Recently, students have raised negative awareness of the test because of school records and irrational difficulty level of the College Scholastic Ability Test. They go so far as to commit suicide because of failure in entering school. It becomes a social problem and it is rising more and more interested in entering school. The educational game was created based on considering this social environment. Namely, students can enter university as playing online or mobile game through Enter Literacy Assessment game service. The Enter Literacy Assessment game service provides various tests which are math, english, science or essay that real university wants through online or mobile game. For this, general concept about Enter Literacy Assessment game service and characteristic establishment and limitation of existing research should be understood. The research refers to relationship between Self-Determination Theory which is the representative theory related with psychological desire of human intrinsic and Enter Literacy Assessment game service. Therefore, development of Enter Literacy assessment Serious Game is a new opportunity factor to take two dominants which are secure of university competitive power and excellent personnel and challenge for development of serious game.
Kim, So Yun;Kim, Seong Hyun;Choi, Won Ho;Park, Jong Bin;Park, Hae Chul;Lee, Young Bo;Kim, Namjung
Korean journal of applied entomology
/
v.52
no.4
/
pp.335-340
/
2013
As the market of educational pet insects is expanding, understanding the consumer needs became more crucial. To achieve the ideal analysis on the market, this research monitored the behavior of consumers. The posting on the blogs of consumers, who have visited insect museums and farms, or have bought insects were collected as data. Moreover, the informational contents, photographs and texts, were analyzed. The results showed that the family-unit visitors with elementary school lower graders were the main type of visitors for their children's education. The visiting areas were concentrated in Seoul and the Metropolitans of Gyeonggi province, and the visits were mostly occurred during their children's vacation period. The analysis of posted photographs showed the visitors' high interest in the hands-on program. According to the texts on visitors' blogs, especially, the largest number of visitors satisfied with the variety of program. It implies the necessity of development in diverse and differentiated hands-on program. Otherwise, the programs available to connect insects to other animals and plants should be introduced to reduce aversion against insects, which was reported as the strongest dissatisfaction. In conclusion, diversification on insect species and development in systematized hands-on program seem to be required for the continuous growth of educational pet insects market.
The Culture and Arts Website, one of the parts of providing information related to culture and art utilizing internet, is the website that giving information of arts genre like theater, music, art, architecture, video, and literature. As growing interest in the field of culture and arts, market of this website has been increasing and providing customized content which each customer wants in the field of culture and arts. Developers of culture and arts website consider the website media for increasing and developing awareness about culture and arts. They are accelerating development of various business models and application of culture and arts website service which it meets trend of the times and customers needs. This study will seize about influencing factors to culture and arts website service of domestic website users and analyze how these factors affect loyalty through satisfaction and word of mouth. This study presented research model applied main parameters of PAD(Pleasure, Arousal, Dominance) theory emphasized human's emotions that they are expected to affect the loyalty of culture and arts website service users based on satisfaction and word of mouth. The researcher in this study surveyed students of Seoul S University who had experiences with such culture and arts website to validate the model empirically. The results, firstly, if you experienced feeling related to pleasure and dominance in culture and arts website, you would satisfy this website and it could lead to loyalty. Secondly, the feeling related to ventilation does not affect the loyalty through satisfaction and word of mouth. Thirdly, the results show that all of three factors of emotional responses do not influence the loyalty through word of mouth.
Journal of the Korea Academia-Industrial cooperation Society
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v.21
no.6
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pp.611-617
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2020
The purpose of this paper was to understand the mediating effect of academic achievement on the relationship between youth activity participation and career decision-making in middle school students. To this end, data from the KCYPS2018 (Korean Children and Youth Panel Survey 2018) were used, and this research proceeded with 2,471 middle school 1st grade students. This analysis method was a regression analysis to examine any mediating effect. And the findings are as follows. Middle school students' youth activities participation had a significant effect on career decision-making and academic achievement, and the effect of youth activities participation on career decision-making was mediated in part by academic achievement. Thus, a variety of youth activity programs should be developed and provided to middle school students to increase their motivation and academic achievement. Education and training for youth leaders and teachers should be provided to help middle school students make career decisions by operating youth activity programs in conjunction with the free semester system.
Journal of the Korean Academy of Child and Adolescent Psychiatry
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v.7
no.1
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pp.23-33
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1996
This paper was to investigate the relationships between the types of incest and family dynamics. 9 incest cases were collected from the Department of Social Work, Seoul National University Children's Hospital and an adoption agencies. The study cases were categorized into three types of incest, father-daughter incest, mother-son incest, sibling incest. The father-daughter incest families revealed various dysfunctional family dynamics such as sociopathic father, psychologically and physically absent mother, pseudomature child, and lack of communications among family members. In mother-son incest families, the fathers were absent and the mothers abused their sons as an outlet for their sexual desire, which was most pathological, among three types of incest. Sibling incests were characterized by the absence of parental supervisions and appropriate emotional care, and younger sibling becoming a sexual outlet of older sibling. It is evident that the incest does not occur simply because of pathology of one family member but because of family dystunction. Therefore the incest was a kind of 'family disease', and the focus of treatment should be on the whole family.
