• Title/Summary/Keyword: 긍정의 사회

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The Development and Application of New Chromatographic Methods Using Smart Devices (스마트 기기를 활용한 새로운 크로마토그래피 분석법 개발 및 적용)

  • Jae Hwan Lee;Ye Geon Choi;Jae Jeong Ryoo
    • Journal of Science Education
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    • v.48 no.2
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    • pp.91-100
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    • 2024
  • The use of smart devices in science classes has brought about positive changes, such as increased student participation and more self-directed learning. Smart devices are increasingly being used in science classes, creating a need to develop lesson models that can stimulate students' interest and encourage active, self-directed learning in scientific inquiry and experimental activities. In smart education, smart devices and applications play a major role. However, in the "Mixture Separation" section of middle school science, chromatography focuses mainly on paper chromatography, which is not currently used in the field of actual research. This approach is not well-suited for students preparing for a new future society, and it is becoming obsolete due to curriculum revisions. Although chromatography can be used as an activity for career exploration, removing it is not convincing. The advantage of using thin-layer chromatography (TLC), which is employed in actual research, is that it is inexpensive and easy to use in classroom settings. In this study, we have developed a new, faster, and simpler analysis method for TLC that uses smart devices for both qualitative and quantitative analysis. We hope this method will enhance student engagement and facilitate small-scale learning by integrating smart devices into learning activities, making it a practical tool for actual school settings.

Effect of calf strengthening exercise on walking mechanism in middle-aged women (종아리 강화 운동이 중년여성의 보행메커니즘에 미치는 영향)

  • Jong-Geun Kim;Gyeong-Hee Cho
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.235-240
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    • 2024
  • We designed this study because it is necessary to take health care from middle age for to healthy old age. The purpose of this study was to confirm the effect of middle-aged women on the walking mechanism by applying an exercise program that can achieve the maximum effect through simple exercise regardless of time and place. A total of 20 subjects were selected from middle-aged women aged 45 years or older, with 10 calf-enhancing exercise groups and 10 control groups. As a result of comparing before and after exercise in the calf-enhancing exercise group, the step length left and right, and double support, step time, and speed were improved. As a result of comparing the walking mechanisms of the calf-enhancing exercise group and the non-exercise group after exercise, the step length left and right, and step time left and right were improved. The positive effect of the walking mechanism was shown through the calf-enhancing exercise regardless of time and place. In particular, it is judged that the stride was widened, resulting in an increase in the speed of walking due to the strength of the lower extremities and the shortening of the one-foot support section, resulting in meaningful results. In future studies, it is considered desirable to present measurement data for each life cycle by evaluating all ages, such as adolescents and the elderly, and to provide it as basic data for causing social problems due to lack of normal exercise.

A Study on the Influencing Factors of Shared Parking Policy Using Structural Equation Model(Focused on Suwon City) (구조방정식 모형을 이용한 공유주차 정책의 영향요인 분석 (수원시를 중심으로))

  • Kim, Sukhee;Lee, Kyujin
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.44 no.4
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    • pp.545-554
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    • 2024
  • Sustainable development is recognized as the direction humanity should pursue, and transportation policies also aim to achieve sustainability by efficiently utilizing limited resources. Among them, parking policy is an important task that requires strategic implementation for sustainable transportation development in many cities. Shared parking is actively being considered for the efficient utilization of existing transportation facilities. In this study, we analyzed major influencing factors using a structural equation model to promote shared parking and derived policy implications accordingly. The most influential latent variable on shared parking preference was donation experience, followed by satisfaction with public transportation and satisfaction with existing sharing policies. The preference for shared parking was found to have a virtuous cycle effect on social value as it influenced the spread of shared value. In the end, the implementation of the parking sharing policy will improve the visible traffic environment. However, it is evident that the impact of promoting invisible shared values is more significant. In other words, the main implication of this study is that to implement the parking sharing policy effectively, more emphasis should be placed on recognizing the shared value and promoting the awareness of sustainable development.

