• Title/Summary/Keyword: 회의도구

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Developing Social Play Evaluation Items for Preschool Children: A Delphi Study (학령전기 아동의 사회적 놀이 평가 문항 개발: 델파이 연구)

  • Lee, Sun-Hee;Jung, Min-Ye;Yoo, Eun-Young;Hong, Ickpyo;Kim, Jung-Ran;Park, Hae Yean
    • Therapeutic Science for Rehabilitation
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    • v.10 no.3
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    • pp.97-110
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    • 2021
  • Objective : This study aimed to develop evaluation items based on Parten's social play developmental stages to measure social play in preschool children. Methods : Through a literature review, the investigation items according to Parten's social play developmental stages were collected. Two Delphi surveys were conducted using 22 expert panels. An understanding of the contents of the preliminary items was determined via parents of preschool children. The evaluation method was established through an expert advisory meeting. Results : Through data collection and the Delphi survey, a total of 89 items were drawn, including 12 unoccupied behaviors, 7 onlooker behaviors, 14 solitary play, 16 parallel play, 17 associative play, and 23 cooperative play items. The average content validity ratio of the Delphi survey was 0.85. The stability was 0.15. The consensus was 0.78. The final preliminary evaluation items comprised a total of 40 items, including 17 for associative play and 23 for cooperative play. Conclusion : An evaluation items that can measure social play in preschool children was developed, and its content validity was verified. It is expected to be used as an evaluation tool in clinical practice.

An Exploratory Study on Sales and Operations Planning as SCM Supporting Tool (공급망 관리 지원도구로서의 S&OP 운영에 관한 탐색적 연구)

  • Park, Seong Taek;Kim, Tae Ung;Kim, Mi Ryang
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.93-103
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    • 2021
  • S&OP(Sales and Operations Planning) is an ongoing process of periodic planning, reviewing, and evaluation through the involvement of all key stakeholders. Within this process, performance is regularly reviewed and early warning signals are generated, so that the company can react quickly to changing market and operational environment. This paper presents a framework for effective S&OP for fair alignment, accountability, teamwork, visibility, and risk management. This framework focuses on supply chain information governance, level of information sharing through S&OP, role of S&OP as coordination mechanism, APS effectivesness as a planning tool and SCM performance. In addition, a brief case study on the operating characteristics of S&OP at three Korean firms is presented. Implications of the study finding are also provided. It will also make companies that are considering the introduction of S&OP aware of the importance of S&OP, which will provide practical guidelines for the introduction of S&OP.

Analysis of Collaboration Method Used according to the Characteristics of Each Stage of the Design Process (디자인 과정 단계별 특성에 따라 활용되는 협업 방식 분석)

  • Jung, Young-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.300-308
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    • 2021
  • The epidemic of COVID19 caused a big change in design collaboration, which has been conducting using face-to-face interaction. Designers actively used video conferencing and online document tools in situations where face-to-face meetings were difficult, and this gave them an opportunity to experience that non-face-to-face collaboration can be more effective in a specific design process. In this regard, this study attempted to find out which activities during the design process are more compelling in face-to-face collaboration or non-face-to-face collaboration. To do this, three user experience design projects conducted after the COVID19 epidemic were analyzed through a retrospective interview method. As a result, during four design stages, 'Discover, Define, Develop, Deliver', face-to-face collaboration is necessary for the areas that require creative problem solving through active interaction. In contrast, non-face-to-face collaboration is preferred and more effective when designers need their own space and proceed their design work. In addition, the aspects of design tools supporting non-face-to-face collaboration were also illustrated. Findings discovered through this study are expected to contribute to research on the design process later.

Evidence-based Practices Convergence Issues for Advancement of Performance Analysis of Duksung Women's University Extracurricular Activities (덕성여자대학교 비교과교육과정 성과분석 고도화 근거기반 실제(evidence-based practices) 융합 쟁점)

  • Kim, Young-Jun;Kwon, Ryang-Hee
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.123-134
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    • 2021
  • This study was conducted for the purpose of convergence exploration of evidence-based practices for the advancement of performance analysis of the extracurricular activities at Duksung Women's University. The research method consisted of an expert meeting procedure along with a procedure for analyzing previous studies dealing with the performance analysis of the university's extracurricular activities in the field of pedagogy. The contents of this study consisted of presenting some facts that should be based on evidence for the advancement of performance analysis of the extracurricular activities after the establishment of the center for extracurricular activities in Duksung Women's University. And in practices, the development and diagnostic analysis of tools for diagnosing extracurricular customized learning capabilities, data-based multidimensional analysis (IR system), continuous monitoring analysis through extracurricular certification, and analysis based on feedback tools were presented in a convergence perspective and context. As a result of the study, the evidence-based practices for the advancement of the performance analysis of the extracurricular activities at Duksung Women's University guarantees the validity and stability of the performance evaluation and feedback system of the extracurricular activities at Duksung Women's University, and has a close influence on the extracurricular education work of other universities analyzed as possible.

The Development and Application of Storytelling based Software Education Board Game (스토리텔링기반 소프트웨어교육 보드게임의 개발 및 적용)

  • Park, Jung-Ho
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1057-1065
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    • 2017
  • Coding education for elementary school student spreads around the world. Game activity that children like is one of coding education methods. Among these, a board game is a tool where 3~4 children can participate together. This study developed a storytelling-based board game to help elementary school students understand Software education. The board game is composed of board, three types of command cards and dice. This study simultaneously surveyed and interviewed 57 fifth- and sixth-grade students at elementary school after playing the board game 4 times so as to analyze the usefulness of the developed software board game. In the results of study, most of elementary school students would be interested and participated in active. Elementary school students actually got to know algorithm easily through board game activity, and learned basic programming concepts such as sequence, condition, loop, variable and operation.

