• Title/Summary/Keyword: 정보탐색활동

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Development of Practical Problem-Based Home Economics Teaching.Learning Process Plans by Blended Learning Strategy - Focusing on a Unit 'the Youth and Consumer Life' - (Blended Learning(BL) 전략을 활용한 실천적 문제 중심 가정과 교수 학습 과정안 개발 - '청소년과 소비생활' 단원을 중심으로 -)

  • Lee, Jin-Hee;Chae, Jung-Hyun
    • Journal of Korean Home Economics Education Association
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    • v.20 no.4
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    • pp.19-42
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    • 2008
  • The purpose of this study was to develop practical problem-based home economics teaching.learning process plans about a unit 'the youth and consumer life' of middle school eighth-grade Technology and Home Economics by applying blended learning(BL) strategy. According to ADDIE instructional design model, this study was conducted in the following procedure: analysis, design/development, implementation, and evaluation. In the stage of design and development, the selected unit was converted into a practical problem-based unit, and practical problem-based teaching. learning process plans were designed in detail by using BL strategy. An online study room for practical problem-based home economics instruction grounded in BL strategy was prepared by using Edunet(http://community.edunet4u.net/${\sim}$consumer2). Eight-session lesson plans were mapped out, and study aids for students and materials for teachers were prepared. In the implementation stage, the first-session teaching plans that dealt with a minor question 'what preparations should be made to become a wise consumer' were utilized when instruction was provided to 115 eighth graders who were in three different province, and the other one was in a middle school in the city of Daejeon. The experimental teaching was implemented for two weeks in the following procedure: preliminary program, pre-online learning, main instruction and post- online learning. The preliminary program was carried out in a session in the classroom, and pre-online learning was provided before the main instruction was given in a session in the classroom. After the main instruction was completed, post-online learning was offered. In the evaluation stage, a survey was conducted on all the learners and teachers to find out their opinions and suggestions.

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An Ontology Model for Public Service Export Platform (공공 서비스 수출 플랫폼을 위한 온톨로지 모형)

  • Lee, Gang-Won;Park, Sei-Kwon;Ryu, Seung-Wan;Shin, Dong-Cheon
    • Journal of Intelligence and Information Systems
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    • v.20 no.1
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    • pp.149-161
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    • 2014
  • The export of domestic public services to overseas markets contains many potential obstacles, stemming from different export procedures, the target services, and socio-economic environments. In order to alleviate these problems, the business incubation platform as an open business ecosystem can be a powerful instrument to support the decisions taken by participants and stakeholders. In this paper, we propose an ontology model and its implementation processes for the business incubation platform with an open and pervasive architecture to support public service exports. For the conceptual model of platform ontology, export case studies are used for requirements analysis. The conceptual model shows the basic structure, with vocabulary and its meaning, the relationship between ontologies, and key attributes. For the implementation and test of the ontology model, the logical structure is edited using Prot$\acute{e}$g$\acute{e}$ editor. The core engine of the business incubation platform is the simulator module, where the various contexts of export businesses should be captured, defined, and shared with other modules through ontologies. It is well-known that an ontology, with which concepts and their relationships are represented using a shared vocabulary, is an efficient and effective tool for organizing meta-information to develop structural frameworks in a particular domain. The proposed model consists of five ontologies derived from a requirements survey of major stakeholders and their operational scenarios: service, requirements, environment, enterprise, and county. The service ontology contains several components that can find and categorize public services through a case analysis of the public service export. Key attributes of the service ontology are composed of categories including objective, requirements, activity, and service. The objective category, which has sub-attributes including operational body (organization) and user, acts as a reference to search and classify public services. The requirements category relates to the functional needs at a particular phase of system (service) design or operation. Sub-attributes of requirements are user, application, platform, architecture, and social overhead. The activity category represents business processes during the operation and maintenance phase. The activity category also has sub-attributes including facility, software, and project unit. The service category, with sub-attributes such as target, time, and place, acts as a reference to sort and classify the public services. The requirements ontology is derived from the basic and common components of public services and target countries. The key attributes of the requirements ontology are business, technology, and constraints. Business requirements represent the needs of processes and activities for public service export; technology represents the technological requirements for the operation of public services; and constraints represent the business law, regulations, or cultural characteristics of the target country. The environment ontology is derived from case studies of target countries for public service operation. Key attributes of the environment ontology are user, requirements, and activity. A user includes stakeholders in public services, from citizens to operators and managers; the requirements attribute represents the managerial and physical needs during operation; the activity attribute represents business processes in detail. The enterprise ontology is introduced from a previous study, and its attributes are activity, organization, strategy, marketing, and time. The country ontology is derived from the demographic and geopolitical analysis of the target country, and its key attributes are economy, social infrastructure, law, regulation, customs, population, location, and development strategies. The priority list for target services for a certain country and/or the priority list for target countries for a certain public services are generated by a matching algorithm. These lists are used as input seeds to simulate the consortium partners, and government's policies and programs. In the simulation, the environmental differences between Korea and the target country can be customized through a gap analysis and work-flow optimization process. When the process gap between Korea and the target country is too large for a single corporation to cover, a consortium is considered an alternative choice, and various alternatives are derived from the capability index of enterprises. For financial packages, a mix of various foreign aid funds can be simulated during this stage. It is expected that the proposed ontology model and the business incubation platform can be used by various participants in the public service export market. It could be especially beneficial to small and medium businesses that have relatively fewer resources and experience with public service export. We also expect that the open and pervasive service architecture in a digital business ecosystem will help stakeholders find new opportunities through information sharing and collaboration on business processes.

