This paper reports the results of the 2009 Internet volunteer panel version of the social survey conducted by Statistics Korea (Korea National Statistical Office). Authors identify socio-psychological characteristics of Internet survey volunteers and present quantitative evaluation of the propensity adjustment weighting method intended to remove Internet sample bias. The nine criteria used for propensity adjustment were regions, urban/rural, gender, age, education, consumer satisfaction, views on income distribution, newspaper access and Internet news access. Propensity adjustment weighting based on the logit model and rim weights were applied to the online survey of 2,903 respondents using the face-to-face area sample data of 37,049 respondents as reference. A total of 106 items were used for evaluating the propensity adjustment weighting methods. The results showed that in 80% of survey items the propensity adjustment weighting yielded better estimates compared to simple demographic weighting. This suggests that Internet surveys by volunteer panels are useful for conducting the general social study in Korea. The reference survey data for this study contains several items on social-psychological behaviors and attitudes, is large in size and obtained by probability sampling. Thus it may be utilized in propensity adjustment of other Internet surveys.
This study investigates the utilities of spatial analysis in the context of survey research using Geographical Information System(GIS) and Geographically Weighted Regression (GWR) which take account of spatial heterogeneity. Many social phenomena involve spatial dimension, and with the development of GIS, GPS receiver, and online location-based services, spatial information can be collected and utilized more easily, and thus application of spatial analysis in the survey research is getting easier. The traditional OLS regression models which assume independence of observations and homoscedasticity of errors cannot handle spatial dependence problem. GWR is a spatial analysis technique which utilizes spatial information as well as attribute information, and estimated using geographically weighted function under the assumption that spatially close cases are more related than distant cases. Residential survey data from a Primary Autonomous District are used to estimate a model of public service satisfaction. The findings show that GWR handles the problem of spatial auto-correlation and increases goodness-of-fit of model. Visualization of spatial variance of effects of the independent variables using GIS allows us to investigate effects and relationships of those variables more closely and extensively. Furthermore, GIS and GWR analyses provide us a more effective way of identifying locations where the effect of variable is exceptionally low or high, and thus finding policy implications for social development.
The Journal of Korean Association of Computer Education
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v.17
no.3
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pp.65-74
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2014
The purposes of this study were to analyze the mobile learning usages of adult learners and how their perceptions of the mobile learning affects their learning achievements in a cyber-university. 1,118 online adult learners who enrolled in a cyber-university in Korea were involved in this study and the data for their demographic information, mobile learning usages, the perceptions of mobile learning(self-efficacy for mobile learning, perceived ease of use, perceived usefulness, and learning satisfaction) and the learning achievement were collected. The main findings of this study were as follows. First, the subjects in this study showed higher participation rates in the mobile learning with recently introduced mobile devices compared to the results of previous studies. They also showed the need of more learning materials and video streamed lectures. Second, the higher-aged subjects showed relatively higher levels of perception of mobile learning compared to the lower-aged group. Third, the effects of the subjects' perceptions of mobile learning to their learning achievement seem to be limited. It was recommended to enhance the quality of the mobile learning especially considering the relationships between the perceived usefulness and the learning achievement.
The purpose of the study was to investigate the effects of On-Line Community Assisted Team Learning (OCATL) activities on academic achievement and team member's Shared Mental Model(SMM) subscale scores. Two studies were conducted over two semesters in different universities. The first study was aimed at examining the effects of OCATL on university students' academic achievement using pre- and post- experimental design. For this experiment, 133 university students composed of 80 male and 53 female students from 13 colleges participated. The OCATL activities included the orientation of OCATL, seminar on collaborative learning, on-line community assisted team learning with sixteen hour participation during one semester and a final report (or a term paper). To measure these students' academic achievement, their pre- and post-semester's GPA were compared. The results of paired t-test revealed a significant difference in academic achievement (p<.05). The second study was designed to compare the scores of SMM subscales of the experimental group with the OCATL activities and those of the control group without using OCATL activities. The data was collected using the scale of Shared Mental Model(SMM)-short version developed by Johnson in 2011[18]. For this study, 74 participants from 10 teams served as an experimental group and 15 teams which were not exposed to OCATL activities served as a control group. The MANOVA results showed that SMM subscores of two groups measured after the experiment were statistically significantly different: The experimental group with the OCATL activities showed high scores on general task and team knowledge, general task and communication skills, attitudes toward team and task, team dynamics and interactions, team resources and working environment, and satisfaction with the team.
Journal of the Korea Academia-Industrial cooperation Society
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v.21
no.4
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pp.497-508
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2020
The paradigm focusing on learner-centered classes and the introduction of flipped learning through the connection between online and offline have been increasing. This study proved the educational effect by applying flipped learning to the basic draping course within the fashion practical course and revealed the implications for flipped learning from the instructor's perspective. The research methods are theatrical research and model development research in order to guide basic drape utilizing flipped learning. The study results revealed that learners' satisfaction was very high about the basic draping course combined with flipped learning, and it showed that students were very satisfied with the learning-related video because it can compensate for the decrease in education efficiency according to the number of attendees and improve education. Improvements shall include technical and content supplementation of video learning materials and presentation of documented learning materials, in addition to video materials. From the instructor's perspective, time needs to be set aside for video shooting and editing, a view of the composition of education from the learner's perspective, and an in-depth understanding of the instructor's curriculum for flipped learning design.
