Purpose - The purpose of this study is to explore the introduction and activation of smart training for the effective training of vocational ability development of companies in the 4th industrial revolution era, we analyze the present status of smart training introduction and related difficulties and propose concrete activation plan. Research design, data, and methodology - Through the online survey, we tried to confirm the recognition of corporate about smart training. Questionnaires include what are the benefits, expectations, and difficulties of smart training, etc. The survey was conducted from August 21, 2017 to September 4, 2017. A total of 69 companies participated in the questionnaire. The questionnaire results were analyzed through frequency analysis and contents analysis. Based on the results of the questionnaire, we found out the cause of inhibition of smart training activation and suggested activation strategies. Results - The main reason for the provision of smart training is the expectation of the training performance and the recognition that it is possible to provide training in a flexible manner. The effectiveness of smart training operation was evaluated as a high level of contribution to the development of creative training course and the capacity of training institute. As a result of checking factors that hinders the activation of smart training, the most important reason is that the time and cost burden of the training institutes is excessive. The lack of expertise in the design of smart training courses and the burden of employers and trainees. Conclusions - In order to activate smart training, it is necessary to find solutions to the obstacles at the internal or external level of training institutions. The internal barriers to the training organization are lack of internal competence for preparation and course management. In this regard, we need to consider providing consulting, best practices or guidance in the process of designing and operating smart training. On the other hand, as an external obstacle factor, it is necessary to provide incentives to participate in smart training. In addition, further research is needed on strategies that can lead to participation in smart training from the viewpoint of employers and learners.
Journal of the Korea Academia-Industrial cooperation Society
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v.20
no.12
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pp.636-644
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2019
The purpose of this study is to explore practical intervention strategies by identifying the relationships among digital informatization capacity, level of digital informatization accessability and life satisfaction of disabled people and to determine differences among these relationships depending on perceived level of social support networks. The participants were 1,639 disabled people from the 2017 digital information gap survey and the results, based on structural equation modeling and multi-group analysis, are as follows. First, digital informatization capacity has a positive influence on the level of digital informatization accessability(β=.65), and life satisfaction(β=.08). The level of digital informatization accessability also has positive influence on life satisfaction(β=.44). Second, the analysis result of the mediated effects of digital informatization accessability level between digital informatization capacity and life satisfaction was significant at a level (β=.29) even greater than the direct effect of digital informatization capacity on life satisfaction. Third, digital information capacity and digital informatization accessability have an influence on life satisfaction regardless of their perceived level of social support. The findings suggest that creating online environments where disabled people can enjoy leisure, culture, and social interaction with high accessibility and utility are as important as providing education for improving their digital informatization capacity.
Journal of the Korea Academia-Industrial cooperation Society
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v.21
no.4
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pp.428-436
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2020
The purpose of this study is to analyze the needs for developing a curriculum for strengthening the long-term care service expertise and job competency. Specifically, the researchers analyzed previous studies on national long-term care services and national policy data, and conducted focus group interviews with 14 experts from related agencies. Activity theory was applied as a framework for analysis and a questionnaire about the importance and difficulty of subjects from 25 long-term service employees was administered for validating the results of the qualitative data analysis. The upper part of the subject-goal-tool of the activity system was considered the main area of action, and the following rule-community-division was divided into contextual parts for action, and the implications for demand analysis and future operation of the online curriculum are summarized. In total, six courses were required for development. These courses could be applied to as a learner-centered flip learning for long-term care service workers and various educational methods of collective education and supplementary education have been proposed. Based on the study results, implications in the educational field for effective management of courses were suggested at the end of the study.
Journal of Korean Home Economics Education Association
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v.19
no.4
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pp.119-135
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2007
This study attempted to explore what are the benefits that online game consumers seek in their on-line game consumption. Nowadays many on-line game consumers are extremely absorbed in the on-line game. The purpose of this study was to find the benefits that make people enjoy on-line games enthusiastically based on the Q methodology. Q methodology is a way to understand a person's structure of subjectivity. This study applied Q methodology to clarifying consumers' subjective evaluation of the on-line game benefit s. 28 Q questions were prepared through literature review, and were offered to 30 consumers. The subjects were divided into the four types seeking different benefits with on-line games: communication, enjoyment, achievement, and escapism. The results suggested that the benefits of on-line game are beyond the general characteristics of the game including human network or achievement in the on-line game community.
This study aims to survey the effectiveness of the international distance learning between Korean and Japanese university students. This research is based on NWCCDL (Namseoul-Waseda Cross-Cultural Distance Learning) project in the spring semester, 2015. This project is the cross-cultural distance learning project between N University in Korea and W University in Japan, and the most important thing of this project is that this project is manipulated through the utilization of ICT. This research consists with two parts: the first is to introduce the NWCCDL project; the participants' information, and the contents and procedure of the on-line chatting program, and BBS(Bulletin Board System) activities. The second is to review on the students' satisfaction for the project and the utilization of ICT in English language education context. The analytic results of the questionnaire includes the students' satisfaction on this project and their reflection on the effectiveness of using ICT in English language classroom of Korea. The results prove that the most of the students are satisfied with the NWCCDL Project in the spring semester, 2015 and the most of the students agree with the fact that the utilization of ICT is very effective in English language education of Korea.
