• Title/Summary/Keyword: 사회 활동 만족도

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Case Study of Service-Learning Linked to 'History of Science' Lecture for Pre-service Science Teachers (예비과학교사의 과학사 강좌 봉사-학습(Service-Learning) 운영 사례 연구)

  • Yoon, Ma-Byong
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.567-581
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    • 2019
  • Service-Learning (S-L) is an experiential learning-based teaching-learning method that connects students with curriculum and school-based community service and raises students' academic ability and social responsibility awareness through the value of 'reflection' and 'reciprocity'. This study analyzed the case of S-L course of 'History of Science and Inquire Activity' for pre-service science teachers (PSTs). The S-L lectures linked to the subjects of the History of Science were conducted in terms of three stages (Preparation-Implementation-Evaluation), and S-L classes were conducted in three schools five times. The educational effects of S-L lectures were analyzed by collecting questionnaires, class observation and self-reported reflection diary. The PSTs were able to understand the school realities and improve the teaching abilities and pedagogic content knowledge through educational service activities. The PSTs who participated in the S-L course had hard time due to excessive learning time, the difficulty of preparing the class, the fear of the class, and trial and error. Nonetheless, most of the students responded that they were very satisfied (4.68) with the S-L lecture, and that they could develop self-efficacy for their future teaching career thank to this learning experience.

How do people verify identity in the Metaverse: Through exploring the user's avatar (메타버스 내 아바타 정체성 확인에 영향을 미치는 요인에 관한 연구)

  • Kihyun Kim;Seongwon Lee;Kil-Soo Suh
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.189-217
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    • 2023
  • The metaverse is a virtual world where individuals engage in social, economic, and cultural activities using avatars, which represent an alternate version of oneself within the virtual realm. While the metaverse has garnered global attention recently, research exploring the identity manifested through avatars within the metaverse remains limited. This study investigates the influence of four IT artifact characteristics related to avatar usage in the metaverse-avatar representation, avatar copresence, avatar profiling, and avatar-space interaction-on perceived avatar identity verification. A survey was conducted with 196 experienced users of the Zepeto platform, and hypotheses were tested using structural equation modeling. The analysis results indicate that the use of IT artifacts enabling avatar representation, avatar copresence, and avatar-space interaction has a positive impact on perceived avatar identity verification. This achieved self-verification indirectly influences the satisfaction and subsequent intention to continue using the metaverse. This study contributes to the academic field by empirically verifying the metaverse technological factors that influence the projected identity onto avatars within the metaverse. Furthermore, it is expected to provide effective guidelines for metaverse platform companies in designing and implementing the metaverse.

Understanding the Evaluation of Quality of Experience for Metaverse Services Utilizing Text Mining: A Case Study on Roblox (텍스트마이닝을 활용한 메타버스 서비스의 경험 품질 평가의 이해: 로블록스 사례 연구)

  • Minjun Kim
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.160-172
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    • 2023
  • The metaverse, derived from the fusion of "meta" and "universe," encompasses a three-dimensional virtual realm where avatars actively participate in a range of political, economic, social, and cultural activities. With the recent development of the metaverse, the traditional way of experiencing services is changing. While existing studies have mainly focused on the technological advancements of metaverse services (e.g., scope of technological enablers, application areas of technologies), recent studies are focusing on evaluating the quality of experience (QoE) of metaverse services from a customer perspective. This is because understanding and analyzing service characteristics that determine QoE from a customer perspective is essential for designing successful metaverse services. However, relatively few studies have explored the customer-oriented approach for QoE evaluation thus far. This study conducted an online review analysis using text mining to overcome this limitation. In particular, this study analyzed 227,332 online reviews of the Roblox service, known as a representative metaverse service, and identified points for improving the Roblox service based on the analysis results. As a result of the study, nine service features that can be used for QoE evaluation of metaverse services were derived, and the importance of each feature was estimated through relationship analysis with service satisfaction. The importance estimation results identified the "co-experience" feature as the most important. These findings provide valuable insights and implications for service companies to identify their strengths and weaknesses, and provide useful insights to gain an advantage in the changing metaverse service environment.

