• Title/Summary/Keyword: the experience method

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The perception of pre-service kindergarten teacher toward children's fundamental habit education (유아 기본생활습관 교육에 대한 예비유아교사의 인식)

  • Youn, Jin-Ju
    • Korean Journal of Human Ecology
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    • v.18 no.3
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    • pp.583-595
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    • 2009
  • The study was to see if the perceptions of pre-service kindergarten teacher toward the education of children's fundamental habit would show different characteristics based on their school type, education learning experience, and practicum experience. Subjects were 200 students majoring in early childhood education who were attending 3-year colleges and 4-year universities in Jellabuk-do and Daejeon. Preceding researches were referenced to develop questionnaire for the research method. The collected data was analyzed through t-test and Chi-square test. The followings are results: First, the interest in education showed significant difference in school type, but not significant difference in education learning experience and practicum experience. Second, the recognition in educational goal showed significant difference in practicum experience, but not significant difference in school type and education learning experience. the educational content showed significant difference in education learning experience, but not in school type and practicum experience. the recognition in educational principal showed significant difference in school type, but not significant difference in education learning experience and practicum experience. the recognition in educational method showed no significant difference in school type, education learning experience and practicum experience. Third, the recognition in educational hardship toward teaching showed significant difference in school type, education learning experience and practicum experience. The results of study would provide the righteous cognitive establishment of children's fundamental habit education and serve the appropriate guidelines being professor for our perspective kindergarten teachers. Also, they would be utilized as basic information to plan the direction of children's fundamental habit education to develop the program of children's life guidance.

Exploratory Study on Professional Baseball Fan Experience Management: Based on In-Depth Interview and Customer Journey Map

  • Kim, Se-yun;Byun, Kyung-Won
    • International journal of advanced smart convergence
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    • v.10 no.1
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    • pp.176-183
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    • 2021
  • The purpose of this study is was to analyze customer experience attribute of professional baseball. To achieve objectives of this study, a method was used the in-depth interview and experts' consultation which understanding the attributes and structure of customer experience attribute of professional baseball. As a result, the professional baseball customer experience attributes are 'viewing plan & purchase', 'stadium movement', 'entrance stadium', 'move to seat', 'game viewing', 'amenities/services', 'events/cheering', 'move after match'. The review of the experience section and attributes derived through in-depth interviews with professional baseball fans was verified through an expert' consultation to secure content validity. Through this process, 8 experience section and 41 attributes were analyzed. The customer experience journey was analyzed for a more in-depth analysis of the viewing experience of professional baseball fans. The customer experience journey was presented based on the needs of fans and discomfort in each experience section activity.

A Basic Study on the Development of a Mobile Data Sampling Method based on ESM to Examine Child-care Teachers' Emotional Experience (ESM기반 보육교사 정서 연구를 위한 데이터 표집기술 개발에 관한 기초연구)

  • Kim, Soojung;Lee, Yungil
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.199-206
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    • 2017
  • The experience sampling method (ESM) is an innovative research method to study the immediate real emotional experience experienced in real life through the immediate reaction of research participants. ESM, which has received significant attention in recent, is considered as the research method particularly for child care teachers' emotions and happiness. This method has been shown to be able to overcome the limitations in current research methods, based on teachers' recall or surveys, in assessing child care teachers' emotional states or stress levels. Despite the expectation that the need for further research on the increased stress and negative emotional experiences of child care teachers and its appropriateness as the alternative research method to study child care teachers' immediate emotional experience, ESM has deficiencies in that research participants need to have their pencil-and-paper survey packages on hand whenever their electronic beepers randomly beep. Furthermore, ESM demands much more researcher energy and efforts to handle the voluminous data collected from each participant in effectively creating a database. In this paper, in order to apply ESM successfully to the study of child care teachers' emotional experience, we aim to develop a software program that uses mobile communication technology. Given that traditional types of data collection methods in social science research can prove too burdensome to encourage participation in surveys in the first place or ensure the return of completed surveys, the present study adopts a convergent research approach to develop a software program that is able to obtain ESM participants' answers immediately on their personal smart phones. This study deals with system construction and prototyping for software development as a basic research and evaluates the research results through indepth interview with experts.

