• Title/Summary/Keyword: participation motivation

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Correlation Analysis of Marine Leisure Sports Wear -Focused on Body Shape, Age and Variable

  • Cha, Su-Joung
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.179-188
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    • 2021
  • This study investigated the purchase status, wearing status, purchase satisfaction, selection criteria, and improvement marin leports wear for subjects who enjoy marine leisure sports in the southwestern region of Jeollanam-do, and examines the correlation between age and body type and the correlation between variables. SPSS Ver. 26.0 program was used for analysis. In the correlation between the motivation for participation and the selection criteria, when participating to increase physical strength, it was selected based on the fit. When participating for leisure or hobbies, they were selected based on design and color. The relationship between the selection criteria and purchase satisfaction was not satisfied in terms of price when they were selected based on activity or utilization of other uses. As for the selection criteria according to the body type, clothing was selected based on price and fashion for large triangles and squares, and elasticity for inverted triangles. As for the preferred color by age, only those in their 40s preferred blue and other age groups preferred achromatic color. In future studies, it is thought that a study on the preference of each marine leisure sports item should be conducted.

Identification of Trekkers' Characteristics:Focusing on Jirisan-round Trail Users (도보여행자의 특성 규명:지리산둘레길 이용자를 중심으로)

  • Kang, Mihee;Jung, Hui
    • Journal of Korean Society of Forest Science
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    • v.100 no.3
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    • pp.382-391
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    • 2011
  • The purpose of this study was to understand Jirisan-round Trail trekkers' socioeconomic and travel characteristics, travel motivations, and travel attitudes. On-site and email surveys were carried out from July to November of 2008 and a total of 1,026 individuals' data were analyzed. Survey results showed that the percentages of middle age users, highly educated, and professionals/managers were relatively higher among trekkers of Jirisan-round Trail. And they traveled with a small group, collected destination-related information before traveling, and showed a high level of satisfaction. Especially they had not only strong motivations for admiring, understanding, and experiencing the nature but also positive travel attitudes. Based on the results of a cluster analysis, the trekkers of Jirisan-round Trail were divided into two groups, ecotourists and nature tourists. The ecotourists group showed relatively enthusiastic participation, more nature-oriented and culturally sensitive travel attitudes, and a higher satisfaction. The results would be used for establishing effective management strategies for building environmentally and socially responsible trekking culture.

A Study on Improvement Direction of Onboarding Process Design for Elevating Early User Experience of Online Games (온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구)

  • Yang, Seung Hee;Yoo, Seung Hun
    • Design Convergence Study
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    • v.18 no.4
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    • pp.1-15
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    • 2019
  • As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game's onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.

Art Science Convergence Curriculum Design in the 4th Industrial Revolution Era : Focusing on STEAM with Contents (4차 산업혁명 시대 예술·과학 융합 교육프로그램 설계 : 콘텐츠를 활용한 STEAM을 중심으로)

  • Park, Sung-won;Lee, Hye-won
    • Journal of Information Technology Applications and Management
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    • v.28 no.1
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    • pp.53-61
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    • 2021
  • The year 2020 was a time when the coronavirus infections-19 (COVID-19) caused various changes in society. In particular, the fields that have been conducted face-to-face have been greatly confused by the transition to an online non-face-to-face method, and this is the case with the field of education. There are two main advantages of offline education. The first is that we can improve our understanding through communication with teachers, and the second is that we can develop social skills through interaction with friends. But as online classes progressed due to corona 19, interaction could not be achieved. As a result, the motivation for learning has been reduced due to difficulties in real-time feedback, and the participation rate has been significantly lowered, especially in lower grades, raising concerns about the learning gap that will occur after corona 19. However, there are some cases in which online classes were conducted as effectively as offline classes by utilizing various contents. What they have in common is the use of content. Teachers generally improved the quality of education by linking interesting sights and videos that enhance learning comprehension. The provided video conveys learning-related content into stories, enabling intuitive observation. Many students were already enjoying these videos through VOD (Video on Demand) such as TV and YouTube, they were able to connect their easy access to content and interest in learning. Appropriate use of video content has rather increased the learning effect and should continue after corona 19. Therefore, it is necessary to study methodologies that apply video content efficiently to education. This study looked at the steps that needed content application through the development of education programs, and observed its meaning. Students were curious about the content, motivated to learn and participated in learning on their own. Intuitive learning, conducted through appreciation, play and content production, provided an opportunity to learn on their own in everyday life.

