Organizational culture provides organizational members with identity, homogeneity and behavioral guidance, and promotes organizational commitment and enhances the stability of social systems. What organizational culture positively influences organizational performance? In this study, we tried to categorize organizational culture as creativity, change, cooperation, trust and knowledge sharing for specific public institutions and to diagnose the organizational culture by examining the level of recognition of the organizational members. The purpose of this study is to investigate the effect of organizational culture on organizational culture. The result of this study shows that the degree of future - oriented and cooperative culture of the public institutions that are the subject of research is not so high. In order to improve the performance of the organization, it is necessary to create a futuristic and cooperative culture. In order to create such a culture, various efforts must be made to continuously communicate and build trust among the members of the organization. In particular, leadership efforts to distribute, transfer, and trust authority to subordinates are a priority. In other words, it is very difficult to build a future-oriented, collaborative culture successfully without the efforts of managers.
Journal of The Korean Association For Science Education
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v.37
no.6
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pp.1005-1014
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2017
Focusing on the role of the science museum as an institution to improve the scientific literacy of the public, this study investigated public perception and behavior about science museum to know how much science museums affect the public by using social media big data analysis. For this purpose, we extracted texts containing 'science museum' in Naver blogs and Twitter, analyzed them by using network, frequency, co-ocurrence, and semantics analysis and compared them with the results in English speaking countries. As a result, blogs were mainly concerned with science museum among parents who have young children, while in Twitter posts from many students who visited as a group appeared. Therefore, the Korean public used science museum mainly as a space for children's experience, and in this case, programs and exhibitions of science museums are perceived positively. On the other hand, students who visited as a group showed some negative emotions. The result of comparison with the cases of foreign countries in terms of the function of the third generation science museum such as communications with the science museum and the public and the participation of the public in science, the Korean public hardly mentioned the scientific contents, words related to communications such as 'argue', and curators or staff after visiting the science museum. In contrast to many verbs related to meaningful activities such as 'learn', 'participate', 'listen', 'read', 'ask', 'think' appeared in English, only a small number of verbs include 'ask' and 'thin' appeared in Korean. Therefore, science museum need to improve impression, communicating with public, and involving activity with impact and variety after visit.
The word culture itself is very difficult to define. Therefore, in order to confine its meaning, many scholars prefer to attach different prefixes such as inter-, bi-, multi-, cross-, pluri-, trans-, in front of the adjective cultural instead of defining the word culture itself. These prefixes have been used along with about thirty various nouns, ranging from adaptability to training. In this paper, we focused on the adjective intercultural. In fact, this adjective has been widely used, not only in education but also in the communication and philosophy sectors among the world academia discourse. Intercultural Education appeared in America in the 1930s and also in the 1970s in Europe, in order to improve relations between immigrants and the people who received them. Intercultural communication arose in America as a cultural education program for American diplomats and professionals, while interculturalism appeared in the 1970s in Canada as a policy in opposition to multiculturalism. Intercultural philosophy started in 1990s Germany as philosophical speculation against Eurocentrism. As such, the adjective intercultural has been used with a combination of diverse nouns. In regards to this, one can ask the following questions: did the scholars have any kind of agreement during their discussions? Did they communicate and make a positive impact on each other? If not, how can we interpret their common use of the word intercultural? To answer these questions, we tried to compare fives types of intercultural waves of the 20th century, paying particular attention to their time periods, places and backgrounds of appearance, their emphases and shortcomings. Following our research, we found that intercultural waves in the 20th Century have developed independently despite their common use of the word intercultural. Therefore, we concluded that the use of same word intercultural was the result of humankind's effort to approach cultural differences in a positive way in the global village created by internationalization and globalization of the 20th century.
The purpose of this study is to investigate how interactions and affective factors are influencing on-line English Grammar courses of higher education. This study addressed the following questions: (1) How are the interactions going in on-line English Grammar courses? (2) Are affective factors influencing effective learning in on-line English Grammar courses? The questionnaire was conducted on 170 college students who have taken on-line English course of K University. The data analysis of 300 college students' responses on their courses showed that e-learning has both positive and negative effects compared to face to face classroom instructions. Analysis showed that the percentage of students who have got negative opinions on e-learning was 17%, while that of students who have got positive opinions was 49.3%. The percentage of those in the middle was 33.3%. However, results demonstrated that immediate feedback and affective factors could be facilitated through Q&A bulletin and feedback program for completing on-line learning. Negative effects of on-line learning can be solved by a planned and well-supported on-line approach that includes a theory-based instructional model rather than the new method replaced by 'blended learning' that combines face-to-face classroom instruction with on-line learning.
Journal of the korean academy of Pediatric Dentistry
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v.44
no.4
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pp.427-436
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2017
The purpose of this study was to examine guardian's attitudes toward behavior guidance techniques used in pediatric dentistry. In this study, 117 guardians participated and the several behavior guidance techniques being used during actual pediatric dental treatment were explained to the guardians prior to writing a questionnaire. The behavior guidance techniques explained were: tell-show-do, voice control, protective stabilization by device, protective stabilization by staff, nitrous oxide sedation, sedation, and general anesthesia. For analysis, 106 completed survey forms were selected. Tell-show-do was rated as the most acceptable technique, followed (in order of decreasing acceptance) by: voice control; protective stabilization by staff; nitrous oxide sedation; protective stabilization by device; sedation; general anesthesia. Acceptance of each behavior guidance technique was not related to guardian age, gender, patient age, patient gender, patient dental experience, type of visit, and position of doctor. Within the limit of this study, the communicative guidance techniques (tell-show-do, voice control) were more acceptable than advanced behavior guidance techniques (protective stabilization, sedation, general anesthesia). The acceptability of general anesthesia was the lowest. The results of this survey may contribute to maintain optimal dentist - guardians communication in pediatric dentistry.
