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A Study on the Effects of Havruta-based Reading Discussion Program Operation in Library (도서관에서의 하브루타 기반 독서토론 프로그램 운영의 효과 분석 연구)

  • Cha, Sung-Jong
    • Journal of the Korean Society for Library and Information Science
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    • v.56 no.2
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    • pp.179-207
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    • 2022
  • This study was performed in order to find implications for further activating the reading discussion program by conducting a Havruta-based reading discussion program for elementary school students in the library, by measuring and analyzing the effect on the participants. The results of the study are as follows: First, as a result of comparative analysis between the pre- and post-scores on the effectiveness of the Havruta reading discussion program, it was found that the average score of the post-test was high. Second, as a result of analyzing the differences in the changes in the results of the pre-survey compared to the post-survey according to the general characteristics of the participants, it was found that there were significant differences in the characteristics of 'interest in reading' for the 'critical thinking ability' factor, the characteristics of 'average monthly reading capacity' for the 'critical thinking ability' factor, the characteristics of 'academic performance' for the 'research ability' factor, and the characteristics of 'gender', 'academic performance', and 'interest in reading' for the 'persuasive ability' factor. Third, as a result of analyzing how the effects of the Havruta reading discussion program are affected by the constituent factors of reading and discussion ability, it was found that the factors 'critical reading ability' and 'critical thinking ability' had an effect. As a result, it was identified that there are effects and advantages of the Havruta-based reading discussion program in the library.

A Study of AI Education Program Based on Big Data: Case Study of the General Education High School (빅데이터 기반 인공지능 교육프로그램 연구: 일반계 고등학교 사례를 중심으로)

  • Ye-Hee, Jeong;Hyoungbum, Kim;Ki Rak, Park;Sang-Mi, Yoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.83-92
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    • 2023
  • The purpose of this research is to develop a creative education program that utilizes AI education program based on big data for general education high schools, and to investigate its effectiveness. In order to achieve the purpose of the research, we developed a creative education program using artificial intelligence based on big data for first-year general high school students, and carried out on-site classes at schools and a validation process by experts. In order to measure the creative problem-solving ability and class satisfaction of high school students, a creative problem-solving ability test was conducted before and after the program application, and a class satisfaction test was conducted after the program. The results of this study are as follows. First, AI education program based on big data were statistically effective to improve the creative problem solving ability according to independent sample t test about 'problem discovery and analysis', 'idea generation', 'execution plan', 'conviction and communication', and 'innovation tendency' except 'execution', 'the difference between pre- and post-scores of male student and female student' on first year high school students. Secondly, in satisfaction conducted after classes of AI education program based on big data, the average of 'Satisfaction', 'Interest', 'Participation', 'Persistence' were 3.56 to 3.92, and the overall average was 3.78. Therefore, it was investigated that there was a lesson effect of the AI education program based on big data developed in this research.

The Applicability of Metaverse for Urban Inundation Response (도시 침수 대응을 위한 메타버스의 활용 가능성 고찰)

  • Kim, Dong Hyun;Park, Hyung Jun;Yoo, Hyung Ju;Lee, Seung Oh
    • Journal of Korean Society of Disaster and Security
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    • v.15 no.2
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    • pp.13-25
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    • 2022
  • Public consent is essential to proceed with large-scale projects such as dam and hydroelectric power plant in the Carbon Neutral Era. In general, when designing facilities such as dams and river facilities, the impact due to constructing them is analyzed through numerical simulation in advance. Those facilities are built to cope with floods and usually HEC-RAS is used for numerical simulation in this process. The numerical simulation provides accurate data, but it is very difficult to persuade the public only with the data. Therefore, this study intends to consider the utilization of metaverse in the field of urban flooding and flood response. The applicability of metaverse was confirmed by emphasizing visual effects and providing easy-to-see data, using a kind of metaverse platform called Cities: Skylines. The functions and limitations of this platform were reviewed. A virtual flood scenario was applied after implementing real cities on a metaverse. The hazard map established in Korea and the results of applying the scenario of metaverse platform were compared. On the metaverse, not only the disaster situation caused by realizing the city and society as it is, but also the spread of social disasters after the disaster can be confirmed. Through this, countermeasures can be virtually implemented. If these social and humanistic data are also verified in the future, it is expected that the overall process for responding to urban flooding can be modeled.

