• Title/Summary/Keyword: Media literacy

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A Study on the Levels of the Instructional Activities by Korean Teacher-Librarians (국내 사서교사 교수활동의 수준에 관한 연구)

  • Chung, Jin Soo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.25 no.1
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    • pp.153-171
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    • 2014
  • This paper detailed the content and methods of the instructional activities of teacher-librarians in Korea. Using Kuhlthau's levels of education model as a theoretical framework, the study analyzed its data on the direct instructional activities the Korean teacher-librarians reported. The participants included four researchers in school libraries as well as the high school teacher-librarians in Seoul. Written survey were conducted for researchers and teacher-librarians respectively. The results show that there exists a gap between the theoretical emphasis on instructional activities of teacher-librarians and the practice of teacher -librarians in schools, and that the level of instructional activities has not yet advanced fully to the high levels of instructional activities. Future efforts should be made on developing legal as well as educational systems to support advancing the instructional levels of teacher-librarians. Integrating information literacy curricula into the national-level curriculum for public education could be a good example.

Breast Cancer Awareness at the Community Level among Women in Delhi, India

  • Dey, Subhojit;Mishra, Arti;Govil, Jyotsna;Dhillon, Preet K
    • Asian Pacific Journal of Cancer Prevention
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    • v.16 no.13
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    • pp.5243-5251
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    • 2015
  • Background: To assess women's awareness from diverse sections of society in Delhi regarding various aspects of breast cancer (BC) - perceptions, signs and symptoms, risk factors, prevention, screening and treatment. Materials and Methods: Community-level survey was undertaken in association with the Indian Cancer Society (ICS), Delhi during May 2013-March 2014. Women attending BC awareness workshops by ICS were given self-administered questionnaires before the workshop in the local language to assess BC literacy. Information provided by 2017 women was converted into awareness scores (aware=1) for analysis using SPSS. Awareness scores were dichotomized with median score=19 as cut off, create more aware and less aware categories. Bivariate and multivariate analysis provided P-values, odds ratios (ORs) and 95% confidence intervals (CIs). Results: Broadly, 53.4% women were aware about various aspects of BC. Notably, 49.1% women believed that BC was incurable and 73.9% women believed pain to be an initial BC symptom. Only 34.9% women performed breast self-examination (BSE) and 6.9% women had undergone clinical breast-examination/mammography. 40.5% women had higher awareness (awareness score > median score of 19), which was associated with education [graduates (OR=2.31; 95%CI=1.78, 3.16), post-graduates (OR=7.06; 95%CI=4.14, 12.05) compared to ${\leq}$ high school] and socio-economic status (SES) [low-middle (OR=4.20; 95%CI=2.72, 6.49), middle (OR=6.00; 95%CI=3.82, 9.42) and upper (OR=6.97; 95%CI=4.10, 11.84) compared to low SES]. Conclusions: BC awareness of women in Delhi was suboptimal and was associated with low SES and education. Awareness must be drastically increased via community outreach and use of media as a first step in the fight against BC.

Teacher's acceptance of digital games and related factors (학교 장면에서 디지털 게임 이용에 대한 교사의 수용도와 이에 영향을 미치는 요인)

  • Kim, Jee Yeon;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.123-134
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    • 2017
  • The purpose of this study is to investigate how teachers' acceptance of digital games is constructed in the school context and what factors influence teachers' acceptance. To do this, we conducted a survey on teachers, school counselors, and professional counselors in August 2016. A total of 250 data were analyzed. As a result, it was confirmed that the teachers' acceptance of digital game is composed of 5 factors - need for supervision, willingness to use, concern & monitoring, acceptance as alternative activities, acceptance efficacy. As a result of multi-variate multiple regression analysis, it was found that the teacher's age, the 2 factors of digital media literacy, the teacher's attitude toward student's digital game usage, and teacher's evaluation of the impact of digital games on school achievement have different effects on the 5 factors of teachers' acceptance. This study is meaningful to identify how teachers' acceptance of digital games is constructed and to explore the main factors affecting teachers' acceptance of digital games.