Effectiveness Analysis of a STEAM Program Utilizing Digital Astronomy and Space Resources for 6th Graders in Elementary School (초등학교 6학년을 위한 디지털 활용 천문우주 STEAM 프로그램의 효과 분석)

  • Youn-Jeong Heo;Hyoungbum Kim
    • Journal of the Korean Society of Earth Science Education
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    • v.17 no.2
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    • pp.168-180
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    • 2024
  • In this study, we developed a STEAM program based on digital astronomical and space resources and applied it to 167 randomly selected elementary school students to examine the effectiveness of the STEAM program in enhancing creative problem solving skills. The results of this study are as follows: first, the statistical analysis of pre-test and post-test scores for creative problem-solving skills related to the STEAM program showed significant results (p<.05). This suggests that the STEAM program contributed to improving creative problem-solving skills through the procedural process involved in generating ideas and convergent thinking during the digital problem-solving. Second, the paired sample t-test based on the pre-test and post-test of the STEAM attitude test also showed significant results (p<.05). Analyzing digital materials and presenting pixel art projects positively influenced STEAM attitudes in terms of interest, communication, and usefulness. This underscores the need for developing integrative education programs utilizing advanced technologies in the future. Third, in the class satisfaction test conducted after the application of the STEAM program, the satisfaction factor scored an average of 3.55, interest scored 3.35, and overall class difficulty scored 3.46. The main difference from traditional classes was the focus on 'acquisition of future career information.' However, given the slight decrease in interest during the digital transformation and interpretation process, it is recommended that future classes allocate sufficient time for experiential activities. To generalize the developed program, future studies should consider various school levels, implementation periods, and difficulty levels.

The Effects of Avatar Identification on Immersion, Brand Loyalty, and Purchase Intention of Brand Items in the Metaverse (메타버스 내 몰입이 아바타 동일시, 브랜드 충성도, 브랜드 아이템 구매의도에 미치는 영향)

  • Ji-yeon Eom;Yeong-woo Lim;Kee-young Kwahk
    • Information Systems Review
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    • v.26 no.2
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    • pp.1-22
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    • 2024
  • This study aims to empirically analyze the usage behavior of metaverses, which have recently attracted attention in various fields. To date, research on metaverses has focused on the concept, direction of utilization, development prospects, and technical aspects. However, there is a lack of research on the characteristics of metaverses and the behavior of users. As the metaverse develops with new content, there is a need to understand user behavior and content characteristics. In this study, we surveyed 375 adult males and females who experienced metaverse, and analyzed the impact of metaverse usage behavior on brand loyalty and item purchase intention based on 350 samples after excluding non-responses. The collected data were cleaned and statistically analyzed using SPSS 25.0 and SmartPLS 4.0. The results showed that the usage behavior factors such as immersion, vicarious satisfaction, and avatar identification have a positive effect on brand loyalty and intention to purchase branded items. These findings help to understand the concept and development direction of metaverse, and are expected to make important contributions to the field of brand marketing strategy formulation and metaverse-related user behavior research.

Mediating Effect of Self-efficacy in the Relationship Between Emotional Clarity and Subjective Well-being (정서인식명확성과 주관적 안녕감 간의 관계에서 자기효능감의 매개효과)

  • Jung-Myung Choi;Sun-Mee Kim
    • Journal of the Health Care and Life Science
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    • v.9 no.2
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    • pp.383-389
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    • 2021
  • The purpose of this study was to examine the relationship between emotional clarity and subjective well-being in college students, and to test whether self-efficacy had a positive effect on subjective well-being as a mediating effect. The study subjects were students attending a college located in C province, and the final 200 copies recovered were used for analysis. After statistical processing using SPSS 21.0, the collected data were analyzed by hierarchical regression analysis. The results of this study are as follows. When examining the effect of stage 1 emotional clarity on self-efficacy, it was found that emotional clarity was significant on self-efficacy. When examining the effect of stage 2 emotional clarity on subjective well-being, it was found that emotional clarity was significant on subjective well-being. Level 3 emotional clarity and self-efficacy had a significant effect on subjective well-being, and since the influence of emotion clarity decreased compared to level 2, self-efficacy was partially mediated. And when looking at the effect of self-efficacy on subjective well-being, self-efficacy was found to be significant on subjective well-being.