The Effects of Instrument-Activities Daily Living Training through Client-Centered Home Visitation on Cognitive Functions, Occupational Performance, and Instrument-Activities Daily Living among Elderly at the Cognitive Support Grade (클라이언트 중심 가정방문 일상생활훈련이 인지지원등급, 노인의 인지기능, 작업수행, 일상생활수행도에 미치는 영향)

  • Son, Boyoung;Bang, Yosoon
    • Journal of The Korean Society of Integrative Medicine
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    • v.8 no.4
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    • pp.143-154
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    • 2020
  • Purpose : This study aims to investigate the effect of instrument-activities daily living training through client-centered home visitation on the cognitive functions, occupational performance, and instrument-activities daily living of elderly at the cognitive support grade(Grade6). Methods : The subject of this study was a 66-year-old woman living in G Metropolitan City, who has been diagnosed with Alzheimer's and mild dementia. The study period was from March 17, 2020 through June 12, 2020, and the A-B-A' design, among the individual case experiments, was adopted as the study design. For the data analysis, descriptive statistic and visual analysis using graph were used for the change of cognitive functions, occupational performance, and instrument-activities daily living. Results : The instrument-activities daily living provided through client-centered home visitation improved the subject's cognitive functions, occupational performance(performance, satisfaction) and instrument-activities daily living. Conclusion : This study showed that daily life training through client-centered home visitation can help elderly people at the cognitive support grade select for themselves the problems of daily life caused by cognitive decline and practice specific action plans, thereby enabling them to maintain and improve the cognitive functions necessary for the performance of activities, such as comprehension, memory, and thinking skills. In addition, it is thought that the activities based on the subject's preferences, performance, and sense of importance assured the subject of feelings of motivation and the possibility of participation, and had a positive effect on the subject's performance speed and rate. With the above in mind, Instrument-activities daily living client-centered home visitation is proposed as a potential practical intervention program for individuals. It can help elderly people at cognitive support grade to maintain and improve their functions, thereby delaying the progress of their condition to severe dementia.

Effective Teaching-Learning Activities in Flipped, Direct, Cooperative, and Distance Learning Model (거꾸로 수업, 직접교수법, 협동학습, 실시간 화상수업을 조합한 수업에서의 효과적인 교수학습활동)

  • Kil, Yangsook
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.121-129
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    • 2022
  • This study explored effective teaching-learning activities under the hybrid teaching model combining flipped learning, direct instruction, cooperative learning and distance learning. Subjects were 99 college students enrolled in 2 teacher preparation courses. Students evaluated effectiveness of 22 teaching-learning activities according to Likert scale at the end of the semester. As a result, all 22 teaching learning activities were considered effective more or less. They facilitated motivation, comprehension, participation, thinking, and led to mastery of the task. ② Activities scored low were 'questioning and answering at the beginning of online class', 'open book test'. ③ Hybrid teaching model was favored over traditional instruction. Open ended responses were consistent with the ones in the questionnaire. This research supports the notion that key teaching models to be combined for successful flipped learning in college setting are direct instruction and cooperative learning. Furthermore, effective and ineffective teaching strategies for flipped learning were found.

A Comparative Study on Game-Score Prediction Models Using Compuational Thinking Education Game Data (컴퓨팅 사고 교육 게임 데이터를 사용한 게임 점수 예측 모델 성능 비교 연구)

  • Yang, Yeongwook
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.11
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    • pp.529-534
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    • 2021
  • Computing thinking is regarded as one of the important skills required in the 21st century, and many countries have introduced and implemented computing thinking training courses. Among computational thinking education methods, educational game-based methods increase student participation and motivation, and increase access to computational thinking. Autothinking is an educational game developed for the purpose of providing computational thinking education to learners. It is an adaptive system that dynamically provides feedback to learners and automatically adjusts the difficulty according to the learner's computational thinking ability. However, because the game was designed based on rules, it cannot intelligently consider the computational thinking of learners or give feedback. In this study, game data collected through Autothikning is introduced, and game score prediction that reflects computational thinking is performed in order to increase the adaptability of the game by using it. To solve this problem, a comparative study was conducted on linear regression, decision tree, random forest, and support vector machine algorithms, which are most commonly used in regression problems. As a result of the study, the linear regression method showed the best performance in predicting game scores.