Cancer News Coverage in Korean Newspapers: An Analytic Study in Terms of Cancer Awareness

  • Min, Hye Sook;Yun, E Hwa;Park, Jinsil;Kim, Young Ae
    • Journal of Preventive Medicine and Public Health
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    • v.53 no.2
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    • pp.126-134
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    • 2020
  • Objectives: Cancer diagnoses have a tremendous impact on individuals and communities, drawing intense public concern. The objective of the current research was to examine news coverage and content related to cancer-related issues in Korean newspapers. Methods: Primarily using the database system of the Korea Press Foundation, we conducted a content analysis of 2806 articles from 9 Korean daily newspapers during a recent 3-year period from 2015 to 2017. Thematic categories, the types of articles, attitudes and tone, and the number of sources in each article were coded and classified. Results: Many news articles dealt with a diverse range of themes related to cancer, including general healthcare information, the latest research and development, specific medical institutions and personnel, and technology and products, which jointly accounted for 74.8% of all articles. Those thematic categories differed markedly in terms of article type, tone, and the number of cited sources. News articles provided extensive information about healthcare resources, and many articles seemed to contain advertising content. However, the content related to complex social issues such as National Health Insurance did not include enough information for the reader to contextualize the issues properly or present the issues systematically. Conclusions: It can be assumed that the media exert differential influence on individuals through news coverage. Within the present reporting framework, the availability and usefulness of information are likely to depend solely on individuals' capabilities, such as financial and health literacy; this dependency has a negative impact on knowledge gaps and health inequities.

E-Learning Satisfaction - Is It Different from Learning Satisfaction (사이버대학 재학생 학습 만족도 향상을 위한 연구)

  • Lee, Sung-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.6
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    • pp.1830-1837
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    • 2008
  • The growth of an information and knowledge based society has changed the base of education from institution-based to a learner-based system. This indicates that the educational purpose and individual characters of the learners are the primary factors for the educational success. In the information and knowledge based society, the Cyber University is a representative example of the new educational paradigm with its online communities, multi-media based education and communication among the learners. The sample of study was 1620 students of a leading cyber university in Seoul, Korea. One of the results in this study showed that satisfaction levels of learning and education do not have significant relationship with age or employment. Rather the lowering level of satisfaction after sufficient adaptation period of cyber education was raised as rising problem.

College Students' Cognitive and Behavioral Attitude toward Digital Behavioral Advertising and Personal Information Protection through In-depth Interview (디지털 맞춤형 광고와 개인정보 보호에 대한 대학생들의 인식 및 행동연구)

  • Um, Namhyun
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.73-82
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    • 2022
  • As digital advertising industry grows, consumers' concerns over personal information protect also rise. Thus, the current study is designed to explore college students' perspectives on digital behavioral advertising and personal information protection through in-depth interviews. According to study results, importance of personal information protection is highly regarded among college students and interviewees suggest individuals, companies, and government organizations work together to protect personal information. College students' behavioral level of personal information protection can be divided into three levels such as 1) no-action taken, 2) passive response, and 3) active response. The study found that college students' attitude toward digital behavioral advertising is positive and also negative at the same time. Lastly, the study suggests that college students have positive attitude toward companies' personal information collection and use for the marketing purpose such as digital behavioral advertising. At the discussion section this study puts emphasis on the need for digital media literacy education and suggests practical implications for personal information collection and its procedures.

A Study on Analyzing Adolescents' User Satisfaction Survey and Suggesting Service Development Plan: Focusing on Seoul Metropolitan Office of Education Library (청소년의 공공도서관 이용만족도 분석 및 서비스 발전 방안 연구 - 서울특별시교육청 도서관·평생학습관을 중심으로 -)

  • Lee, Hyewon;Jang, Seonhwa
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.3
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    • pp.397-417
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    • 2022
  • The purpose of this study was to identify the status of adolescents' user satisfaction with the 22 libraries of Seoul Metropolitan Office of Education and to improve the quality of information services for adolescents by improving the factors of dissatisfaction, and ultimately, to activate the use of young adults in the libraries of the Seoul Metropolitan Office of Education. In addition, in the transition to the digital age, it was attempted to investigate the use of Seoul Metropolitan Office of Education Digital Library in the context of the inevitable change of reading media. Through this, this study suggested planning a reading program that could arouse adolescents' interest and reflect new information technologies, improving the scope and system of e-book services, linking with school libraries, and restructuring library' space.