Relationship between Living Population and Regional Health Outcome: Focused on Seoul Metropolitan City (생활인구와 지역의 건강결과 간 관계 분석: 서울특별시를 중심으로)

  • Jegu Kang;Eun Woo Nam;Young-Joo Won;Han-Sol Jang;Kwang-Soo Lee
    • Health Policy and Management
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    • v.34 no.3
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    • pp.282-292
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    • 2024
  • Background: This study aimed to identify the relationship between regional health outcomes and the living population, which may reflect the characteristics of population migration in Seoul. Methods: This study used raw data on cause of death statistics from Statistics Korea's Micro Data Integration Service. To identify the independent variable, the living population, we used living population data provided by Korean Telecom for 25 districts of Seoul. The control variables were based on the four domains of SDoH (social determinants of health; economic stability, healthcare access and quality, neighborhood and built environment, and social and community context). Panel generalized estimating equations (GEE) analysis was used to determine the relationship between living population and regional health outcomes. Results: The panel GEE analysis showed that all mortality-related health outcomes (avoidable, preventable, and treatable mortality) had a statistically significant negative relationship with the living population. This indicated that an increase in living population had a positive effect on mortality-related health outcomes. Conclusion: The identification of a notable relationship between regional health outcomes and population density underscores the utility of incorporating living population metrics as key indicators in the development of policies aimed at mitigating health disparities. Moreover, this finding advocates for strategic expansions of local infrastructure, with a particular emphasis on areas characterized by low living populations.

A Study on the Use of Generative AI and Learner Experience for Jewelry Design Education (주얼리 디자인 교육을 위한 생성형 AI의 활용 및 학습자 경험 연구)

  • Hye-Rim Kang
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.743-749
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    • 2024
  • Recently, the use of generative AI has become more active in university education, but jewelry design education and research using generative AI are still insufficient. Accordingly, we would like to discuss the possibilities and limitations of visualization of jewelry design ideation and expression using generative AI in the jewelry design development education and ideation stage, as well as the experience and application of generative AI by college students. To analyze the impact of generative AI on the learning experience, it was analyzed from the perspectives of 'usability', 'usefulness', 'reliability', and 'satisfaction'. As a result, generative AI confirmed positive results in terms of usability and usefulness to trainees, and confirmed the potential for effects using personalized education and collective intelligence. The combination of jewelry design education and generative AI is part of convergence education, and the significance of this study is to lay the foundation for effective use in jewelry design education by analyzing learners' experiences and perceptions of using generative AI. This kind of education reflects the trends of the times for nurturing future society's talents and will contribute to the promotion of learners' broad creative thinking.

Development and evaluation of Pre-Parenthood Education Program for high school students based on Home Economics subject (고등학생을 위한 가정교과 기반 예비부모교육 프로그램 개발 및 평가)

