Journal of the Korea Society of Computer and Information
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v.24
no.6
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pp.37-43
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2019
This study focused on the design and development of contents using Unplugged CS method to learn computer science knowledge. With the strengthening of software education, all universities students including elementary and junior high school students are demanding knowledge of computer science centered on the computational thinking. We have developed educational contents using unplugged computing method as a way to effectively learn the concept of computer science. First, we analyze the related research of Unplugged CS theory and investigate the educational method accordingly. And we divided the areas of computer science and selected learning concepts in each area. The contents of learning were divided into basic and intermediate classes considering the level of the learner. The subject of learning contents was selected evenly in the area of computer science and it consisted of 16 basic subjects and 16 intermediate subjects based on concepts that are important in each field. In order to confirm the validity of the Unplugged CS learning topic and the development contents for computer science, we conducted expert reviews and content validity tests. As a result of the validity test, the validity of the learning topic and area selection was found to be more than .92 for the CVI value and the validity of the 32 subject learning contents was over .935 in basic level and .925 in intermediate level for the CVI values. Based on the design contents, we developed digital contents for online learning and put them in the system. We expect that this study will contribute to the understanding of computer science for all, including elementary and junior-high school students as well as students at software - oriented universities, and contribute to the spread of software education.
Journal of the Korea Academia-Industrial cooperation Society
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v.19
no.12
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pp.532-540
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2018
The purpose of this study is to develop a training program for teachers to improve their entrepreneurial education competency for teenager entrepreneurship education. In order to achieve this objective, the training program was developed through a literature review and input from professionals. In addition, to verify field appropriateness of the entrepreneurship program for teachers, teachers participated in the program and a satisfaction survey was conducted. Results of this study are as follows. First, this study developed teaching contents and methods for entrepreneurship education which included 4 hours of online education and 26 hours of off-line education, for a total of 30 hours. Second, for verifying the applicability to schools and its effects, the satisfaction of training was examined using 88 teachers that participated in the entrepreneurship education program. Results found the satisfaction level was rated 4.58 for the curriculum suitability and 4.67 for the effectiveness of class contents, indicating that teachers were very satisfied with the training program and contents.
Kim, Yoon-Ji;Kang, Dongmug;Kim, Ju-Young;Kim, Jong-Eun
Health Communication
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v.12
no.1
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pp.51-72
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2017
Purpose: Adolescents use emoticons to express their emotions in an online environment. Hence, medical experts can understand the emotions of adolescents by emoticons. The goal of this study was to investigate the relationship between various emotions and emoticons among the Korean adolescents. Methods: The questionnaire survey was conducted between September 1 and 30, 2014, involving 3,272 students in elementary schools, middle schools, and high schools affiliated in the Department of Education of the metropolitan city of Busan. A total of 1,717 students responded to the survey. The participants consisted of 806 males (46.9%), and 911 females (53.1%). Among these, there were 557 elementary school students (32.4%), 617 middle school students (35.9%), and 543 high school students (31.6%). A social networking analysis was conducted using NodeXL. Results: The frequency of emoticon use among adolescents runs in the order of joy, sadness, fear, surprise, anger, disgust, and then depression. Elementary school females mainly use emoticons to express joy; middle school females use emoticons to express sadness, surprise, anger, disgust, and depression; and high school females use emoticons to express fear. Age- and gender-specific emoticon networks were visualized by using the Haren-Korel fast multiscale algorithm. Commonly used emoticons by age and gender were expressed in the networks. Results of age- and gender-specific emoticon networks visualization show similar results of centrality of seven emoticons. Conclusion: In the digital communication environment, emoticons could be used to catch the emotions of adolescents in Korea.
Korea is promoting a digital new deal policy for the digital transformation and innovation accelerating of the industry. However, because of the strict existing data-related laws, there are still restrictions on the industry's use of data for the digital new deal policy. In order to solve this issue, a revised bill of the Data 3 Act has been proposed, but there is still insufficient discussion on how it will actually affect the activation of data use in the industry. Therefore, this study aims to analyze the perception of public opinion on the Data 3 Act and the implications of the revision of the Data 3 Act. To this end, the revision of the Data 3 Act and related research trends were analyzed, and the perception of the Data 3 Act was analyzed using a big data analysis technique. According to the analysis results, while promoting the vitalization of the data industry in line with the purpose of the revision, the Data 3 Act has a concern that it focuses on specific industries. The results of this study are meaningful in providing implications for future improvement plans by analyzing online perceptions of the industrial impact of the Data 3 Act in the early stages of implementation through big data analysis.
Nazari, Behzad;Hussin, AB Razak Bin Che;Niknejad, Naghmeh
International Journal of Internet, Broadcasting and Communication
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v.13
no.4
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pp.79-89
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2021
Electronic learning (e-learning) empowers the higher education in providing sustainable instruction during the infrequent circumstance when the wide-spreading disastrous challenge of the COVID-19 results in the closure of various sectors in the society. During this time, e-learning serves the levels of the education sector such as higher education well by delivering and receiving materials from distance with respect to movement restrictions imposed by the government, for example the Movement Control Order (MCO) in Malaysia. In this qualitative survey, the existing e-learning challenges and the recommended solutions to the problems from the senior lecturers' perspectives were collected through an online open-ended questionnaire. A number of five senior lecturers out of eight at the Universiti Teknologi Malaysia (UTM) answered the questionnaire. The UTM has been capable of providing e-learning courses for all of its lecturers and students during the closure of higher education institutions owing to the pernicious health conditions stemmed from the crisis of the COVID-19. The major existing challenges found in the e-learning program at the UTM and the suggested solutions to address them are listed and the main themes are illustrated in the word cloud format using the NVivo software. In the end, the conclusion is paragraphed and the future work is proposed. Overall, the purpose of this study is to address the e-learning challenges and to prepare a list of recommendations that can serve as solutions from the standpoint of the UTM senior lecturers during the MCO in Malaysia.