This paper aims to present the model of engineering design education workshop for appropriate technologies. Since 2008 Handong Innovation Center for Engineering Education and a Non-Profit Organization, Sharing and Technology, held engineering design workshop during every summer break. We present the contents of the workshop and analyze the educational effects of the program. The workshop is entitled "Engineering Design Academy for the other 90%" because we take it serious that most of the research and development efforts of the science and technologies in the world is just focused on the rich people while the other 90% people in the world are unreachable from the benefits of the modern technologies. By the workshop we tries to provide the college students the perspectives on the worldwide poverty problems and to encourage them to serve the 3rd world people in need through their specialties in the field of engineering profession. The evaluation results by participants are very positive. Especially, we began invite the 3rd world people to the workshop as design problem clients from 2010 summer workshop. The evaluation from them are also very positive. The analysis results on the educational effects of the workshop show that the workshop improves the students skills required by the ABEEK (Acreditation Board of Engineering Education of Korea) including not only design capability but also team work, communication skill, understanding the social impacts of engineering design, engineering ethics, and globalization.
The growth of the mobile device market has changed the education market and led to the quantitative growth of various media education. In particular, smart devices, which have better interaction than existing PCs or consoles, can develop more user-friendly content, allowing various types of educational content and inducing changes in traditional education methods for consumers. Although many researchers recently suggest viable development methods or marketing elements of contents, development companies, and developers, until now, merely rely on the human senses. Therefore, it is necessary to study the actual user's smart-device based usability and experience environment. This study aims to propose an intuitive statistical processing method for analyzing the usability of game-type educational contents in terms of form, for popular games that have been released as a basis for analyzing the user experience environment. In particular, because the game industry has a sufficient number of similar examples, it is possible to conduct research based on big data and to use them for immediate decision-making between multiple co-developers through the analysis method proposed by the research. It is expected to become an analytical model that can communicate with other industries because it is effective in securing data sources.
Study 1 composed of three experiments examined differences in person perception between computer-mediated (or CMC) and face-to-face (or FTF) communications. In Experiment 1, each of 17 groups of 4-5 discussed a donation entrance system through CMC and a week later a college-based university system through FTF communication mode for half an hour. Then members of a given group rated each other along with self-ratings on five personality traits. Results indicated that in FTF than CMC condition, ratings of others were more positive and also self-peer agreement and meta-accuracy were larger in spite of no large difference in inter-judge agreement between two communication modes. In Experiment 2, 17 groups of 4 in each of the CMC and FTF condition discussed a college-based university system for an hour. Then group members rated each other on another five trait dimensions. Although ratings of others were more positive in FTF than CMC condition, there no systematic differences in two types of agreement and meta-accuracy between the two communication modes. In Experiment 3, 17 groups of 4 in each of the CMC and FTF condition discussed a donation entrance system for an hour and then group members rated each other on five trait dimensions different from those used in Experiment 1 and 2. The findings replicated Experiment 1. Study 2 examined gender differences in person perception in CMC. Fifteen dyads for each of the man-man, man-woman, and man-woman conditions communicated for an half hour in CMC and then rated each other along with self ratings on 25 personality trait dimensions. Results indicated that participants rated their partners more negatively for extorversion, agreeableness and culture factors, which was due mainly to woman's negative evaluations for their male partners. Also, self-peer agreement was the largest in the man-man communication condition. These findings were discussed in relation to differences between CMC and FTF communication modes.
Social interaction becomes increasingly complicated, sophisticated and specialized. Popular methods of communication has expanded from face-to-face to the use of IT media, as the amount of needs for remote communication increases rapidly as well as the scope of the contents of communication. The purpose of this study is to empirically examine the relationship between the use of IT media and the level of interpersonal trust, and further examine the differences in interpersonal trust across the use of different IT media. A questionnaire survey was performed against 193 individuals in the age group between 20s and 40s, which is considered most active group of IT media. According to a series of regression analysis, the frequency of mediated information exchange is found to be correlated to the level of interpersonal trust. The effect of the amount of time spent with the media was not significant. We also found that the effects on interpersonal trust differed across the use of different types of communication media.
The purpose of this study is to investigate the experiences of using the mobile class note by the childcare teachers. The subjects of this study were seven childcare teachers using mobile class note in Seoul and Gyeonggi provinces and collected data through in - depth interviews. The results of this study are as follows: First, the topic group on [Positive aspect of mobile class note experience] of childcare teachers was classified as and . Secondly, the subject group on [the negative aspects of the mobile class note experience] of the childcare teachers were classified as and . The purpose of this study is to provide reliable communication data between parents and teachers in the future, and to provide basic data for more effective use of mobile announcement class notes.
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