School Experiences and the Next Gate Path : An analysis of Univ. Student activity log (대학생의 학창경험이 사회 진출에 미치는 영향: 대학생활 활동 로그분석을 중심으로)

  • YI, EUNJU;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.26 no.4
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    • pp.149-171
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    • 2020
  • The period at university is to make decision about getting an actual job. As our society develops rapidly and highly, jobs are diversified, subdivided, and specialized, and students' job preparation period is also getting longer and longer. This study analyzed the log data of college students to see how the various activities that college students experience inside and outside of school might have influences on employment. For this experiment, students' various activities were systematically classified, recorded as an activity data and were divided into six core competencies (Job reinforcement competency, Leadership & teamwork competency, Globalization competency, Organizational commitment competency, Job exploration competency, and Autonomous implementation competency). The effect of the six competency levels on the employment status (employed group, unemployed group) was analyzed. As a result of the analysis, it was confirmed that the difference in level between the employed group and the unemployed group was significant for all of the six competencies, so it was possible to infer that the activities at the school are significant for employment. Next, in order to analyze the impact of the six competencies on the qualitative performance of employment, we had ANOVA analysis after dividing the each competency level into 2 groups (low and high group), and creating 6 groups by the range of first annual salary. Students with high levels of globalization capability, job search capability, and autonomous implementation capability were also found to belong to a higher annual salary group. The theoretical contributions of this study are as follows. First, it connects the competencies that can be extracted from the school experience with the competencies in the Human Resource Management field and adds job search competencies and autonomous implementation competencies which are required for university students to have their own successful career & life. Second, we have conducted this analysis with the competency data measured form actual activity and result data collected from the interview and research. Third, it analyzed not only quantitative performance (employment rate) but also qualitative performance (annual salary level). The practical use of this study is as follows. First, it can be a guide when establishing career development plans for college students. It is necessary to prepare for a job that can express one's strengths based on an analysis of the world of work and job, rather than having a no-strategy, unbalanced, or accumulating excessive specifications competition. Second, the person in charge of experience design for college students, at an organizations such as schools, businesses, local governments, and governments, can refer to the six competencies suggested in this study to for the user-useful experiences design that may motivate more participation. By doing so, one event may bring mutual benefits for both event designers and students. Third, in the era of digital transformation, the government's policy manager who envisions the balanced development of the country can make a policy in the direction of achieving the curiosity and energy of college students together with the balanced development of the country. A lot of manpower is required to start up novel platform services that have not existed before or to digitize existing analog products, services and corporate culture. The activities of current digital-generation-college-students are not only catalysts in all industries, but also for very benefit and necessary for college students by themselves for their own successful career development.

The Effects of Functional Task Training on Activities of Daily Living in the Fall Experienced Elderly (기능적 과제훈련이 낙상경험노인의 일상생활수행능력에 미치는 영향: 단일대상연구)

  • Woo, Ji Hee;Park, Hae Yean;Kim, Jong Bae
    • Therapeutic Science for Rehabilitation
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    • v.5 no.1
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    • pp.43-54
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    • 2016
  • Objective : The purpose of this study was to investigate the effects of occupational therapeutic intervention including functional task training on activities daily living of falls experienced elderly. Methods : This study used a single subject experimental design with alternating treatment and reversal design. One participant who have had falls experience among the community-dwelling elderly completed. This study a total of 18 sessions were conducted. Fall Efficiency Scale(FES), Berg Balance Scale(BBS) and task modification scale were used to assess the activities of daily living during each session, and Canadian Occupational Performance Measure(COPM) and Assessment of Home-based Activities(AHA) were used to evaluate the activities of daily living at pre-and post-test. Results : The participant showed significant improvements in the FES, BBS scores. However, the improvement was greater when progressive resistance exercise was practised along with functional task training. COPM and AHA scores improved at post-test. Conclusions : These findings provide evidence for occupational therapeutic intervention for falls-experienced elderly.