Methodology for Measuring the Quality of Experience of E-Participation Systems (전자참여시스템의 체감품질 측정방법론)

  • Byun, Dae-Ho
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.21-28
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    • 2012
  • E-participation is the term referring to the use of information and communication technologies to political participation by enabling citizens to connect with one another. Because e-participation systems are already constructed and operated, continuous usage is regarded as a major concern for successful e-participation. E-participation systems should guarantee ease of use, user satisfaction, and high quality. In addition, measuring the quality of e-participation systems will provide a useful strategy. This paper suggests a methodology for measuring quality of experience of the e-participation system and computing the quality score. We apply two concepts of usability measurement method and quality of experience that are most suitable. We provide the target of measurement,, the construct of quality of experience, the method of experiment and analysis of data, and the scoring method of quality of experience.

A Study on the Daily Life Experience of Medical Students using the Experience Sampling Method

  • Yoo, Hyo Hyun;Jun, Soo-Koung;Kim, Seong Yong;Park, Kwi Hwa
    • International Journal of Contents
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    • v.13 no.4
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    • pp.16-22
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    • 2017
  • The purpose of this study was to investigate the daily life experiences of medical students and to explore gender differences in these experiences using the Experience Sampling Method (ESM) as the method. The instrument, the Experience Sampling Form (ESF), consisted of questions on the external and internal experiences of the respondents. Data were collected from 2,035 ESFs by 91 students (male=52, female=39) at three medical schools for one week. The data was analyzed using the statistical tests of the t-test and ${\chi}^2$ test. Activity places were significantly different by gender (${\chi}^2=16.576$, p=.001). Males spent more time in learning places such as schools, libraries, etc., whereas females spent their time in personal places, including their homes, dormitories, etc. Males undertook more learning activities than did females, and females undertook more social/leisure activities and basic life activities than did male students (${\chi}^2=18.753$, p=.001). They were in a learning place and performing learning activities. There were significant perceptual differences between males and females about their flow levels, competency levels, and difficulty levels, based on the activity type. These results can help us to understand the daily lives of medical students and can be useful in developing counseling programs and educational activities for students.

Decision-making Reliability Estimation Model based on Building Construction Project Participants' Experience

  • Kim, Chang-Won;Kim, Baek-Joong;Yoo, Wisung;Cho, Hunhee;Kang, Kyung-In
    • Journal of the Korea Institute of Building Construction
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    • v.13 no.2
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    • pp.148-158
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    • 2013
  • Generally, building construction projects have a complex decision-making process because of the participation of various agents. In this situation, a final decision is arrived at by relying on subjective judgments based on the experience of project participants. For this reason, a method of assessing the objectivity of opinions is needed. In previous studies, the multi-criteria decision making method was applied to arrive at a final decision objectively, but this method has a limitation, in that the experience of each decision maker is not considered differently in the decision making process. Therefore, this study proposed a theoretical model using the S-shaped growth curve and regression analysis by building construction project type to quantitatively estimate decision-making reliability according to the experience of individual project participant`s. The developed model could be added to the Multi-criteria decision making method, and secure the objectivity and reliability of project participants' final opinion.

Measurement Method on Aesthetic Experience of Game Player (게임플레이어의 미적경험 데이터 측정방법)

  • Choi, Gyu-Hyeok;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.207-215
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    • 2020
  • Studies on aesthetic experience in games mostly focus on engineering approach centered on structural determination of specific target within the game as well as humanistic·social approach in forms of artistic conversation on game play experience. This paper have established a theoretic guideline regarding the progress of aesthetic experience which allows analysis from the perspective of player experience acquired during game play. Based on such guideline, the study classifies cognitive data (Eye-Tracking, Playing Action, Facial Expression) on aesthetic experience and suggests the methods to measure such data. By deducing errors and points to be considered related to measuring methods through pilot tests, this study will contribute to the execution of empirical study focused on player perspective.