Audience Cognitive Reconstruction of the Extended Meaning of Complex Mechanism Text : For Communication Education using Story Media Expressions (복합기제 텍스트의 확장 의미에 대한 수용자의 인지적 재구성 : 서사적 미디어 표현을 활용한 의사소통 교육을 위해)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.137-143
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    • 2021
  • This discussion can be said to be a qualitative study on the possibility of linking communication education for college students and literacy education for Korean language-linked educators based on the theory of interpretation of cognitive meaning of media text containing complex mechanisms. The implicit meaning of media content expression used as an interactive communication strategy will be accepted as a multilateral interpretation according to the individual learner's cognitive environment. If so, how is the general media content meaning intended by the content creator being accepted? These doubts are the starting point for discussion. To solve the problem, I leaned on the experimental pragmatic methodology of cognitive aesthetics and applied a model of relevance of cognitive linguistics to connect learners' creative cognitive environment and present content to find a contrast. As a result of the discussion, it was possible to establish a basic framework for learners to express their subjectivity and creative thinking that could connect the cognitive environment and present content themselves. In particular, active and positive learners also revealed direct descriptive expressions to build a new cognitive environment, such as suggesting a third alternative to argue the ability to question produced media texts and the validity of the meaning implied in the text. In the future, since media text containing complex mechanisms is an indirect and persuasive communication behavior that occurs easily through various media in modern society, the universal communication principle of reliable conversation between media text creators and audiences should exist.

The Effect of Creative Education Program Based on AR/VR : Focusing on the Area of Astronomy (AR/VR을 활용한 창의교육 프로그램의 효과 분석 : 천문 영역을 중심으로)

  • Seo, Youngjun;Han, Doyoon;Son, Yunjeong;Heo, Younjeong;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.310-321
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    • 2022
  • This study aimed to find out how creative education programs using AR/VR affect student's creative problem-solving skills and class satisfaction. For this purpose, a total of 179 students in 7 classes of the first grade of J High school located in the chungbuk region were the subjects of this study. The data were analyzed by performing two-dependent samples (t-test) based on the difference between the pre- and post-scores of creative problem-solving ability test, and the value of class satisfaction was analyzed and interpret using descriptive statistics and interview. The results of this study are as follows. First, except for 'execution', 'problem discovery and analysis', 'idea generation', 'execution plan', 'conviction and communication', and 'innovation tendency' showed statistically significant results. Second, in terms of class satisfaction of the creative education program, it was an average of 3.75 and it was difficult for learners to derive creative ideas, outputs, and results through groups within a given time in regular class, but generally showed a positive response. Therefore, it was confirmed that the creative education program using AR/VR increased student's learning motivation and interest in the process of generation or expanding ideas to solve problems like educational effect of STEAM.

Mental Health In LGBTs Resulting From Family Rejection: Consensual Qualitative Research (가족의 거부로 인한 성소수자의 정신건강에 관한 연구: 합의적 질적 연구(CQR))

  • Kim, Jin Yi
    • Korean Journal of Culture and Social Issue
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    • v.23 no.4
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    • pp.605-634
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    • 2017
  • The purpose of this study was to investigate families' responses and attitudes and the experiences of Korean LGBT individuals after revealing their sexual identity and sexual orientation and to determine how families' attitudes affected the mental health of these individuals. For this purpose, in-depth interviews were performed with 12 male and female LGBT participants, ranging from 19-30 years of age, who resided in Seoul and metropolitan areas, and reported coming out to or being outed by their families. One-to-one interviews were carried out using semi-structured questions, and the data from the interviews were analyzed using consensual qualitative research (CQR). Most of the families had very negative responses and attitudes to the participants coming out and exhibited rejection or avoidant attitudes; only a few of the families responded with receptive attitudes. As a result, the LGBT participants reacted with friction and coping behaviors, such as persuasion, participation in professional counseling, abandonment or avoidance, and running away from home. Most of the effects of the families' attitudes on the participants were negative psychological effects, such as anger, sadness, a sense of alienation, depression, anxiety, fear, trauma, helplessness, lowered self-esteem, alcohol dependence, and suicidal ideation and attempt, while receptive attitudes provided a sense of stability. For all participants, they reported that they were more likely to be hurt by their families' negative attitudes than by social attitudes. This study is significant because it provides framework for specifying families' attitudes and LGBT individuals' experiences after coming out in Korean society. It also outlines LGBT individuals' coping behaviors, psychological difficulties, and the process of coming out and provides suggestions for individuals to overcome. The results are expected to help counselors create practical strategies to better understand LGBT individuals and the psychological difficulties they may experience and provide proper interventions while counseling both the individual and the family.

The Effects of Environmental Class Using EBS Program on Environmental Sensitivity and Environmental Responsible Behavior of Elementary School Students (EBS 프로그램을 활용한 환경수업이 초등학생의 환경감수성 및 환경책임행동에 미치는 영향)

  • Jee-hyun Jeong;Soon-shik Kim
    • Journal of the Korean Society of Earth Science Education
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    • v.16 no.2
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    • pp.224-233
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    • 2023
  • The purpose of this study is to investigate the effect of environmental classes using EBS program on the environmental sensitivity and environmentally responsible behavior of 6th grade elementary school students. To this end, the 2015 revised elementary school curriculum was reconstructed for 6th grade students, and subject-centered environmental classes were planned, and EBS educational broadcasting environmental contents suitable for each class were applied and utilized. The conclusion of this study is as follows. First, this study analyzed the 2015 revised curriculum and reorganized the 6th grade curriculum and creative experience activities to plan the 22nd environmental class, specifying environmental sensitivity and environmentally responsible behavior that can have a positive impact on learners in each class. EBS educational broadcasting environmental contents that can be utilized were selected and environmental classes were conducted using them. Second, it was found that environmental classes using EBS educational broadcasting had a significant effect on improving the environmental sensitivity of elementary school students. The fact that environmental classes using EBS educational broadcasting goes beyond the spatial limitations of schools and informs that global citizens are interested in environmental problems and are working to solve environmental problems. Third, it was found that environmental classes using EBS educational broadcasting had a significant effect on elementary school students' environmentally responsible behavior. This is because environmental classes using EBS educational broadcasting do not stop at imparting knowledge, but suggest learning that leads to civic behavior, educational behavior, economic behavior, physical behavior, and persuasive behavior related to the environment.

