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1

4,000원

본 연구는 생성형 AI가 정보 확산에 미치는 부정적 영향, 특히 잘못되거나 모호한 정보를 확산될 경우 유발될 수 있는 위험을 탐색하였다. 이러한 위험은 다양한 형태 의 정보 혼란을 초래하여 사용자의 의사결정 능력을 저해할 수 있다. 이를 위해 본 연구는 2024년 4월 기준 NAVER 뉴스 플랫폼에서 ‘생성형 AI 정보 혼란’과 관련 된 4,787편의 기사를 수집하였다. 먼저, K-Means 클러 스터링을 사용하여 데이터를 군집화하고, 각 군집별로 감성 분석을 통해 부정적 감정을 가진 문장을 추출하였 다. 이후, 워드 클라우드 분석을 통해 각 군집 내의 주 요 키워드와 핵심 주제를 시각화하였다. 또한 LDA 토 픽 모델링을 적용하여 각 군집의 세부 주제를 분석하였 으며, ‘생성형 AI 정보 혼란’과 관련된 부정적 사회적 이 슈를 도출하였다. 분석 결과, 비즈니스 도전 과제, 사이버 보안 위협, 미디어 신뢰성, 교육, 종교 등 13개의 주 요 군집이 확인되었으며, 이를 통해 발생할 수 있는 정보 혼란의 유형을 추가적으로 논의하였다. 본 연구는 생 성형 AI의 부정적 영향이 정보 혼란을 유발할 수 있음 을 강조하며, 정보 확산 과정에서 책임감 있고 신뢰할 수 있는 생성형 AI 기술의 필요성을 제언하였다.

2

4,000원

Mongolia's e-commerce market has been experiencing significant growth in recent years due to the country's increasing internet penetration rate and the growing popularity of online shopping among consumers. This research paper aims to provide an in-depth analysis of Mongolia's e-commerce market by examining its current state, identifying key players, and exploring the factors that are driving its growth. To achieve this, the study employed a mixed-methods research design, consisting of both quantitative and qualitative data collection and analysis techniques. The data sources used in the study included primary data collected through surveys and interviews with key industry players and secondary data obtained from publicly available sources, such as company reports, industry publications, and academic journals. The study's findings revealed that Mongolia's e-commerce market is still in its early stages, but it has tremendous potential for growth in the coming years. Key players in the market include Shoppy.mn, Next.mn, and Shoegallery.mn, each offering a range of products and services to their customers. Factors driving the market's growth include the increasing adoption of smartphones and other mobile devices, the rise of social media as a marketing channel, and the growing demand for convenience and accessibility among consumers. In conclusion, this research paper provides valuable insights into Mongolia's e-commerce market and its potential for growth. The study's findings can help inform the development of strategies and policies aimed at promoting the growth and sustainability of the market, benefiting both consumers and businesses operating within it.

3

4,000원

이 연구에서는 은행 CRM 정보시스템 품질이 업무성과에 미치는 영향에 있어 사용자 저항요인의 조절효과 를 분석하고자 한다. 이러한 연구목적을 달성하기 위해 선행연구 검토를 통해 연구가설을 설정하고, 이를 실 증하기 위해 국내은행에 종사하는 임직원을 대상으로 설문을 실시하였다. 설문 답변 내용을 분석한 결과를 통 해 다음과 같은 결론을 도출하였다. 첫째, 업무성과에 정보품질과 서비스품질은 유의미한 영향을 주었고, 시스 템품질은 유의미한 영향을 보이지 않았다. 둘째, 업무성과는 직원 만족도에 유의미한 영향을 미친 것으로 나 타났다. 셋째, 실무적 저항의 조절효과를 파악한 결과, 시스템품질, 정보품질, 서비스품질의 업무성과에 대한 영향에서 유의미한 영향을 주지 않는 것으로 나타났다. 개인적 저항의 조절효과는 시스템품질과 서비스품질이 업무성과에 미치는 영향에 유의미한 영향을 주는 것으로 나타났다. 정보품질에 의한 업무성과에는 개인적 저 항의 조절효과는 유의미한 영향을 미치지 않는 것으로 나타났다. 본 연구는 CRM 정보시스템의 품질과 업무 성과의 영향관계에서 저항요인을 고려한 연구가 많이 부족했다는 점에서 매우 큰 의미가 있으며, CRM 정보 시스템에 관한 후속연구의 기반이 될 것으로 기대한다.