Journal of the Korean Society for Library and Information Science
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v.55
no.1
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pp.521-540
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2021
This research categorizes the factors of digital capital accumulated both in personal and social level into digital access and digital competence, and empirically analyzes how the use of public libraries effects on the formation of digital capital. As a result, it was found that participation in public library programs, the use of information services, and the utilization of digital collections had positive effect on the formation and accumulation of digital capital at the personal and social level. In contrast, it was analyzed that the use of digital collections in public libraries did not significantly affect the creation of digital contents or reciprocal collaboration based on online networks. Therefore, in order for public libraries to fully support the formation of digital capital, they should not only provide knowledge and information which is a traditional role of public libraries, but also play a role as a digital-based cooperative system.
The purpose of this survey was to examine the trend, purpose, and overall needs on the use of music by the baby boomer generation. On 87 participants aged from 57 to 66 living in five cities of Korea, online and offline surveys were conducted. As a result, first, the baby boomer generation mostly listened to popular music on their mobile phones when taking a rest alone, and it has been confirmed that the purpose of music use was for happiness, hobby, confidence, and fulfillment in order. Second, there was shown that the baby boomer generation hope to do singing and lyric-discussion in a club setting. Third, for the purpose of music use according to genders, there was found that female participants more significantly focused on volunteering than male. It is meaningful that this study could provide basic data to develop music programs considering characteristics of the baby boomer generation.
Journal of Korean Library and Information Science Society
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v.51
no.4
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pp.375-403
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2020
The purpose of the research is to discuss the directions of university library services development applying virtual and augmented reality (VR/AR) technologies and contents. In order to achieve the goal, the research investigated university librarians' awareness and demands regarding to applying VR/AR technologies and contents to university library services. The following questions are asked via online survey method to university librarians: what kinds of necessity and awareness about VR/AR technologies they have, what kinds of competency and environment (infrastructure) are required for the services, and how to conduct continuing education for service development, etc. On the basis of the survey results, the research suggested the matters to be noted when applying VR/AR technologies and contents to university library services. Furthermore, the contents and strategies to be considered and prepared when developing a library program using VR/AR technologies and contents were discussed and follow-up research topics were suggested.
Purpose: Social Network Sites(SNS) have been grown up as a public communication channel consumer frequently participate in. Most of food service brands are utilizing social media for advertising recently. As a result of SNS marketing, food service brands anticipate positive outputs from SNS engagement and consumer brand engagement so that we need to verify structural relationship among SNS characteristics, SNS engagement and consumer brand engagement. Research design, data, and methodology: This study identifies that SNS characteristics have effects on SNS engagement and examines relationship between SNS engagement and behavioral engagement. We conceptualize SNS characteristics as information quality, hedonic level and interaction. Furthermore, SNS engagement is composed of SNS participation, positive word of mouth(WOM). In order to verify the purposes of this research, research model and hypotheses were developed. All constructs were measured with multiple items developed and tested in the previous studies. Sample data were collected from 433 online survey panels and analyzed by using SmartPLS 3.2.9. Result: The findings of this research are as follows. First, information quality is positively related with SNS participation. Hedonic level and interaction have impacts on SNS participation and positive WOM respectively. Second, SNS participation has positive effects on positive WOM. Third, both SNS participation and WOM influence behavioral engagement respectively. Conclusions: The implications demonstrate that SNS characteristics such as information quality and hedonic level and interaction exert effects for consumer to participate in SNS brand page. Meanwhile, hedonic level and interaction influence on positive WOM but information quality doesn't. SNS participation and positive WOM affect consumer to engage in specific brand behaviorally as well. Therefore, food service brand marketer is required to manage SNS information quality and hedonic level and interaction among members to encourage SNS participation and positive WOM. As SNS participation and positive WOM increases behavioral engagement of consumer, marketer needs to incentivize SNS participation and look after situation of positive WOM and respond swiftly.
Purpose: The baby boomers and the millennials, who make up the largest share of the market, are showing the gap in their differentiated cultural styles. The purpose of this study is to study the consumption propensity and purchasing determinants of the baby boomers generation and the millennials generation, which have become a very important key pillar in shaping the market based on the cultural dimension model theory of h(=>H)opstead, and to identify the difference Research design, data, and methodology: In order to verify the research hypotheses, The data was collected from the baby boomers and the millennials using online questionnaires. The pre-test was conducted from October 10 to 12, 2019, and the main survey was conducted from October 15 to 25. A total of 230 copies were recalled, and the final 219 copies were used for the final analysis. Results: The consumption propensity between the baby boomers and the millennials differed in resource saving purchase propensity and impulse buying propensity. The baby boomers showed higher resource saving purchase propensity than the millennials, while the millennials showed higher impulse buying propensity. There was a difference in the determinants to purchasing only in the evaluation factor. Results of gender differences by generation, baby boomers differed in their planned purchase propensity, and women were higher. The millennials generation differed in resource saving purchase propensity and awareness propensity for others, all higher in men. In determinants to purchasing, the baby boomers did not differ in gender, and the millennials did differ in product factors. A canonical correlations analysis of the relationship between the baby boomers and the millennials showed a significant relationship between consumption propensity and determinants to purchasing. Also, the baby boomer generation has the biggest link between impulse buying propensity and evaluation factor. The millennials generation showed the biggest link between resource saving purchase and product factors. Conclusions: This study compared consumption propensity and determinants to purchasing of baby boomers and millennials on the basis of Hopstead's cultural dimension model theory to identify differences between generations, presenting practical and theoretical implications for establishing a correct understanding and specific marketing strategy among generation.
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