Effect of Music Listening on Convergent Job Stress of Fire-Fighter (소방공무원의 융합적 직무스트레스에 대한 음악감상효과)

  • Baek, Mi-Lye;Kim, Yu-Ri
    • Journal of the Korea Convergence Society
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    • v.7 no.6
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    • pp.99-104
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    • 2016
  • This study is a nonequivalent control group pretest-posttest design to verify the effect of music listening on convergent job stress of experimental group of 40 who are listening to music 10 times and control group of 40 who are taking a rest in fire-fighters. Homogeneity test and distribution of high risk and low risk were analyzed using Chi-test and the effect of listening to music on job stress was analyzed using t-test with SPSS 22.0 program. The experimental group showed a decreased job stress more significantly than the control group. Therefore, job stress intervention program should be developed and practical and systematical approach to reduce the job stress using music listening aggressively should be prepared in the future based on this study's result.

A Survey of Portal Sites in Terms of Academic Information Retrieval (검색 포털 시스템의 동향과 발전방향)

  • Lee, Jee-Yeon;Park, Sung-Jae
    • Journal of Information Management
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    • v.36 no.4
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    • pp.71-89
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    • 2005
  • This paper examines the ways of using information resources available through information retrieval systems of portal sites. We analyze the types of information resources, search capabilities, and interfaces of Naver, Empas, and Google Scholar. Naver's retrieval system sells research reports, papers, patents information, etc. to users, which is similar to C2C(Customer to Customer in e-commerce environment). Empas provides information from journals, research reports, and proceedings with no charge. Google Scholar's noteworthy efforts are their collaborative programs with and/or for major U.S. libraries, such as "Library Link" and "Library Project." Considering the extended information retrieval services of portals, especially the services like Google Scholar's library programs, libraries need to develop more specialized services, such as the customized information service for individual user, development of user convenience tools like OCLC WorldCat, more accessibility through ubiquitous library concept, and collaboration among libraries.

A Study to Improve the Statistical Indicators of Small Libraries (작은도서관 통계지표 개선에 관한 연구)

  • Ahn, In-Ja;Yoon, So-Young;Cha, Sung-Jong
    • Journal of Korean Library and Information Science Society
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    • v.42 no.4
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    • pp.375-393
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    • 2011
  • As small libraries are now considered as public libraries, it is time to discuss a policy decision for institutional complement, supporting policy frame, and activating management of small libraries. There is a need to improve statistical indicators of small libraries, as an effort to improve library statistics as a whole. Small libraries in National Library Statistics have been using an altered version of 2008 library statistiscal frame, which was solely designed for public libraries. However, due to the inadequacy of indicators, results show 91.3% of missing values and high rates of errors in collected data. This research select the key statistical indicators for small libraries by analyzing 4 researches of present states and 7 researches of measuring indicators. The research, therefore, proposed an improved version of statistical indicators, by advising of the professional groups in the small library statistics and estimation and investigating of 108 small libraries in GyeongGi-Do Area. There are 7 categories and 37 items in the proposed statistics.

The Reinvention of Traditional Cuisine as Counterculture (대항문화로서의 전통음식의 재탄생)

  • Kim, Jee Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.944-954
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    • 2014
  • This paper discusses how the traditional cuisine of Korea capitalizes on "nostalgia" for the past. While examining the (re)invention of Buddhist cuisine and Andong food, this paper contends that traditional Korean cuisine is commodified through a process of de-contexualization. This paper first discusses the possibility that the idea of traditional cuisine is an invention in the first place. The history of temple food, for instance, suggests that it was created as a vehicle for circulating and implementing the ruling ideology in the ancient societies of China. This paper then turns to the issue of the growing influence of traditional cuisine in contemporary Korean culture, which is related to the public's demand for healthy food and also tied with the South Korean society's need for promoting a national cuisine in the age of globalization. The rise of traditional cuisine is a sign that people are seeking to reform their eating habits and form a counterculture. Yet, another side of the story is that consumers end up taking part in the self-expanding capitalist market with more consumer choices rather than forming a genuine counterculture. In this respect, the reinvention of temple food is closely related to what Jean and John L. Comaroff call the "emergence of consumption as a privileged site for the fabrication of self and society, of culture and identity".

A study of the relation between an animation character and personality trouble: Focus to the personality trouble on social isolation (애니메이션 캐릭터와 성격장애 상관 연구 : 사회 고립형 성격장애를 중심으로)

  • Kim, Eun-Ju;Kim, Jea-Woong
    • Cartoon and Animation Studies
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    • s.14
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    • pp.65-82
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    • 2008
  • The animation is expressed by fusing the character's aesthetic feature and action in the entire structure and such creation of the character is needed to approach with understanding its socio-cultural background and dramatic structure. This study has started for the reason that there is a need of making an animation character based on reality, as well as to develop a individual character and narrative skill at the same time. In this study, analyzing through the DSM-IV (Diagnostic and Statistical Manual of Mental Disorders) by the American Psychiatric Association, APA), I have been able to come to a conclusion in which the character's personality is presented more exaggeratingly than its ordinary tendency. So it is used as a means to occur a dramatic motive-induction and probability. Futhermore, applying the same condition of the personality disorders to the animation character has changed the narrative development and it showed a result that even the character is not having the problem of personality disorders, it shows the nature of personality disorders-like is being appeared exaggeratingly or increasingly.

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