In this research, we try to analyze the moderating effect of the user's resistance factor on the impact of the quality of bank CRM information system on job performance. In order to achieve the objectives of these studies, we set up hypotheses of research through review of prior research and conducted a questionnaire for employees engaged in domestic banks. We analyzed the response of the questionnaire and derived the following conclusion. First of all, the quality of the information and the quality of service to the results of the work had a significant influence, but the quality of the system did not show a significant influence. Secondly, it was found that the results of the work had a significant influence on the satisfaction of the employees. Thirdly, as a result of grasping the effect of adjustment of performance, it has been revealed that practical resistance does not significantly affect the quality of the system, the quality of the information, and the quality of service. It was found that the resistance of the individual had a significant influence on the quality of the system and the quality of service, but it did not have a significant influence on the quality of the information. This research is very significant in that there are not many studies considering factors of resistance due to the influence of the quality and performance of the CRM information system, it will be the basis for subsequent research on the CRM information system.

4

4,000원

The year of 2010 witnessed the rapid development of a new purchasing model—online group buying. The rise of this group purchasing model is originally contributed by the successful operation of an American group purchasing website named Groupon. Groupon’ s successful group purchasing mode set off the upsurge of starting business among people around the world and was widely imitated. However, group purchasing websites in China have not achieved so much reputational and financial success as those in foreign countries, which mainly results from the emerge of a huge flock of group purchasing websites of varied qualities and the serious homogeneous phenomenon it brought about, thus exerting a bad influence on satisfaction of customer and the healthy development or group purchasing market as a whole.

5

4,000원

본 연구는 개방형 SNS에서 계획된 행동 이론을 적 용하여 SNS 이용동기, SNS 이용에 대한 사회적 영 향, 이용자의 SNS 이용능력이 SNS 상호작용을 통하여 사회적 자본에 미치는 영향을 분석하고, 이용과 충족 이론 관점에서 사회적 자본의 결과 요인으로 경제적 측면에서 팬덤경제효과와 정서적 측면에서 심리적 웰빙을 고려하였다. 개방형 SNS의 일반 사용 자를 분석대상으로 할것이고, 분석에 필요한 자료는 설문을 통하여 수집하고자 한다. 연구결과를 바탕으 로 이론적 시사점, 실무적 시사점을 제공하고자 한다.

6

7,000원

비즈쿨(Bizcool)이란 ‘Business’와 ‘School’의 합성어로 이 프로그램의 목적은 기업가마인드 및 비 즈니스교육의 공교육화를 통한 국내 청소년창업교육 인프라 구축 및 미래경영 CEO를 발굴하는데 있다. 또한 청소년들에게 기업가마인드 함양에 필요한 체험기회를 제공하여 올바른 기업가마인드 고취 및 반기업적 정서를 해소하는 청소년창업교육 프로그램을 통한 창업교육을 수행하는 것이다. 비즈쿨프로그램은 2002년 이후 지금까지 청소년들에게 기업가마인드 함양, 직무능력향상 등을 목표 로 창업교육을 실행해왔다. 이 교육과정이 궁극적으로 달성하고자 하는 목적인 기업가마인드 함양 과 창업의도를 높이는데 실질적으로 영향을 미치는지에 대한 고찰이 필요한 시점으로 여겨진다. 이 연구에서는 2002년 비즈쿨도입 이후 지난 10년 동안 진행해온 교육에 대한 성과를 평가하기 위해, 창업교육의 학습성과가 청소년들의 기업가마인드 함양을 높이고 궁극적으로 창업의도를 증가 시키는지 검증하고자 한다. 구체적으로 비즈쿨교육 참여자들의 사회적지지, 교육기반특성, 비즈쿨 교육특성이 학습만족과 기업가마인드 함양 및 창업의도에 미치는 영향을 살펴보고자 연구모형을 제안하였으며, 특히 창의지향성, 실무지향성, 다양성을 비즈쿨 교육특성의 2차 요인으로 설정하고 그 영향관계를 검증하고자 하였다. 연구결과 사회적지지, 교육기반특성, 비즈쿨 교육특성이 학습만 족과 기업가마인드 함양에 유의한 영향관계를 가지며, 학습성과가 창업의도에 유의한 영향을 미치 는 것으로 나타났다. 이러한 연구의 결과를 바탕으로 창업교육에 대한 바람직한 창업교육의 운영모 형을 제안하고자 하였으며, 비즈쿨프로그램을 통하여 청소년의 기업가마인드를 고취시키고 궁극적 으로 창업의도를 증가시키는데 공헌하고자 한다.