Research Trend and Futuristic Guideline of Platform-Based Business in Korea (플랫폼 기반 비즈니스에 대한 국내 연구동향 및 미래를 위한 가이드라인)

  • Namn, Su Hyeon
    • Management & Information Systems Review
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    • v.39 no.1
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    • pp.93-114
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    • 2020
  • Platform is considered as an alternative strategy to the traditional linear pipeline based business. Moreover, in the 4th industrial revolution period, efficiency driven pipeline business model needs to be changed to platform business. We have such success stories about platform as Apple, Google, Amazon, Uber, and so on. However, for those smaller corporations, it is not easy to find out the transformation strategy. The essence of platform business is to leverage network effect in management. Thus platform based management can be rephrased as network management across the business functions. Research on platform business is popular and related to diverse facets. But few scholars cover what the research trend of the domain is. The main purpose of this paper is to identify the research trend on platform business in Korea. To do that we first propose the analytical model for platform architecture whose components are consumers, suppliers, artifacts, and IT platform system. We conjecture that mapping of the research work on platform to the components of the model will make us understand the hidden domain of platform research. We propose three hypotheses regarding the characteristics of research and one proposition for the transitional path from pipeline to platform business model. The mapping is based on the research articles filtered from the Korea Citation Index, using keyword search. Research papers are searched through the keywords provided by authors using the word of "platform". The filtered articles are summarized in terms of the attributes such as major component of platform considered, platform type, main purpose of the research, and research method. Using the filtered data, we test the hypotheses in exploratory ways. The contribution of our research is as follows: First, based on the findings, scholars can find the areas of research on the domain: areas where research has been matured and territory where future research is actively sought. Second, the proposition provided can give business practitioners the guideline for changing their strategy from pipeline to platform oriented. This research needs to be considered as exploratory not inferential since subjective judgments are involved in data collection, classification, and interpretation of research articles.

A Phenomenological Study on the Political Participation of SNS Users: Focusing on by-election for mayor of Seoul in 26. Oct. (SNS 이용자의 정치참여에 대한 현상학적 연구: 10.26 서울시장 보궐선거를 중심으로)

  • Kang, Jin-Suk;Kim, Ji-Yeon
    • Korean journal of communication and information
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    • v.62
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    • pp.179-199
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    • 2013
  • This study is aimed to draw the meaning and possibility of political participation of the SNS users through a phenomenological analysis of participation and awareness of authentication shot for vote of the users. Especially, the reason for focusing on 'SNS vote authentication shot' is because the creative imagination of the users and the meaning and possibility of collective intelligence are drew while citizens are participating in political activities for themselves. Theory resources are based on technical imagination of Vil$\acute{e}$m Flusser that is concerned with users and political practice in the New Media Era, creative imaginer and discussions of collective intelligence of Pierre L$\acute{e}$vy. Based on these theoretical discussions, it is aimed to select the SNS users experienced in authentication shot for the by-election for mayor of Seoul in 26. Oct. 2011 and to use phenomenological analysis model on materials collected after in-depth interview. The researchers take contextual circumstance into consideration for experiences of study participants sticking to SNS users' opinions and intersubjectivity and approach prejudice of their experiences to untouched structure of phenomenon and meaning. It is because a phenomenological study exploring "the own meaning of 'die Sachen'" is 'strict study' and method focusing on the political participation of SNS users itself.