A Case Studies for the Recovery of Mathematics Education: Focusing on the Utilization of Teachers' Mathematical Metaphors and the Structure of Teacher Discourse (수학 교육회복을 위한 사례 연구: 교사의 수학적 은유 활용과 교사 담론의 구조를 중심으로)

  • Choi, Sang-Ho
    • Communications of Mathematical Education
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    • v.36 no.3
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    • pp.397-415
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    • 2022
  • The purpose of this study is to analyze the discourse structure of teachers that can help students participate in class by using mathematical metaphors that can arouse students' interest and motivation. In order to achieve this goal, we observed a semester class of a career teacher who practiced pedagogy that connects students' experiences with mathematical concepts to motivate students to learn and promote participation. Among the metaphors that the study target teachers used in a variety of mathematical concepts and problem-solving processes during the semester, we extracted the two class examples that can help develop teaching methods using metaphors. Representatively selected two classes are one class example using metaphors and, the other class example using metaphors and expanding and applying problems. As a result of analysis, the structure of teacher discourse that uses metaphors and expands and applies problems by linking students' experiences with mathematical content was found to help solve a given problem and elaborate mathematical concepts. As a result of the analysis, the discourse structure of teachers using mathematical metaphors based on communication with students could provide implications for the development of teaching methods for the recovery of mathematics education.

Influences of positive psychological capital, interpersonal competence, and character on caring efficiency in nursing students (긍정심리자본, 대인관계 유능성, 인성이 간호대학생의 돌봄효능감에 미치는 영향)

  • Kwon, Suhye;Hong, Minjoo;Ryu, Min;Shin, Haeyun
    • The Journal of Korean Academic Society of Nursing Education
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    • v.28 no.4
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    • pp.411-420
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    • 2022
  • Purpose: The purpose of this study was to identify the factors influencing nursing students' caring efficiency. Methods: This study included 212 nursing students from three University nursing departments in Busan metropolitan city. Data were collected from September 1 to September 29, 2021, using self-report questionnaires. For data analysis, descriptive statistics, independent t-test, one-way ANOVA, Pearson's correlation coefficient, and hierarchical multiple regression analyses were conducted with SPSS version 24.0. Results: Positive psychological capital and interpersonal competence on the relationship and character of nursing students were positively correlated with caring efficiency. The variables affecting the caring efficiency of the subjects were character (β=.60, p<.001), amount of participation in a character development program (5 times or more) (β=.16, p=.023), levels of stress (moderate β=.13, p=.037; low β=.15, p=.015), motivation to apply to a nursing program (β=.12, p=.024), and volunteer experience (β=.11, p=.038). The total explanatory power of the variables was 50.0% (F=14.69, p<.001). Conclusion: Character was one of the biggest influential factors on caring efficiency. In order to improve nursing students' caring efficiency, above all, it is necessary to make efforts to raise the level of individual character.

Phenomenological analysis of the fun experience of G-Golf Tour players (G투어 참여 골프 선수들의 재미경험에 관한 현상학적 분석)

  • Han, Jee-Hoon;Lee, Chul-Won;Seo, Kwang-Bong
    • 한국체육학회지인문사회과학편
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    • v.55 no.4
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    • pp.343-350
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    • 2016
  • The purpose of this study is to phenomenological analyze the fun experience of G-Golf Tour players. A total of 3 male and 3 female professional golfers who are currently participate in G-Golf Tour are selected by snow-ball sampling. Data was collected from interviews and participant observation, With this data, coding was done as first step and group categorization was done as second step in order to achieve the right result from meaningful analyzing. In order to approve the adequate of this study, the peer review was done by one qualitative research specialist and two candidates of Ph.D. The motivation of G-Tour participation, the notification changing of G-Tour, the addiction of G-Tour, the fun factor of G-Tour were drawn as the results, and the media exposure, personal relations, and skill improvement were drawn as the sub-factors of fun experience of G-Tour.