A global boom of starting a business is called the 'Silent Revolution'. Starting a business creates, acquires and utilizes new opportunities, and it is not only a challenge for work but also a challenge for a new life. Bizcool is a compound word for 'Business' and 'School' and the purpose of this program is to establish the business startup education infrastructures for the domestic youth and cultivate the future business CEOs through the public education of entrepreneur spirits and business education. Also, this program aims to provide experiential opportunities that are necessary for cultivating entrepreneur spirits in youths, and to conduct business startup education through youth business startup programs that advocate proper entrepreneurships and resolve anti-business sentiments. For the past 10 years, the Bizcool program has been putting in much efforts with goals of cultivating entrepreneur spirits and improving job performances. We believed that now is the time to consider the actual effects of such efforts on entrepreneur spirit cultivations and entrepreneurial intentions, which were the ultimate goals of the Bizcool program. Therefore, through considerations of precedent studies, this study defined the business startup education and based on theoretical definitions of the business startup education in Korea and abroad. This study conducted an actual analysis of the core consciousness and business startup education for students in specialized high schools, in order to evaluate the education system that the Bizcool program has been conducting thus far. Through these, this study aims to propose a desired operation reality model for the business startup education, and grasp social support, education base environment, and satisfaction, which is a learning outcome according to Bizcool education characteristics, for Bizcool education participants, and ultimately allow the Bizcool program to inspire youth entrepreneur spirits and increase entrepreneurial intentions.

7

The Impacts of Social Support and Psychological Factors on Guild Members’ Flow and Loyalty in MMORPG KCI 등재

Juseon Kang, Yoonjung Ko, Ilsang Ko

한국경영정보학회 Asia Pacific Journal of Information Systems 제19권 제3호 2009.09 pp.69-98

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7,000원

We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as in-dependent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically.Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experi-enced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild’s offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable.To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: ‘WoW playforum,’ ‘WoW gamemeca,’ and ‘Wow invent.’ The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statisti-cally significant impacts on character control, character identity, guild identity and self-esteem. Second, char-acter control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players’ loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow in-dicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support.Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express them-selves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up though social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

8

5,700원

In the new web based learning environment which has recently emerged, a variety of new learning objectives and teaching methods suited to this learning environment have been adopted. Recently, web based project-based learning methods have received a great deal of attention from those wishing to improve learning performance. The objective of this study is to identify the impact of characteristics of communication media and in-struction behavior on collaborative interaction and project performance through web based group projects. The characteristics of communication media were divided into richness, flexibility, and ease of use, and the characteristics of instruction behavior were divided into support and expression, which are independent variables. Collaborative interaction as a mediate variable, was divided into information sharing and negotiation. Project performance was the dependent variable.To verify the proposed research model empirically, an experiment was conducted in which learners partici-pated in on-line and off-line courses with group projects. The group project was conducted virtual product development(VPD), and designed a web-site about the VPD. At the end of the project, a survey was conducted. Of the 270 students, 239 responded. The students were assigned to groups of 3 or 4 members, and represented different genders and levels of computer competence.The reliability, validity, and correlation of research variables were analyzed using SPSS 14.0, and the meas-urement model and the structural goodness-of-fit of the research model were verified through SEM analysis using Lisrel 8.54. We found important results as follows; First, richness and ease of use has positive impacts on each of sharing information and negotiation. This suggests that richness and ease of use are useful in sharing information which is related to the task and agreeing in opinions among group members. However, flexibility has not positive impacts on sharing in-formation and negotiation. This implies that there is no great difference in performance of PC and information literacy of user.Second, support and expression of instructor have positive impacts on sharing information and negotiation. This indicates that instructors play an important role in encouraging learners to participate in the project and communicating with them, sharing information related to the project, making a resonable decision and finally leading them to improve a project performance.Third, collaborative interaction has a positive impact on project performance. This result shows that if the ability to share information and negotiate among students was improved then a project performance would be improved as well.Recently, in the state of revitalized web based learning, it is opportune that web-based group project is practically conducted, and the impact of characteristics of communication media and characteristics of instruction behavior on sharing information, negotiating among group members and improving a project performance is verified.On the basis of these results, we propose that forms of learning, such as web based project, could be one of solution which is to enforce interaction among learners, and ultimately improve learning performance. Moreover web-based group project is able to make up for a weakness which makes it difficult to make interpersonal relations or friendship among learners in computer mediated communication or web based learning.