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Antecedents and it's Consequence of Local Consumers Trust in MNC's Product: The Moderating Effect of Global Corporate Citizenship (다국적기업 제품신뢰의 선행요인과 성과: 글로벌 기업시민주의의 조절효과)

  • Hong, Song-Hon
    • International Commerce and Information Review
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    • v.16 no.3
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    • pp.357-380
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    • 2014
  • Buyers' Trust in suppliers is critical in all commerce, but particularly in the relationship between foreign provider and local consumer due to the liability of foreignness. This study examines (1)how local consumers trust in the product of MNCs is affected by their perceptions of the product attributes, (2)does the product trust affects customers loyalty, and (3)whether Global Corporate Citizenship moderates the relationship between the product attributes and trust. Based on previous researches, hypotheses are formulated and the statistical method used to test them was a moderated regression analysis using SPSS 20. 330 respondents from the university student group in Korea were used for this analysis. The results of this study are follows: Service communication and product perceptions such as quality, technological newness, design, and brand value have a significant effect on the product trust. The Effectiveness of product-related service communication had greater than that of the physical characteristics of product. But, price fairness is not significantly. The trust then has a positive relation to customers loyalty. When global corporate citizenship as the moderating role is introduced into the model, the interaction terms with 'price fairness' are verified to be significant. Therefore, global corporate citizenship moderates the relationship between price fairness and product trust. The results of the empirical study provide important implications for Korean firms operating in foreign markets. But, the findings are limited to the University students and to manufacturing sectors. Thus, the generalization of the results of this research remains limited.

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A Tablet PC-Based Music-Making Program for Improving Executive Function of Adolescents With Intellectual Disabilities (지적장애 청소년의 집행기능 향상을 위한 태블릿 PC 기반 음악 만들기 활동)

  • Ji, Kyeongmi
    • Journal of Music and Human Behavior
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    • v.12 no.1
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    • pp.1-21
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    • 2015
  • This study examined the effects of a tablet PC-based music-making program on the executive function of adolescents with intellectual disabilities. Four adolescents with intellectual disabilities participated in this program. Each participant received 45-minute individual sessions twice a week for a total of 16 sessions. The music-making program was designed in the sequence of planning; learning table PC operations; exploring musical elements; making rhythm, melody, and lyrics; composing loop sections; and presentation of the completed music. The Stroop test, Children's Color Trails Test, and Digit Span and Letter-Number sequencing tests were measured at pretest, midtest, and posttest in order to examine changes in executive function. The participants showed increased scores on all three tests. The participants' attention span also increased and their attempts to correct errors during tasks occurred more frequently at posttest. This study supports the effects of the technology-based program on the executive function of adolescents with intellectual disabilities and presents its expanded applicability for adolescents who show low cognitive function and limited motivation for cognitive engagement.

Trend Analysis of ICT Accessibility and Utilization Levels of Korean Students based on OECD PISA Data (OECD PISA 자료를 활용한 우리나라 학생들의 ICT 접근 및 활용 수준 추이 분석)

  • Kim, Hye-Sook;Kim, Han-Sung;Kim, Jin-Sook;Shin, An-Na
    • Informatization Policy
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    • v.24 no.4
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    • pp.17-43
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    • 2017
  • The purpose of this study is to investigate the directions of information and communication technology(ICT) education in K-12 based on the analysis of ICT accessibility and utilization levels of Korean students. To this end, we analyzed the trends of Korea and OECD countries by survey period, focusing on the OECD PISA 'ICT familiarity survey' conducted in 2009, 2012 and 2015. The surveyed subjects were 15 year-old students and the analysis method was calculated based on the sampling weights. The results of the analysis of Korean students are as follows: First, ICT accessibility at home increased from 2009 to 2015, but was consistently lower than the OECD average. Second, the overall Internet usage time was lower than the OECD average. The Internet usage time on weekdays increased from 2012 to 2015, but on weekends decreased. Third, the ICT accessibility in schools decreased from 2009 to 2012, and increased in 2015, but was lower than the OECD average in 2015. Fourth, the student age ratio of first time computer usage increased from 2012 to 2015 and the average age for computer usage began before age 6, but was below the OECD average. Lastly, student use of digital devices for items such as Internet searches for entertainment and SNS activity has increased from 2012 to 2015, but the level of everyday use such as e-mail, online chat, program downloading, and reading Internet news has decreased. Based on these results, this study suggested policy plans for the improvement of ICT education for elementary and secondary school students in Korea.