Mobile content adaptation is a technology of effectively representing the contents originally built for the desktop PC on wireless mobile devices. Previous approaches for Web content adaptation are mostly device-dependent. Also, the content transformation to suit to a smaller device is done manually. Furthermore, the same contents are provided to different users regardless of their individual preferences. As a result, the user has difficulty in selecting relevant information from a heavy volume of contents since the context information related to the content is not provided. To resolve these problems, this paper proposes an enhanced method of Web content adaptation for mobile devices. In our system, the process of Web content adaptation consists of 4 stages including block filtering, block title extraction, block content summarization, and personalization through learning. Learning is initiated when the user selects the full content menu from the content summary page. As a result of learning, personalization is realized by showing the information for the relevant block at the top of the content list. A series of experiments are performed to evaluate the content adaptation for a number of Web sites including online newspapers. The results of evaluation are satisfactory, both in block filtering accuracy and in user satisfaction by personalization.
Park, HyunJu;Byun, Soo-yong;Sim, Jaeho;Baek, Yoon Su;Jeong, Jin-Su
Journal of The Korean Association For Science Education
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v.36
no.4
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pp.669-679
/
2016
The purpose of this study is to investigate the current status of STEAM (Science, Technology, Engineering, Arts, and Mathematics) education in schools by asking a variety of questions including "why and how often they implement STEAM education." This study conducted an online survey on 11,526 elementary, middle, and high schools in South Korea, with the response rate being 56.8% (N = 6,473). To highlight key findings, first, our descriptive analyses suggested that if those that did not respond to the survey were assumed not to have implemented STEAM education, approximately 27.1% (N = 3,127) of all schools in South Korea were believed to have implemented STEAM at best. The highest rate of implementation of STEAM education was found in elementary schools (30.8%), followed by middle (27.4%) and high (17.5%) schools. Second, in contrast with the result for the rate of implementation of STEAM education, high schools showed the highest level of satisfaction. Third, the most important reason for implementing STEAM education within a school was found to be teachers' voluntary efforts or intrinsic motives, followed by support from the provincial office of education. Fourth, the most important reason for not implementing STEAM education was found to be the lack of consensus among teachers. Together, findings highlight the importance of the role of teachers in implementing STEAM education. Offered are policy implications for the better implementation of STEAM education.
Journal of the Economic Geographical Society of Korea
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v.23
no.1
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pp.71-81
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2020
Family companies are the unique industry-academic cooperation-related systems of Korean universities created by universities to promote various forms of industry-academic cooperation with companies. It is important to figure out the current status of family companies in order to understand the achievements of industrial-academic cooperation projects that have been actively pursued since the early 2000s. A lot of studies on industry-academic cooperation have focused mainly on the university's position. On the contrary, this study focuses on understanding the current status of the family company system and the status of industry-academic cooperation. Introduced in 2004, the Family Company System expanded rapidly as it was used as a performance indicator for college financial support projects related to industry-academic cooperation, with 174,425 companies registered as family companies as of 2017. A survey of family companies registered in universities carrying out the LINC+ project shows that companies registered in multiple universities are increasing, with relatively high demand and satisfaction for industry-academic cooperation among companies. Family companies were found to be relatively satisfied in terms of the use of R&D equipment or joint research, while they were relatively less satisfied in terms of workforce training and retraining. While companies have assessed product quality improvements through industry-academic cooperation, they have underestimated the effect of increasing sales and reducing production costs. Further, it was found that it was urgent to expand incentive systems and improve online information services to boost corporate participation in order to enhance the effectiveness of industry-academic cooperation.
The purpose of the study was to understand the various aspects of learning experiences of Korean university students on K-MOOC. Analyses on the major motivation of the enrollment in a certain MOOC class, the actual learning experiences in the class and the perception of the achievement of the class were the three main foci of the current study. The study employed inductive content analysis as a major analysis tool. Reflective journals from 94 students who enrolled in K-MOOC classes were collected and analyzed at the end of the semester. The result of this study indicated that most of students selected the specific K-MOOC classes based on their general interests on the topics the class offered. Other factors such as intellectual curiosity, practical reasons for their study or work and popularity were also influential on the selection of MOOC classes. Watching videos, taking quizzes and taking tests were the three major sources of the students' satisfaction. Most students felt that K-MOOC is technically satisfactory. However, some students reported on simple errors and absence of advanced functions in the platform. Students perceived positively on their academic achievements of obtaining knowledge(remembering and understanding), attitudes (receiving), and skills through K-MOOC. This study ultimately showed a new awareness of learning experiences around K-MOOC from the perspective of the students. Future research is needed to understand the relationships between the students' learning experience and the students' performance in MOOC classes.
This study aims to establish the concepts of overindulgence and addiction and present proposals on game policies and marketing for game companies by identifying relationship among game product loyalty, game company loyalty, and game company profitability from the psychological viewpoint (game overindulgence and addiction) of online and mobile gamers. Accordingly, this study has the following implications. First, government should realize the fact even gamers are confused over differences in such concepts concerning game and have processes to reestablish game overindulgence and game addiction and follow policies to establish such images. Second, loyalty to game products should be enhanced by highlighting the features to buy items and additional contents through game networks as well as features to share contents and records generated within games for those with overindulgence. Moreover, companies should strengthen publicity to increase loyalty to game companies. Conversely, the focus should be on game product image rather than corporate image. Third, game companies should engage in strategies for the game's direction, development, and marketing to establish positive brand based on game products and help become the brand of the corporation itself. Fourth, there is a necessity to increase gamers and study their satisfaction rate based on game development and efficient marketing.
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