A study on change of gamification marketing through social media -Focusing on the marketing of facebook fan page and instargram hashtag- (소셜미디어를 통한 게이미피케이션 마케팅의 변화 방향에 대한 연구 - 페이스북의 팬페이지와 인스타그램의 해시태그 마케팅을 중심으로 -)

  • Moon, Ha Na;Lee, Yoo Jin;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.4
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    • pp.209-221
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    • 2015
  • This study investigates in depth of the new marketing trend, in which social media, an effective marketing tool for promoting a new product, and gamification technic of engaging consumers in communication, are combined. Although gamification has been applied to various fields for a long time, conventional way of applying gamification is different from when it is combined with socialmedia. Therefore, this study examines the background and characteristics of the convergence phenomena between the social media and gamification based on the theoretical consideration of the social media and gamification. Then, the cases of social media marketing utilizing gamification are analyzed and classified into general participation, active participation, creative behavior, networking, and experiential type according to the user's different levels and ways of participation. As a result, when the social media and gamification are combined, the change of an aspect is found to be more meaningfully influential to today's consumers as in competition - achievement - relationship, compared to the conventional way of game mechanics. This study has significance in the way that it established a useful basis for the marketing strategy through the study of the new game mechanics that has been applied to social media marketing utilizing gamification.

A Study on the Job Development and Reorganization Strategy of the National Library of Korea, Sejong (국립세종도서관 직무개발 및 조직개편 전략 연구)

  • Hee-Yoon Yoon;Seon-Kyung Oh
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.2
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    • pp.159-182
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    • 2023
  • The National Library of Korea (Sejong), which was launched in December 2013, has been in the spotlight as a specialized library for Korean policy information and as a Sejong city complex cultural facility. Nevertheless, the essential identity, organizational status, division of affairs and core competencies, policy information collection, and services of the NLK (Sejong) are weak and inadequate. Therefore, this study developed a job model for establishing an essential identity and providing high-quality policy information services nationwide and suggested a strategic organizational reorganization plan. The job model was proposed as a total of 110 by adding 38 to the existing 72. Based on this job model, the short-term reorganization model (2023-2024) changed the grade of the library director from the current grade 4 (administrative officer) to Senior Executive, and the grade of the director by division from grade 5 (secretary) to grade 4. The sub-organization has expanded the current 3 divisions (planning management, policy information, and service use) to 4 divisions (planning administration, library collection and development, policy information service, and public service and culture, with a total of 51 personnel. In the mid-to-long-term model (2025-2032), the sub-organization was expanded to 4 divisions and 1 office (planning administration, library collection and development, policy information service, public service and culture, and policy information research), and presented a total of 61 personnel. To this end, it is necessary to persuade stakeholders with the argument of advocating the Korean policy information center, which is a macro-strategic goal, and focus all capabilities on strategic reorganization and revision of 「Decree on the Organization of the Ministry of Culture, Sports and Tourism」.

The contents of the Education for Conversation and Negotiation, and its Sociopolitical Implication (대화와 협상교육의 내용과 사회정치적 함의)

  • Shin, Hee-sun
    • Journal of Ethics
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    • no.75
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    • pp.63-98
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    • 2009
  • The Social Conflict Index in Korea is considerably high. In the situation where both parties' interests conflict each other, Korean society has shown immature democracy, which couldn't peacefully resolve the conflict because of the lack of tolerance against the counterparty's position. In terms of upbringing educated citizens, who could democratically communicate with others and approach problems, communication skill training is very important, reducing social costs by extreme conflict. Thus, this paper studied the necessity of communication skills training and its sociopolitical implication through case studies about "Communication and Negotiation" class, which is proceeded under university liberal education. Under current university curriculums, increased liberal education programs, related with speaking, focus on cultivating logical and critical thinking in the main. Based on these thinking skills, "Communication and Negotiation" has important implication in terms of cultivating mindset which resolves conflicts and considers other's position by collaborative and emotional perspectives. In terms of cultivating practical communication skills, this "Communication and Negotiation" class requires the change of teaching skills with various training programs, under students' active participation and feedback in the class exercise for resolving problems. Ultimately, through "Communication and Negotiation" class, and as members of society, students could learn matured citizenship and sense of responsibility by respecting others' position and reasonably resolving conflicts.