Security Measures for Casino Facilities (카지노 시설경비 안전대책 방안)

  • Lee, Sang-Chul
    • Korean Security Journal
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    • no.10
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    • pp.243-272
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    • 2005
  • All measures related to the safety of the casino facilities guarantee safety of facilities that are targets of security guards, protect lives and properties, minimize risks of artificial and natural disaster and crimes. In summary, plan for responding to safety and accidents should be developed not only for the casino facilities but also for the facilities of annexed buildings, and lives and properties of customers and employees. Determine areas in the casino facilities that are prone to accidents and set around-the-clock guard in the areas or maintain surveillance with CCTV and prevent accidents through continuous patrol. These are the most basic and the most important requirements in safety. In addition, casinos which prompt gambling are causing economic and psychological treats to families. To resolve these social issues, casinos have adopted limited entrance system. To support this system, new forms of machine security systems such as video automatic recognition system of fingerprint pattern recognition system should be adopted too. In addition, security guards in casino facilities need to instill themselves with a sense of ownership as well as a strong sense of mission to do the best for customer security and to protect the company assets and employees and manage accidents that could occur without notice. Security guards should do their best to enable manage accidents that could occur without notice. Security guards should do their best to enable tourists who are on the rise due to increase in advanced country-style tourism and leisurely activities to get the utmost satisfaction from the casinos, and as a leader of private security company, establish the foundation for security based on the characteristics of security in Korea.

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The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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A study on teaching and learning of youth detention center school: Focused on cartoon and animation field (소년원학교 교수학습과정안 연구: 만화.애니메이션분야를 중심으로)

Forensic Geology : New Pioneer in Geological Area (과학수사지질학(Forensic Geology)의 출현: 새로운 지질학 영역의 구축)

  • Lee, Ok-Sun;Kim, Seong-Yong
    • Economic and Environmental Geology
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    • v.40 no.5
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    • pp.705-711
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    • 2007
  • We should treat carefully the one related to human rights among a large number of decision-making in our daily lives. As it is necessary to obtain physical evidences in the process of criminal investigation for solving a certain crime based on the principle of evidence, it leads to an increase in demand for forensic science and forensic geology. Forensic geology could be regarded as a fusion discipline of geology and forensic investigation and it is principally concerned to the study on the connection of a suspect and a crime scene with soil evidence which could be experimented using geological data and methods. So these results could be used as valuable information in a court. After its academic foundation has been builded since the last 1970s, its research objects have been expanded from soil evidence like rocks, minerals, soils, sediments to sociocultural, political, military and medical objects like ancient relics, mines, corpses. Its role is expanded from the simple finding of a particular location to the examination of archaeological theories and historical facts, the testimony of the cause of environmental pollution and the chronic demonstration of geological distribution of plants and anthropological origination. And these bring this discipline promptly to accept developed geological methodologies and to satisfy various forensic geological needs. Specialized forensic investigation institutes work actively for the R&D activities of forensic geology. In Korea, national institute of scientific investigation works a small part of forensic geological activities in total activities of forensic investigation. In conclusion, we concern to the importance of systematic discussion of building in proper position of forensic geology through its R&D methods, application cases of its performance and etc. based on geological characteristics in our country by a specialized geoscience institute.

Work and Life Balance of Working Single-person Households : Focused on Unmarried 20-30 Generation (취업 1인가구의 일-생활 균형: 20-30대 미혼을 중심으로)

  • Song, Hyerim;Kang, Eunjoo
    • Journal of Family Resource Management and Policy Review
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    • v.25 no.4
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    • pp.55-70
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    • 2021
  • The aim of this study was to analyze the work and life balance of unmarried working cases in single-person households. Eleven cases were interviewed with a semi-structured questionnaire. The results were as follows: When they were starting as a single-person household on their own initiative and with enough preparation and planning, they expressed higher satisfaction as a single person household. For their adaptation to being a single-person household, practice education and information about household work and self-care were useful. Their thought about 'life' are focusing on self improvement and leisure activities either alone or with their friends. Their family interactions were performed with financial, emotional, and housework support from each other. Resources such as money and time were the major factors that impacted work and life balance. For work and life balance of single person househods, the cases needed political support for financial aid and flexible work arrangements.