• Title/Summary/Keyword: 문화 학습

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A Study on the Awareness of medical and Health-Related Majors on Drinking Culture (의·보건 계열 대학생의 음주문화 인식에 관한 연구)

  • Kim, Kwang-Hwan;Han, Jin-Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.11
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    • pp.5043-5048
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    • 2011
  • The purpose of this study was to examine the drinking awareness of medical and health-related majors in a bid to find out the impact of their drinking awareness on drinking. The subjects in this study were 153 students who were selected by rendem sampling from colleges located in two different cities in the province. Data collection was performed from may 1 to september 20, 2011 with total 153 college students. Out of them, 86 students majored in medical departments, and 67 students were in the health-related departments. After a self-administered survey was conducted, the following findings were given: A great deal of the students who accounted for 75.8 percent were ever disturbed in daily routine life by drinking over the past year. As for the influence of drinking awareness on the amount of drinking, the amount of drinking was under the significant influence of the following five items. The first was that alcohol was an energizer(p<.001), and the second was that drinking led to a sound sleep(p<.01). The third was that I drank too much with my close friends often(p<.05), and the fourth was that alcohol used as a hangover-chaser was conducive to a hangover(p<.05). The fifth was that alcohol had the largest impact on the liver(p<.05). All the variables made a 43.4% prediction of the amount of drinking. In conclusion, the medical and health-related majors who learned about the impact of drinking on the human body in a firsthand or secondhand manner had a tendency to drink a less amount of alcohol and do less binge drinking. It's advisable to take advantage of the knowledge of medical and health-related majors on the human body and drinking as resources of anti-drinking education.

Comparison of Views on Korean and English Writing: Focusing on Bicultural Koreans in the United States (한국어 작문과 영어 작문에 대한 개념 비교 - 미국에 거주하는 한국인들을 중심으로 -)

  • Cho, Sookyung
    • Korean Journal of Comparative Education
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    • v.28 no.2
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    • pp.97-121
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    • 2018
  • The numbers of Korean immigrants and students in the United States are steadily increasing, but there have been very few studies of their second language literacy development (Cole, Maddox, Lim, & Notari-Syverson, 2002; Scarcellar & Chin, 1993; Shin, 1994; Skilton-Sylvester, 2001; Yu, 1994). Nor do the very few studies explore the inseparable relationship between Korean literacy and English literacy within a cultural context. This study aims to compare their views on Korean writing with those on English writing to see trace the multiliteracy development of Korean learners of English in the United States. I conducted in-depth oral interviews with Korean immigrants and students of various ages. They were asked to state everything they could remember about what they have learned to write and read in their native language and in their second language across their lifetimes, focusing particularly on the institutions they attended, materials they used, people involved in their learning, and their motivations for writing. The results reveal that the participants developed a view of writing specific to the Korean context and after they moved to the United States, they struggled to readjust the values and meanings they had had for Korean literacy to the second language context. The results of this study suggest future multiliteracy studies are needed to explore multiliteracy development in terms of the meanings and values language learners associate with their multiliteracy and help educational institutions and communities to approach second language learners' multiliteracy development as a life-long experience.

Research on the Development of NCS-based Game Curriculum Focused on the Game Contents Dept. of Kimpo Univ. (NCS기반 게임교육과정 개발에 관한 연구 : 김포대학교 게임콘텐츠과를 중심으로)

  • Kwon, Yong Man
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.381-387
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    • 2019
  • Since the development of NCS-based curriculum in field of game education is not well studied, so we carried out research on the curriculum development of game contents department of Kimpo University as the first study to link game education and NCS. In order to develop the NCS-based game education course, we analyzed the game industry environment and conducted a demand survey on the game industry officials to derive the vocational basic subjects required for game contents creation. In addition, we analyzed the types of manpower training by using on-site experts (SME). SME also designed the NCS curriculum by matching the manpower type comparing with NCS classification and capacity unit, analyzing the usefulness of each Capacity unit, and finally, by arranging each NCS and non-NCS subjects by semester. This research is meaningful as the first study linking NCS and game content creation, and it will be a reference for other education institutions planning game education course based on NCS. It also can be used as a basic material for researching game education quality management (CQI) as well as improvement methods for future game education courses.