Kim, Ji-Wook;Jun, Hyung-Pil;Lee, Chan-Jin;Kim, Nam-Ju;Kim, Gyoo-Bum
The Journal of Engineering Geology
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v.23
no.4
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pp.467-476
/
2013
With increasing interest in environmental issues and the quality of surface water becoming inadequate for water supply, the Korean government has launched a groundwater development policy to satisfy the demand for clean water. To drive this policy effectively, it is essential to guarantee the accuracy of sustainable groundwater yield and groundwater use amount. In this study, groundwater use was monitored over several years at various locations in Korea (32 cities/counties in 5 provinces) to obtain accurate groundwater use data. Statistical analysis of the results was performed as a method for estimating rational groundwater use. For the case of groundwater use for living purposes, we classified the cities/counties into three regional types (urban, rural, and urban-rural complex) and divided the groundwater facilities into five types (domestic use, apartment housing, small-scale water supply, schools, and businesses) according to use. For the case of agricultural use, we defined three regional types based on rainfall intensity (average rainfall, below-average rainfall, and above-average rainfall) and the facilities into six types (rice farming, dry-field farming, floriculture, livestock-cows, livestock-pigs, and livestock-chickens). Finally, we developed groundwater-use estimation equations for each region and use type, using cluster analysis and regression model analysis of the monitoring data. The results will enhance the reliability of national groundwater statistics.
In order to satisfy customers' desire that is becoming more diverse, and to create the unique character of a product in the fast changing social structure and living environment, today's designers have to make efforts to provide new ideas continuously. In the twentieth century, the development of design in various aspects could be possible through an epoch-making progress of technology and industrialization, and thus the meaning and style of design has changed differently according to the current of the times. The retro design, which borrows the designs and styles which were popular in the past and recreates the design of modern meaning and concept, is widely applied now and in the spotlight as a latest design trend. This phenomenon of revival style appears as an image that makes us recollect the past in various fields while being recognized as an another value of new sense. Considered from the history of style changes for the past 100 years, the automobile design, the most representative in product design fields, has gradually changed in its types according to continuous historical, social, and cultural changes and technological progress, while a variety of designs have been continuously presented. The recent current of automobile styles, according to the rapid progress of advanced scientific technology, shows the fast and various changes and the retro style is becoming a new trend arousing people's interests and reintroducing the past designs. The revival trend in automobile designs is expected to stimulate human sensitivity and restore humanity on a different level before the trend, and also expected to be recreated as a new design trend in modern sense, connecting us with the past culture and expanding the realms of future designs.
While traditionally threatening human infectious diseases are decreasing, chronic diseases such as cancer and diabetes, including cardiovascular diseases, are spreading rapidly. Reflecting the characteristics of chronic diseases that are difficult to treat, the management of risk factors and the preparation of health promotion policies corresponding to them have emerged as important concerns around the world. Providing so-called multi-sector approach such as health promotion and disease prevention policy and solution for community response, The value of primary care is once again highlighted in the changed medical environment. As the existing medical delivery system has become difficult to cope with the people's desire for rapid aging, disease paradigm change, and quality of life improvement, European Union countries have made various efforts to improve the quality of their primary medical system, which provides continuous, com- prehensive and coordinated management. This paper examines the current status and problems of the healthcare delivery system in Korea, draws implications from the European Union examples related to the strengthening of primary care, and discusses the plans for establishing a patient-centered future medical delivery system.
Today, the police alone can not prevent a crime. And the police is limited to meet for people's the increased needs on public safety. So the police and the community needs the cooperation of a variety of resources. Police in cooperation with community resources to respond to the crime's most professional and the private sector is a private security. However, the role of private security for cooperation policing is insufficient in South Korea. So for this study to build a cooperative policing in South Korea as private security for the following four kinds of directions are presented. First, as a private security of the United States and Japan, specializes in diversified business sectors. Simple human-oriented private security of the building security get out. Instead, take the high-tech crime prevention or industry complex security should be changed to a professional organization. Second, the interaction between police and private security should be increased. Police and private security through regular meetings between the need for mutual interests and build consensus is needed. The role of private security companies to be represented on the Security Association of South Korea's active role in the matter. Third, efforts to improve the image of private security activities and the publiciy activity of private security is needed. Some of the private security in an effort to escape a negative image to the people and actively promote a positive image is necessary. Finally, for South Korea to the level the cooperation between the police and private security are required to develop system models. Front-line policing priority in the field and the mutual understanding between the police and private security in an effort to have a positive perception is needed. Equal partners, especially the police and private security to private security companies to have recognized experts in their own recruitment and training should be improved by strengthening the expertise.
Game character customizing has evolved with the desires of users who want to enjoy the scarcity value; thereby, the category which is subjected to character customizing is extending. However, despite such a great interest, character customizing interface has been created for the sake of the convenience of each game developing company, without proven guidelines. The confusion of designers who create interface is caused by using independently created interface without testing the optimal form of interface according to manipulative activity which integrates game character customizing interface, and this confusion leads to the discomfort of users. All the more, studies on character customizing have been mostly concerned with the preference for certain characters according to user propensity or character producing methods. Therefore, basic research into interface relative to character customizing is insufficient. Accordingly, through the development of universal guidelines appropriate for game character customizing interface. the discomfort of users is to be removed. This paper conducted an investigative analysis of the current interface of games which support character customizing, and classified the type of interface. Then, the paper researched 16 types of games that support character customizing out of games ranked within top 50 in the on-line game ranking. As a result of the analysis, the characteristic feature of every game appeared in the offer of detailed optional factors. Those detailed optional factors could be classified, to some extent; however, their manipulative interfaces were discovered not to be classified into different types. The results of this paper will be used as an analytic system in the preparation of the guidelines of game character customizing interface, down the road.
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