educational online games.

The Effects of Learner's Self-Regulated Learning Strategy to the Discussion Satisfaction Levels and Mode of Participation Message in the Non-Real-Time Online Discussion (비실시간 온라인 토론에서 학습자의 자기조절학습전략이 토론 만족도와 참여 메시지 유형에 미치는 효과)

  • Kim, Tae-Woong
    • Journal of Engineering Education Research
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    • v.12 no.4
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    • pp.150-158
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    • 2009
  • This study deals with the effect of learner's self-regulated learning strategy in the non-real-time online discussion. Based on these research results, it was suggested self-regulated learning strategy should be utilized in order to enhance the cognitive dimension participation and discussion satisfaction quality of non-real-time online discussion.

The Effect of Antecedents of Organizational Citizenship Behavior on Knowledge Contribution in Online Communities (온라인 커뮤니티에서 조직시민행동의 영향요인이 지식공헌에 미치는 영향)

  • Kim, Kyung Kyu;Shin, Hokyoung;Chang, Hang Bae;Kong, Young-Il
    • Knowledge Management Research
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    • v.10 no.2
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    • pp.105-119
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    • 2009
  • This study addresses the following questions : how does organization citizenship behavior(OCB) affect knowledge contribution in online communities? does the antecedents of OCB, cohesiveness and affection similarity, influence knowledge contribution in online communities? In order to test our hypotheses with an empirical study, we have conducted a survey which resulted in 192 valid response in the final sample. The PLS analysis results indicate that OCB affects knowledge contribution and coherence and affection similarity of online community users have influence on OCB. Further, knowledge contribution is influenced by community users' affection similarity. Practical implications of these findings and future research implications are also discussed.

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A Study on the Relationship among Communication Competency, Social Network Centralities, Discussion Performance, and Online Boarding Activity in the Team Based Learning (팀 기반 토의 수업에서 의사소통능력, 사회연결망 중심도, 토론성과 및 온라인 게시활동의 관계 연구)

  • Heo, Gyun
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.1
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    • pp.108-114
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    • 2015
  • The purpose of this study is to find the relationships among communication competency, social network centrality(trust centrality and knowledge sharing centrality), discussion performance, and online boarding activity in the team based learning situation. For investigating this topic, 44 students are participated in the classes of educational technology. In order to find out the relationships among communication competency, social network centrality, discussion performance, and online boarding activity, compared t-test and path analysis are used. Followings are the results of the research: (a) Communication competency is improved significantly after team based learning. (b) Trust centrality effects significantly on the knowledge sharing centrality. (c) Knowledge sharing effects significantly on discussion performance. (d) Trust centrality effects on the online boarding activity in the team based learning.

Development and Application of Evaluation Model for Online Baduk Game (온라인 바둑게임 평가모형 개발 및 적용에 관한 연구)

  • Lee, Kook-Chul;Kim, So-Yun;Lee, Sung-Hyun
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.56-66
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    • 2003
  • As internet populations are growing very fast, online computer game has been extensively propagated in the internet community. Currently online Baduk game haws id attention as one of the most popular games in Korea. Therefore, the game industry has developed a variety of Baduk games and internet services providers and portal sites have competitively provided Baduk game services. Considering this trend, this paper attempts to develop an evaluation model for online Baduk games, which can serve as a guideline for selecting the appropriate game by game users. In addition, this evaluation has been applied to the 2 best known Baduk games and compared each other based on the model factors. Finally, this paper suggest some practical guidelines for game developers in order to increase user acceptance.

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Information Sharing on Blogosphere: An Impact of Trust and Online Privacy Concerns

  • Chai, Sang-Mi
    • Asia pacific journal of information systems
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    • v.21 no.3
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    • pp.1-18
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    • 2011
  • Blog have become very popular with Internet users as one of the latest forms of online communication as well as knowledge sharing tools. However, blogs generate growing concerns regarding information privacy issues. This study, based on social exchange theory, presents results about bloggers' information sharing behavior. The 157 surveys are collected from a large university in the eastern U.S. The survey results indicate that trust which has four second order factors: economy based trust, trust in reciprocity, trust in other bloggers and trust in social interaction positively affects bloggers' information sharing behavior. However, online information privacy concerns have a negative impact on the relationship between trust and bloggers' information sharing behavior.

Case Study on the Implementation of the Department of Early Childhood Education in a Cyber University (사이버대학교 유아교육학과의 강의 운영에 관한 사례연구 - H 사이버 대학교 '유아창의성교육' 수업 운영을 중심으로 -)

  • Kwon, Young-Ihm
    • Journal of the Korean Home Economics Association
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    • v.45 no.3
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    • pp.87-96
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    • 2007
  • In order to efficiently improve teaching and learning methods of the department of Early Childhood Education in cyber universities, this research analysed and assessed the problems of the current situation of lectures of the department of early childhood education. Firstly, this research examined the characteristics of cyber-education and the lecturer's role in it. Secondly, the types and status of management of online-lectures were investigated. Finally, the student management and the variety of interaction taking place online were examined. The plan to vitalize the cyber-education of early childhood education that was suggested in this study was mainly focused on developing excellent educational contents and continual research of cyber-education's method of teaching and learning. Then for the activation of online interaction, technological support and teaching strategies are needed to activate online interaction.

Computational Trust and Its Impact over Rational Purchasing Decisions of Internet Users

  • Noh, Sang-Uk
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.4 no.4
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    • pp.547-559
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    • 2010
  • As web-based online communities are rapidly growing, the agents in the communities need to know their measurable belief of trust for safe and successful interactions. In this paper, we propose a computational model of trust resulting from available feedbacks in online communities. The notion of trust can be defined as an aggregation of consensus given a set of past interactions. The average trust of an agent further represents the center of gravity of the distribution of its trustworthiness and untrustworthiness. Furthermore, we precisely describe the relationships among reputation, trust and average trust through concrete examples showing their computations. We apply our trust model to online social networks in order to show how trust mechanisms are involved in the rational purchasing decision-making of buyers and sellers, and we summarize our simulation results.

The Effects of Feedback Patterns by Instructor to the Discussion Participation Levels and Satisfaction Levels in the Online Discussion Environments (온라인 토론 환경에서 교수자의 피드백 형태가 토론 참여도와 만족도에 미치는 효과)

  • Kim, Tae-Woong
    • Journal of Engineering Education Research
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    • v.13 no.6
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    • pp.24-32
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    • 2010
  • This study deals with the effect of feedback patterns by instructor's social message in the online discussion environments. Based on these research results, it was suggested feedback patterns by instructor's social message should be utilized in order to improve the discussion participation and satisfaction of online discussion environments.

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The Effects of Academic Self-Efficacy to the Discussion Participation Levels and Satisfaction Levels in the Online Discussion Instruction (온라인 토론 수업에서 학구적 자기효능감이 토론 참여도와 만족도에 주는 영향 분석)

  • Kim, Tae-Woong
    • Journal of Engineering Education Research
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    • v.13 no.3
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    • pp.78-86
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    • 2010
  • This study deals with the effect of academic self-efficacy in the online discussion instruction. Based on these research results, it was suggested academic self-efficacy should be utilized in order to enhance the discussion participation and satisfaction quality of online discussion instruction.

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