Relationship Between Information Technology and Corporate Organization (정보기술과 기업조직의 관계에 관한 연구)

  • Kim, Lark-Sang
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.221-230
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    • 2018
  • Most of researchers and business futurists agree that traditional organizational designs are inadequate for coping with today's turbulent and increasingly networked world. Executives in small firms find that their organizations must tap into an extended network of partners to achieve the scale and power needed to succeed in industries dominated by large, global firms. As they attempt to build lean yet agile businesses, these executives are finding that they no longer rely on gut instinct alone. Neither can they simply copy organizational model that worked in the past. They must understand how organizational design choices influence operational efficiency and flexibility and, even more important, how to best align the organization with the environment and the strategy chosen to quickly and effectively sense and respond to opportunities and threats This research examines the capabilities required to build businesses that can survive and prosper in today's fast-faced and uncertain environment. The insights presented in this research have emerged from over 30 years of work with hundreds of executives and entrepreneurs as they struggled to build businesses that could cope with the demands of a rapidly changing, networked global economy. The insights from this research suggest that IT is an important enabler for developing the best capabilities required for success.

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

Self-archiving Motivations across Academic Disciplines on an Academic Social Networking Service (학술 소셜 네트워킹 서비스에서의 학문 분야별 연구자의 셀프 아카이빙 동기 분석)

  • Lee, Jongwook;Oh, Sanghee;Dong, Hang
    • Journal of Korean Library and Information Science Society
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    • v.51 no.4
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    • pp.313-332
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    • 2020
  • The purpose of this study is to compare motivations for self-archiving across disciplines on an academic social networking site. We carried out an online survey with ResearchGate(RG) users, testing 18 motivational factors that we developed from a previous study (enjoyment, personal/professional gain, reputation, learning, self-efficacy, altruism, reciprocity, trust, community interest, social engagement, publicity, accessibility, self-archiving culture, influence of external actors, credibility, system stability, copyright concerns, additional time, and effort). We adapted Biglan's classification system of academic disciplines and compared motivations across different categories of discipline. First, we compared motivations across the four combined categories by the two dimensions - hard-pure, hard-applied, soft-pure, and soft-applied. We also performed a motivation comparison across each dimension between soft and hard disciplines and between pure and applied disciplines. We examined investigated statistical differences in motivations by demographic characteristics and RG usage of participants across categories as well. Findings showed that there were differences of motivations, such as enjoyment, accessibility, influence of external actors and additional time and effort, and personal/professional gains, for self-archiving across disciplines. For example, RG users in the hard-applied were more highly motivated by enjoyment than others; RG users in the soft-pure were more highly motivated by personal/professional gains than others. It is expected that findings could be used to develop strategies encouraging researchers in various disciplines contributing to share their data and publications in ASNSs.

Research Trends on Achievement Emotion (성취정서의 국내외 연구동향)

  • Park, Seo-Yeon;Yun, Mi-Seon
    • (The) Korean Journal of Educational Psychology
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    • v.31 no.1
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    • pp.35-58
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    • 2017
  • The achievement emotion experienced by students in their academic settings is directly related with achievement activities or results. As the focuses of researches in the educational psychology have been extended to students' motives and emotion, the achievement emotion is also actively studied in Korea. The purpose of this study is to analyze researches on the achievement emotion according to social/cultural backgrounds by dividing them into domestic and foreign ones and understand flow and trend of the researches by structuring them. On the basis of the findings, it also aims to provide fundamental data necessary to examine the achievement emotion matched for academic settings in Korea. The objects of this study include a total of 105 domestic (n=47) and foreign (n=58) journal articles. The criteria of analysis are divided into period, contents and method of the study: the study was conducted without control of period; the contents include variables and achievement situations; and the method includes design and type of study, analysis methods, measurement tools and objects. The descriptive statistics of the materials were estimated by using the SPSS, and were analyzed by dividing them into domestic and foreign ones. The findings show that the researches on achievement emotion can be divided into examinations of the development of achievement emotion scale and those of the relationship between related variables. Thus, the conclusion suggests comprehensive discussions by arranging the trends of researches on the development of achievement emotion scale and the relationship between related variables.