A comparison of two differential methods for nutrition education in elementary school: lecture- and experience-based learning program

  • Jung, Lan-Hee;Choi, Jeong-Hwa;Bang, Hyun-Mi;Shin, Jun-Ho;Heo, Young-Ran
    • Nutrition Research and Practice
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    • v.9 no.1
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    • pp.87-91
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    • 2015
  • BACKGROUND/OBJECTIVES: This research was conducted to compare lecture- and experience-based methods of nutritional education as well as provide fundamental data for developing an effective nutritional education program in elementary schools. SUBJECTS/METHODS: A total of 110 students in three elementary schools in Jeollanam-do were recruited and randomly distributed in lecture- and experience-based groups. The effects of education on students' dietary knowledge, dietary behaviors, and dietary habits were analyzed using a pre/post-test. RESULTS: Lecture- and experience-based methods did not significantly alter total scores for dietary knowledge in any group, although lecture-based method led to improvement for some detailed questions. In the experience-based group, subjects showed significant alteration of dietary behaviors, whereas lecture-based method showed alteration of dietary habits. CONCLUSIONS: These outcomes suggest that lecture- and experience-based methods led to differential improvement of students' dietary habits, behaviors, and knowledge. To obtain better nutritional education results, both lectures and experiential activities need to be considered.

A Basic Study on User Experience Evaluation Based on User Experience Hierarchy Using ChatGPT 4.0 (챗지피티 4.0을 활용한 사용자 경험 계층 기반 사용자 경험 평가에 관한 기초적 연구)

  • Soomin Han;Jae Wan Park
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.493-498
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    • 2024
  • With the rapid advancement of generative artificial intelligence technology, there is growing interest in how to utilize it in practical applications. Additionally, the importance of prompt engineering to generate results that meet user demands is being newly highlighted. Exploring the new possibilities of generative AI can hold significant value. This study aims to utilize ChatGPT 4.0, a leading generative AI, to propose an effective method for evaluating user experience through the analysis of online customer review data. The user experience evaluation method was based on the six-layer elements of user experience: 'functionality', 'reliability', 'usability', 'convenience', 'emotion', and 'significance'. For this study, a literature review was conducted to enhance the understanding of prompt engineering and to grasp the clear concept of the user experience hierarchy. Based on this, prompts were crafted, and experiments for the user experience evaluation method were carried out using the analysis of collected online customer review data. In this study, we reveal that when provided with accurate definitions and descriptions of the classification processes for user experience factors, ChatGPT demonstrated excellent performance in evaluating user experience. However, it was also found that due to time constraints, there were limitations in analyzing large volumes of data. By introducing and proposing a method to utilize ChatGPT 4.0 for user experience evaluation, we expect to contribute to the advancement of the UX field.

A Study on the status and the necessity of Space Configuration and Exhibit Method for Safety Experience Hall - Focused on Citizen Safety Experience Hall for the adult education center - (안전체험관 공간구성과 전시매체의 현황조사 및 필요성에 관한 연구 - 시민안전체험관의 성인 교육을 중심으로 -)

  • Li, Ying-Hua;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.21 no.3
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    • pp.144-153
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    • 2012
  • This study analyzed and investigated problems of local safety experience halls' spatial structure and media status. Improvements would be suggested after comprehending the need to execute safety education based on citizen's satisfaction and requests. Contents of safety experience space concept, display characteristics and types applied to local institution were analyzed. Safety experience centers with systemized protocols that opened after 2003 and were bigger than $5,000m^2$ were selected. We had three candidates and they were Seoul Gwangnaru Safety Experience Center, Boramea Safety Experience Center and Daegu Safety Theme Park. Going through checklists and interviewing official institutions that were in charge of safety hall educations helped comprehension of sample space status and detailed experimental presentation media. A survey was created based on this study and was distributed to users and non-users of safety experience halls. The survey consisted of general questions covering situations, awareness, level of interests, frequency and satisfaction level. The results were extracted with SPSS 18.0 through frequency analysis and cross tabulations. This research improvements through synthesized contemplation. For the resuits First, various experimental programs need to be supplemented in order to prevent accidents. Second, vivid experimental spaces need to be planned for active participation and users should be fully aware of safety hazard through education. Third, there weren't enough institutions compared to the education needs. Promoting and building more safety experience halls are dire. Finally, these suggestions of the results will be distributed in the planning of the exhibit hall.

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