  • Noh, Heui-Yeon;Cho, Jae Soon;Chae, Jung Hyun
    • Journal of Korean Home Economics Education Association
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    • v.29 no.4
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    • pp.161-193
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    • 2017
  • The purpose of this study was to develop and evaluate pre-parenthood education program(PPEP) based on Home Economics(HE) subject for high school students. The development and evaluation of PPEP based on HE subject in this study followed ADDIE model except implementation through 4 processes such as analysis, design, development, and evaluation. First, program development directions were set in three aspects such as 'general development', 'contents', and 'teaching and learning methods'. Themes of the program are 11 in total such as '1. Parenting, what is being a parent', '2. Choosing your spouse, happy marital relationship, the best gift to your children', '3. Pregnancy and birth, a moving meeting with a new life', '4. Taking care of a new born infant for 24 hours', '5. Taking care of infants, relationship with my lovely baby, attachment', '6. Taking care of young children, my child from another planet', '7. Parents and children in healthy family', '8. Parent-child relationship, wise parents to make effective interaction with their children', '9. Parents safety manager at home,', '10. Practice to take care of infants', and '11. Practice of community nurturing support service development'. In particular, learning activities of the program have major characteristics such as 1) utilization of cases including practice problems related to parenting, 2) community exchange activities utilizing learned knowledge and techniques, 3) actual life project activities utilizing learning contents related with parenting, 4) activities inducing positive changes in current life of high school students, and 5) practice activities for the necessities of life such as food, clothing and shelter supporting development of children. Second, the program was developed according to the design. Teaching-learning plans and materials for 17 classes were developed according to 11 themes. The developed plans include class flow and teacher's reference. It starts with receiving a class-related message from a virtual child at the introduction stage and ended with replying to the message by summarizing contents of the class and making a promise as a parent-to-be. That is the basic frame of class flow. Learning materials included various plans and reports necessary for learning activities and they are prepared in details so that they can be play the role of textbooks in regular curriculum. Third, evaluation of developed program was executed by a 5 point Likert scale survey on 13 HE experts on two aspects of program development process and program development results. In the evaluation of development process, mean value was 4.61 and index of content validity was 97.4%. For development results, mean value was 4.37 and index of content validity was 86.9%. These values showed that validity in the development process and results in this study was highly secured and confirmed that PPEP based on HE was appropriate and valid to enhance parent qualifications of high school learners.

A Time Series Analysis of Urban Park Behavior Using Big Data (빅데이터를 활용한 도시공원 이용행태 특성의 시계열 분석)

  • Woo, Kyung-Sook;Suh, Joo-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.1
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    • pp.35-45
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    • 2020
  • This study focused on the park as a space to support the behavior of urban citizens in modern society. Modern city parks are not spaces that play a specific role but are used by many people, so their function and meaning may change depending on the user's behavior. In addition, current online data may determine the selection of parks to visit or the usage of parks. Therefore, this study analyzed the change of behavior in Yeouido Park, Yeouido Hangang Park, and Yangjae Citizen's Forest from 2000 to 2018 by utilizing a time series analysis. The analysis method used Big Data techniques such as text mining and social network analysis. The summary of the study is as follows. The usage behavior of Yeouido Park has changed over time to "Ride" (Dynamic Behavior) for the first period (I), "Take" (Information Communication Service Behavior) for the second period (II), "See" (Communicative Behavior) for the third period (III), and "Eat" (Energy Source Behavior) for the fourth period (IV). In the case of Yangjae Citizens' Forest, the usage behavior has changed over time to "Walk" (Dynamic Behavior) for the first, second, and third periods (I), (II), (III) and "Play" (Dynamic Behavior) for the fourth period (IV). Looking at the factors affecting behavior, Yeouido Park was had various factors related to sports, leisure, culture, art, and spare time compared to Yangjae Citizens' Forest. The differences in Yangjae Citizens' Forest that affected its main usage behavior were various elements of natural resources. Second, the behavior of the target areas was found to be focused on certain main behaviors over time and played a role in selecting or limiting future behaviors. These results indicate that the space and facilities of the target areas had not been utilized evenly, as various behaviors have not occurred, however, a certain main behavior has appeared in the target areas. This study has great significance in that it analyzes the usage of urban parks using Big Data techniques, and determined that urban parks are transformed into play spaces where consumption progressed beyond the role of rest and walking. The behavior occurring in modern urban parks is changing in quantity and content. Therefore, through various types of discussions based on the results of the behavior collected through Big Data, we can better understand how citizens are using city parks. This study found that the behavior associated with static behavior in both parks had a great impact on other behaviors.