The purpose of this study was to evaluate the quality of biology contents of cyber home learning systems which provided by 16 metropolitan and provincial offices of education. The contents were evaluated by the 9 categories: needs assessment, instruction design, learning contents, teaching & learning strategy, interaction, supporting system, evaluation, ethicality and copy right. The result showed that the contents have advantage in detailed learning goal, useful learning environment, learning activities by level, and various learning parts material, but lack in evaluation method tool for personal learning by level and the latest learning material. Based on this results, it is expected that the barrier of the efficient learning contents should be searched for the complement, as well as the development high-quality educational contents and the management of cyber home learning system.
Journal of the Korea Academia-Industrial cooperation Society
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v.16
no.6
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pp.3807-3818
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2015
The objective of this study is to develop an on-line system for improving undergraduate students' competency development. After drawing elements necessary for the competency development such as assessment and planning, competency development, analysis of competency assessment, portfolio, analysis of job ability and community, based on the literature research related to competency and the analysis of the existing system, the direction of the system design was set up. The system was developed by using Microsoft Windows operating system in Windows server, ORACLE ver.10 as its database management system, and JSP and JAVA as its programing language. Reviewing errors and improvements of the system, it was modified and complemented. In order to examine the content functional utilization of the final competency development system, the utilization was verified. The competency development system for undergraduate students can be used as on-line space filled with the internalization of knowledge, self-directed competency development, convenience of record management and interactions between students-professors-alumna, owing to its functions such as boosting competency activities, cultivating career-pioneering ability and introspecting. When it is rare to find researches on the competency development system for undergraduate students, it is expected to be helpful to the development of competency education and the career education for undergraduate students as a new alternative for the competency development.
Journal of the Korea Academia-Industrial cooperation Society
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v.20
no.8
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pp.494-502
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2019
Various international reports have shown strong proof that socioeconomic and sociodemographic variables are correlated with allergic diseases, yet little is known about how these variables affect Korean adolescents. This study was conducted to identify the socioeconomic and sociodemographic risk factors for allergic diseases of Korean adolescents, and to provide information for preventing and managing such conditions. Data from the 2018 Korean Youth Risk Behavior Survey (KYRBS) of 60,040 adolescents was used for this study. An anonymously administered online survey was conducted to collect information on the dependent variables. The independent variables were asthma, allergic rhinitis and atopic dermatitis. Multivariate logistic regression analysis was performed to analyze the correlations between the dependent variables and the independent variables. Low economic status, living with mother, high education level of parents, high school record, obesity, drinking and smoking were the risk factors for asthma. Low economic status, the place of residence, living with mother, high education level of the parents, gender, high school record, obesity, drinking and smoking were the risk factors for allergic rhinitis. Low economic status, living with mother, high education level of parents, genderhigh school record, obesity and drinking were the risk factors for atopic dermatitis. We found that low socioeconomic status and unhealthy behavior were the risk factor for allergic diseases of Korean adolescents. Balanced economic growth in the community and controlling unhealthy behavior can help reduce the prevalence of allergic diseases.
The Journal of Korean Society for School & Community Health Education
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v.23
no.4
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pp.17-28
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2022
Objectives: This study aimed to provide the measures for improving the self-directed learning ability and the reference data for substantializing the educational programs by verifying the main factors affecting the self-directed learning ability of dental hygiene students in reality when the learners' autonomy is emphasized than ever. Methods: From June 20 to July 4, 2022, an online survey was conducted targeting total 218 dental hygiene students. The collected data was analyzed by using the SPSS Program Version 22.0. Results: First, in the results of analyzing differences in detailed items of self-directed learning ability according to the general characteristics, the 'students who entered the department of dental hygiene by considering their aptitude and interest' showed higher results than the 'students who entered the department by considering their high school record'. Second, when the academic efficacy, study immersion, and problem-solving ability of dental hygiene students were higher, their self-directed learning ability was also high. Third, the factor that had the greatest effect on self-directed learning ability of dental hygiene students was problem-solving ability, which was followed by academic efficacy and study immersion. Conclusion: Putting together the results above, in order to cultivate the problem-solving ability of dental hygiene students, it would be necessary to operate the problem-solving-centered simulation course that could foster critical thinking, interactions with others, and creative approach and solution to problems in dental medical site. It would be also possible to improve their academic efficacy by applying the learning mentoring & one-to-one learning counseling program, and also strengthening proper feedbacks for learners. Moreover, the study immersion could be strengthened by developing and operating the emotion-based learning motivation program & learning coaching program through the process of verifying the potential and growth needs of learners, exploring one's own resources through learning diagnosis/introspection, and exploring the career-related vision for strengthening the learning motivation, which could have positive effects on the improvement of self-directed learning ability.
Journal of The Korean Association of Information Education
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v.26
no.3
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pp.187-195
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2022
Recently, with interest in metaverse, attempts are being made to utilize the metaverse platform in various forms. In this paper, we focused on the educational application potential of metaverse, and developed and applied a metaverse STEAM program to provide an effective learning experience to learners in non-face-to-face educational situations. The developed program utilizes Minecraft and ZEPETO, familiar to students, as metaverse learning platforms, and consists of a total of 16 lessons of 5 modules in the form of modules so that alternative classes can take place in the educational field. Through this, the learner's change in STEAM attitude and learning satisfaction were measured, and through the developed STEAM program, the learner's interest, consideration, communication, usefulness, self-concept, self-efficacy, and career choice areas significantly increased. In addition, positive results were confirmed in all areas of the learner satisfaction test related to satisfaction, interest, and overall class. In the future, considering the characteristics of the metaverse, it is necessary to break free from the constraints of time and space to communicate anew, and various learner-centered educational approaches based on a high degree of freedom and immersion should be implemented.
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