An Investigation on Digital Humanities Research Trend by Analyzing the Papers of Digital Humanities Conferences (디지털 인문학 연구 동향 분석 - Digital Humanities 학술대회 논문을 중심으로 -)

  • Chung, EunKyung
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.1
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    • pp.393-413
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    • 2021
  • Digital humanities, which creates new and innovative knowledge through the combination of digital information technology and humanities research problems, can be seen as a representative multidisciplinary field of study. To investigate the intellectual structure of the digital humanities field, a network analysis of authors and keywords co-word was performed on a total of 441 papers in the last two years (2019, 2020) at the Digital Humanities Conference. As the results of the author and keyword analysis show, we can find out the active activities of Europe, North America, and Japanese and Chinese authors in East Asia. Through the co-author network, 11 dis-connected sub-networks are identified, which can be seen as a result of closed co-authoring activities. Through keyword analysis, 16 sub-subject areas are identified, which are machine learning, pedagogy, metadata, topic modeling, stylometry, cultural heritage, network, digital archive, natural language processing, digital library, twitter, drama, big data, neural network, virtual reality, and ethics. This results imply that a diver variety of digital information technologies are playing a major role in the digital humanities. In addition, keywords with high frequency can be classified into humanities-based keywords, digital information technology-based keywords, and convergence keywords. The dynamics of the growth and development of digital humanities can represented in these combinations of keywords.

A Study on the Current State of the Library's AI Service and the Service Provision Plan (도서관의 인공지능(AI) 서비스 현황 및 서비스 제공 방안에 관한 연구)

  • Kwak, Woojung;Noh, Younghee
    • Journal of Korean Library and Information Science Society
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    • v.52 no.1
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    • pp.155-178
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    • 2021
  • In the era of the 4th industrial revolution, public libraries need a strategy for promoting intelligent library services in order to actively respond to changes in the external environment such as artificial intelligence. Therefore, in this study, based on the concept of artificial intelligence and analysis of domestic and foreign artificial intelligence related trends, policies, and cases, we proposed the future direction of introduction and development of artificial intelligence services in the library. Currently, the library operates a reference information service that automatically provides answers through the introduction of artificial intelligence technologies such as deep learning and natural language processing, and develops a big data-based AI book recommendation and automatic book inspection system to increase business utilization and provide customized services for users. Has been provided. In the field of companies and industries, regardless of domestic and overseas, we are developing and servicing technologies based on autonomous driving using artificial intelligence, personal customization, etc., and providing optimal results by self-learning information using deep learning. It is developed in the form of an equation. Accordingly, in the future, libraries will utilize artificial intelligence to recommend personalized books based on the user's usage records, recommend reading and culture programs, and introduce real-time delivery services through transport methods such as autonomous drones and cars in the case of book delivery service. Service development should be promoted.

A Study on the Hair Beauty Textbook Based on the of National Competency Standards(NCS) (국가직무능력표준(NCS)기반 헤어 미용 교과서 분석)

  • Shim, Sang-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.200-220
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    • 2021
  • The purpose of this study was to analyze the scope and content of high school textbooks based on the NCS competency unit criteria. The job competency level of hair beauty is included in the range of Level 1 to Level 5 according to the NCS standard. Among all the 40 units of NCS competency units, the number of them which can be acquired at the high school is 30 units. Among them, high school beauty textbooks were published around 19 competency units, 75% of which corresponded. Only about 85% of all the contents were contained in the text book. Based on the analysis contents, the improvement plan of the textbook is as follows. First, textbooks on 11 competency units that can be acquired at the high school level should be published and the professional curriculum with lessons related to this will be expanded at the same time. Second, there is a need for discussion to establish terminology in the field of Cosmetology. Third, it is necessary to improve the quality of the photographic and illustration materials. Fourth, it should be needed to correct typing errors and maintain a consistent editorial format. The results of this study can be used as basic data need to make curriculum and publish textbooks for high school graduates to perform their jobs at the same time as they get a job.