9

4,000원

이 연구에서는 “민간기업의 정보화에 소요되는 자원을 제공하여 수혜기업의 경영성과와 이를 통한 연관산업의 경쟁력 증대를 도모하는 정보화 분야의 정책적인 기업지원서비스”를 「기업지원 정보 서비스」로 정의하고, 기존 공급자 중심의 사업목표 달성여부의 평가를 위한 평가지표 개발연구에서 벗어나, 중장기적 관점에서 기업지원 정보서비스 활용요인과 성과에 대해 연구하고자 한다. 이를 위해 서비스 활용요인을 기업지원서비스 품질(정보, 서비스, 시스템)과 조직특성(정보기술자원의 성숙도, 조직문화)차원으로, 기업성과 차원을 정보 지향성 (Information Orientation)개념과 경영성과 요인으로 구성하여 기업지원 정보서비스의 활용과 기업 성과의 영향관계 살펴보고자 하였다. 실증연구는 산업정보지원센터의 서비스를 활용하고 있는 186개의 기업체 표본을 수집하여, 구조방정식 모형을 통해 분석한 결과 설정한 모든 경로가 통계적으로 유의하게 나타났다. 특히 서비스 품질과 조직문화가 활용수준에 큰 효과를 보이고 있으며, 정보지향성이 경영성과를 매개하는 것으로 나타났다. 연구결과는 정보화 분야의 기업지원 서비스 정책 수립 방향과 개별기업의 전략적 정보 기술 활용을 위한 주요한 시사점을 주고 있다.

10

4,000원

경영환경이 개별기업간의 경쟁에서 기업집단 군의 경쟁으로 변화하여 감으로써 기업간 협력의 중요성이 점차 커지고 있다. 많은 선행 연구들이 기업간 협력의 중요성을 강조하고 있으나, 기업의 오랜 역사적 경험 속에서 생겨나는 정보기술 활용 능력과 사회자본이 기업간 협력에 미치는 영향에 대해서는 명확하게 설명하지 못하고 있다. 본 연구에서는 기업간 협력의 촉진요인과 성과와의 관계를 알아보고자 하였다. 기업간 협력의 촉진 요인으로 제시된 정보기술의 활용능력과 함께 사회 자본을 추가로 제안하고, 이들이 기업간 협력을 강화해서 기업의 성과에 공헌한다는 것을 실증하여 보고자 하였다. 실증분석결과 기업의 정보기술 활용능력은 정보공유활동과 사회자본에 긍정적인 영향을 미치고 있으며, 사회자본이 기업간 협업활동에 영향을 미쳐 기업성과를 향상시키는 것으로 나타났다. 이는 자원기반관점 에서 기업간 협력을 촉진하는 정보기술 활용능력과 사회자본이 기업간 관계 유지와 기업의 성과에 크게 공헌하고 있으며, 기업의 중요한 무형의 자산으로써 경쟁력의 원천이 되고 있음을 의미 한다고 할 수 있다.