A Case Study of the Use of Artificial Intelligence in a Problem-Based Learning Program for the Prevention of School Violence (학교폭력 예방을 위한 가정과 AI 기반 문제중심학습 수업 사례연구)

  • Jae Young Shim;Saeeun Choi
    • Human Ecology Research
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    • v.61 no.1
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    • pp.15-28
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    • 2023
  • The aim of this study was to develop, implement, and evaluate the use of Artificial Intelligence in the prevention of violence among middle-school students. The sample for this study consisted of 20 first-year middle-school students who participated in theme selection activities in a free semester program as part of their home economics studies. The data for the study consisted of nine class observation logs, four group activity outputs, 30 class results, an online survey, and in-depth interviews with three students. A program called "R.U.OK" was developed by setting problematic situation for school violence prevention linked to the contents of the Home Economics Education(HEE) curriculum. After the program was implemented, the survey on the students' class satisfaction content elements, with AI-based learning activities and PBL and interest, displayed high points, with an average of 4.0 or higher. Our qualitative analysis produced four significant results. First, students' concerns about school violence had increased and they showed a change in attitude, having more empathy with friends and more interest in their surroundings. Second, digital and AI literacy had improved, and students' interest in digital media learning had increased. Third, there had been an improvement in problem-solving ability in terms of being able to think more critically and independently. Fourth, the results also demonstrated that there had been a positive effect on self-direction and an improved capacity for teamwork. This study was significant in demonstrating the effectiveness of a program for the prevention of school violence based on the use of digital technology in the educational environment.

Research on Career Education Game Development Utilizing the Concept of Digital Transformation (디지털 전환 개념을 활용한 진로 교육용 게임 개발 연구)

  • Kwang-Hee Cho;Su-In Kim;Sung-Ho Ahn;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.543-548
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    • 2023
  • This study emphasizes the need to understand digital transformation and addresses the development process of functional mobile games with the theme of digital transformation. Through previous research, we found that existing mobile games do not reflect the changes in industries and jobs in the future. In this study, we designed and developed an educational mobile game that can help young people develop digital literacy skills and understand core skills for future changes in industrial structure and jobs due to digital transformation. It utilizes Unity 3D and combines the best features of puzzle, card, and board games. While there may be limitations in terms of expertise in developing educational content, it is important to note that we have presented content that can provide a futuristic view of careers through a game that is highly preferred by students. Considering the direct and indirect educational effects of the game, it is expected to be useful as a vocational education content in the classroom through tablet devices that have recently been distributed in schools.

Empirical Research on the Interaction between Visual Art Creation and Artificial Intelligence Collaboration (시각예술 창작과 인공지능 협업의 상호작용에 관한 실증연구)

  • Hyeonjin Kim;Yeongjo Kim;Donghyeon Yun;Hanjin Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.517-524
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    • 2024
  • Generative AI, exemplified by models like ChatGPT, has revolutionized human-machine interactions in the 21st century. As these advancements permeate various sectors, their intersection with the arts is both promising and challenging. Despite the arts' historical resistance to AI replacement, recent developments have sparked active research in AI's role in artistry. This study delves into the potential of AI in visual arts education, highlighting the necessity of swift adaptation amidst the Fourth Industrial Revolution. This research, conducted at a 4-year global higher education institution located in Gyeongbuk, involved 70 participants who took part in a creative convergence module course project. The study aimed to examine the influence of AI collaboration in visual arts, analyzing distinctions across majors, grades, and genders. The results indicate that creative activities with AI positively influence students' creativity and digital media literacy. Based on these findings, there is a need to further develop effective educational strategies and directions that incorporate AI.