Relationship Dissolution of On-line Brand Community Users (온라인 브랜드 커뮤니티에서의 관계단절행동)

  • Suh, Mun-Shik;Lee, Ji-Eun;Cho, Sang-Hyun
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.352-365
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    • 2010
  • Most of studies concerned with on-line Brand community show that it makes users to increase their brand loyalty and brand attachment. But it wouldn't be explained that on-line brand community could be the field of consumer's public complaining in service failure. So, this study tried to focus the dimensions of negative emotions and customer characteristics that may cause relationship dissolutions in on-line brand community. The findings of the present study following as, high relationship quality of on-line brand community user directly effects negative emotions, especially, disappointment and betrayal. second, disappointment and betrayal influences the desire of revenge. Third, customer's negative reactions (for example, negative replies about the brand or public complaining in community) are mediated by customer's desire of revenge. The analysis was held with brand community customers who has been experienced service recently by using SPSS14K and Smart PLS 2.0. The study verified the structural equation model hypothesizing the between emotional factors and negative reactions. In conclusion, this article provides implications into understanding of customer's negative emotions and user's characteristics that cause negative reactions in on-line brand community. thus, this may allow marketers to have managerial insights on handling of on-line brand community independently operated by consumers.

Relationship between Design Characteristics, Relationship Quality, and Customer Loyalty of the Mobile Game User Community (모바일게임 유저커뮤니티의 설계특성, 관계품질, 고객충성도와의 관계)

  • Min, Taeki;Oh, Segu
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.94-104
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    • 2021
  • It is no longer special for the gaming industry to provide a community to promote their games. Much prior research related to the community also focuses on the spread of community influence and its importance. In particular, the user community in the gaming industry is having a big impact on the company's revenue creation beyond the simple level of information provision and promotion of friendship. Therefore, providing a community at the same time as the game is released is becoming a common trend in the gaming industry This study attempted to explore factors influencing the design of more effective communities under the assumption that the user community will influence the loyalty of mobile games. The design elements of the community suggested in this study are the provision of interaction tools between users, the provision of information, and communication between the game maker and the users. This study aims to confirm that these design factors affect customer loyalty by reinforcing user empathy and trust in the game within the user community. After collecting data from 251 users active in the mobile game user community, the model presented in this study was empirically analyzed. As a result, the design elements of the game community suggested in this study were found to affect customer loyalty by strengthening the empathy for the game and the trust in the game developer.

The Empathy and Justice Contemplated From the Neuroscientific Perspective in the Age of Social Divisions and Conflicts (분열과 반목의 시대에 신경과학적 관점에서 고찰해보는 공감과 정의)

  • Ji-Woong, Kim
    • Korean Journal of Psychosomatic Medicine
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    • v.30 no.2
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    • pp.55-65
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    • 2022
  • Although humans exist as Homo Empathicus, human society is actually constantly divided and conflicted between groups. The human empathy response is very sensitive to the justice of others, and depending on the level of others' justice, they may feel empathy or schadenfreude to the suffering of them. However, our empathy to others' suffering are not always fair, and have inherent limitations of ingroup-biased empathy. Depending on whether the suffering other persons belongs to an ingroup or an outgroup, we may feel biased empathy or biased schadenfreude to them without even realizing it. Recent advances in information and communication technology facilitate biased access to ingroup-related SNS or ingroup media, thereby deepening the establishment of a more biased semantic information network related groups. These processes, through interacting with the inherent limitation of empathy, can form a vicious cycle of more biased ingroup empathy and ingroup-related activities, and accelerate divisions and conflicts. This research investigated the properties and limitations of empathy by reviewing studies on the neural mechanism of empathy. By examining the relationship between empathy and justice from a neuroscientific point of view, this research tried to illuminate the modern society of division and conflict in a different dimension from the classical perspective of social science.