11

4,000원

이 연구에서는 MMORPG 게임의 길드 내에서 사회적 지지가 캐릭터와 길드를 통해 플로우 및 충성도에 미치는 영향을 검증하고자 한다. 이를 위하여 MMORPG 게이머들을 대상으로 포커스그룹인터뷰를 한 결과 사회적지지 요인을 발견하였고, 인터뷰 결과와 선행연구를 토대로 캐릭터통제력, 사회적 지지를 독립변수로 제시하였고, 매개변수로 캐릭터 동일시, 길드 동일시, 자아존중감을, 종속변수로 플로우, 충성도를 도출하여 연구모형을 개발하였다. WoW(WorldofWarcraft) 이용자 244 명의 자료를 수집하여 전체적인 연구모형의 구조적 적합도를 검증하기 위해 구조방정식모델(SEM)분석을 이용하였다. 분석을 통해 다음과 같은 주요 연구결과를 밝혀냈다. 첫째, 사회적지지는 캐릭터 통제력, 캐릭터 동일시, 길드 동일시, 자아존중감에 통계적으로 유의하게 나타났으며, 캐릭터 통제력은 캐릭터 동일시, 길드 동일시, 자아존중감을 향상시키는 것으로 나타났다. 둘째, 캐릭터 동일시는 자아존중감과 충성도에 긍정적인 영향을 미치는 것으로 나타났으며, 길드 동일시는 자아존중감과 플로우, 충성도에 유의한 영향을 미치는 것으로 나타났으며, 자아존중감은 플로우에 유의한 영향을 미치는 것으로 밝혀졌다.

12

e-러닝 시스템 특성이 학습자 몰입과 학습만족에 미치는 영향 KCI 등재

장정주, 고일상, 정철

한국정보기술응용학회 JITAM Vol.15 No.1 2008.03 pp.99-116

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5,200원

This study explores the impacts of e-learning system characteristics on learner committment and satisfaction by surveying the firms utilizing e-learning systems for learning. In the study, we have, first, drawn the key factors and instruments to measure e-learning system characteristics through intensive literature review. Second, we have investigated whether the characteristics contribute to increasing learner"s commitment and satisfaction. Finally, we have examined the mediating effect of learner"s commitment between the characteristics of e-learning system and learner satisfaction. We have conducted a survey on the employees having experience in using e-learning systems for learning, and collected a total of 93 responses. The results of a statistical analysis show the following: First, expression and interaction affect the learner"s commitment. The results indicate that a learner should engage in e-learning and ultimately be more committed on it when there is a coherence in design and organization of learning contents, and when the system offers various multimedia options including audio, sound, image, graphics, etc. Second, leaner"s commitment leads to higher learning satisfaction. Finally, our results show that the commitment plays a mediating role between learner characteristics (expression, control, and trust) and learner satisfaction.

13

4,000원

본 연구에서는 온라인 커뮤니케이션 매체특성이 그룹의 협력과 프로젝트 성과에 미치는 영향을 메신저와 e-Learning시스템을 대상으로 비교분석하였다. 독립변수인 커뮤니케이션 매체특성은 풍부성(richness), 동기성(synchronization), 유연성(flexibility), 이용편이성(easy of use)으로 구분하였으며, 이 매체특성들이 그룹의 협력에 미치는 영향과 궁극적으로 프로젝트 성과에 미치는 영향을 밝혀내고자 하였다. 검증을 위해 실제 그룹 프로젝트를 수행하는 실험 설계를 이용하였다. 연구결과 메신저를 주로 이용하여 프로젝트를 수행한 그룹에서는 커뮤니케이션 매체특성으로 풍부성과 이용편이성이 협력을 증진시키는 것으로 밝혀졌으며, e-Learning 시스템을 주로 이용한 그룹에서는 이용 편이성만이 협력을 증진시켰으며, 궁극적으로 프로젝트 성과를 향상시키는 것으로 밝혀졌다.

15

이러닝시스템의 매체풍부성, 매체유용성, 매체경험이 학습자 만족에 미치는 영향 KCI 등재

최수정, 강경준, 고일상

한국정보기술응용학회 JITAM Vol.14 No.2 2007.06 pp.27-47

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5,700원

In an effort to apply IT to practices of learning, universities are trying to implement e-Learning systems and expanding the extent of their usage. Nowadays, e-Learning systems are not only used for conducting web-based distance learning, but also used for supporting traditional classes education by encouraging communication and information sharing between instructors and learners or among the learners. There is relatively lack of studies on the exploitation of e-Learning systems in the traditional classes, in comparison with a distance education. Specifically, how e-Learning systems could support the traditional class and/or which benefits e-Learning systems could offer in the classes are among the important issues. In this study, we suggest that e-Learning systems would be the rich media to communicate and exchange information among people who participate in a class. We derive key variables like media richness and media experience from Media Richness Theory and from Channel Expansion Theory. Moreover, Media usefulness and Satisfaction of a learner with e-Learning system is drawn from the literature on IS success. We examine the effects of perceived media richness, media usefulness, and media experience on leaner"s satisfaction with e-Learning systems. In addition, we also investigate learner"s media usefulness perception which is positively related to media richness and media experience. Finally, learner"s experience with e-Learning systems affects perceived media richness. Based on the results of an empirical test, we first suggest that perceived media richness with e-Learning systems contributes to increase media usefulness and satisfaction of a learner. Second, media experience is an important predictor of media richness and media usefulness perception. Consequently, the result can support Channel Expansion Theory. Finally, media usefulness perception affects learner"s satisfaction with e-Learning systems.

16

5,200원

This study explores factors to facilitate web-based collaborative learning and the effect of learning, based on the PBL(Problem Based Learning) from the constructivist approach in e-Learning. A research model, using the key variables such as situations, interactions, and systems, was developed. In order to test this proposed model, experimental design and post-survey was conducted to the learners who took on-line and off-line course with team project. In the research model, situation category was divided into instructor"s support, unstructured problem, and self-directed learning. Interaction category was divided into three factors; "interaction between learners", "interaction between learner and instructor", and "interaction between learner and technology". System category was divided into monitoring and incentives. As a result, it was found that collaborative learning can be improved by situations, interactions, and systems, and the effectiveness of learning can be improved by situations and interactions in PBL.

17

Web-PBL환경에서 커뮤니케이션 강화가 학습성과에 미치는 영향 KCI 등재

고윤정, 고일상, 강주선

한국경영정보학회 Asia Pacific Journal of Information Systems 제16권 제4호 2006.12 pp.179-202

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6,100원

The objective of this study is to identify the impacts of communication reinforcement on performance of learning in Web-PBL. Communication reinforcement is defined as the combination of information sharing and co-construction. As factors facilitating communication reinforcement, we propose learner's characteristics, task characteristics, and group characteristics. Learner's characteristics are collaboration-orientation, openness, holistic approach, and online community-orientation which reflects e-learning environment. Collaboration-oriented tasks as group projects were developed and given to groups with 5-6 members. The group characteristics are categorized into 'horizontal' and 'vertical', according to the patterns of communication between a group leader and members. To verify empirically the proposed research model, an experimental design was performed to learners who took on-line and off-line courses with group projects. We found important results as follows; First, field dependence has positive impacts on information sharing, and online community-orientation has positive impacts on co-construction. These results correspond with prior studies on relationship between field dependence and collaborative learning. Second, collaboration-oriented task directly impacts on information sharing, and indirectly affects co-construction, This result implicates that information sharing is pre-requisite of co-construction. Third, 'horizontal' was identified as a factor giving positive effects on information sharing and co-construction. This result implies that horizontal communication is very important to facilitate communication reinforcement.

18

기업간 관계자산 특유성이 전자적 협력과 성과에 미치는 영향 KCI 등재

최수정, 고일상

한국경영정보학회 Asia Pacific Journal of Information Systems 제16권 제4호 2006.12 pp.121-149

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6,900원

This study tries to explain how the relationship-specificity of invested assets affects E-collaboration and consequently on performance of Small and Medium Enterprises (SMEs). We classify the relationship-specificity of invested assets into four types such as business process specificity, physical asset specificity, domain knowledge specificity, and site specificity. We define E-collaboration as composed of Electronic Information Sharing (EIS) and Electronic Cooperation (E-Co). In addition, we articulate firm's performance as operational and strategic one, and investigate the impacts of EIS and E-Co on its performance. The data were collected from 187 SMEs and used for analysis. Based on the survey results, we find the following: (1) EIS is directly influenced by business process specificity and physical asset specificity, (2) E-Co is affected by site specificity and domain knowledge specificity, (3) EIS has a positive and significant impact on E-Co, (4) EIS affects firm's operational performance, (5) E-Co influences on firm's strategic performance. In conclusions, the higher the level of EIS, SMEs seem to get greater operational performance, Respectively, the higher the level of E-Co, they tend to get greater strategic performance.

 
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