• Title/Summary/Keyword: 소통만족

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A Study on the Development of Experiential STEAM Program Based on Visual Impairment Using 3D Printer: Focusing on 'Sun' Concept (3D프린터 활용 체험형 STEAM 프로그램 개발 연구: '태양' 개념을 중심으로)

  • Kim, Sanggul;Kim, Hyoungbum;Kim, Yonggi
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.62-75
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    • 2022
  • In this study, experiential STEAM program using 3D printer was produced focusing on the content elements of 'solar' in the 2015 revised science curriculum, and in order to find out the effectiveness of the STEAM program, analyzed creative problem solving, STEAM attitude, and STEAM satisfaction by applying it to two middle school 77 students simple random sampled. The results of this study are as follows. First, a solar tactile model was produced using a 3D printer, and a program was developed to enable students to actively learn experience-oriented activities through visual impairment experiences. Second, in the response sample t-test by the difference in pre- and post-score of STEAM attitude tests, significant statistical test results were shown in 'interest', 'consideration', 'self-concept', 'self-efficacy', and 'science and engineering career choice' sub-factors except 'consideration' and 'usefulness / value recognition' sub-factors (p<.05). Third,, the STEAM satisfaction test conducted after the application of the 3D printer-based STEAM program showed that the average value range of sub-factors were 3.66~3.97, which improved students' understanding and interest in science subjects through the 3D printer-based STEAM program.

A Study on the Improvement of the Effectiveness of Safety and Health Education for Supervisors (관리감독자 대상 안전보건교육의 실효성 증진 방안 연구)

  • Lee, Myeong-Gu;Jeong, Myeong-Jin;Kim, Chang-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.361-366
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    • 2022
  • Although safety and health education is reported to be very effective in reducing the industrial accident rate, the demand for improvement in safety and health education is also very high. The purpose of this study is to present measures to enhance effectiveness by investigating the effectiveness and demand for safety and health education for supervisors among the safety and health education systems. As a result of the study, it was found that the satisfaction and effectiveness of safety and health education were low. As the most important competency required for supervisors, it was investigated that job competency was the ability to discover harmful risk factors and formulate disaster prevention measures in the work process and work environment, and base competency was communication ability. In addition to designated safety and health education institutions, there was a high demand for recognition as education completion time even when professional education by job was completed by other professional education institutions. Therefore, in safety and health education for supervisors, it is necessary to focus on major items to improve supervisors' job competency and base competency, and to recognize that they have completed education at a wide range of educational institutions. We believe that it can increase the supervisor's capacity for safety management and improve the effectiveness of safety and health education.

Storytelling Strategy of and Its Potential to Evolve into Transmedia Franchise (<자이언트 펭TV> 스토리텔링 전략과 트랜스미디어 스토리텔링으로의 가능성)

  • Cho, Hee-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.211-227
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    • 2020
  • This study intends to analyze the storytelling strategy of EBS's YouTube channel , which has been creating a remarkable cultural phenomenon since April 2019, and to examine the potential for its transition to transmedia franchise. Based on Henry Jenkins'seven principles of transmedia storytelling, shows satisfactory relevance in all but 'multiplicity'out of the 10 capacities consisting of the principles. In particular, was found excellent in terms of core capacities such as 'spreadability', 'immersion', 'worldbuilding', 'continuity', 'drillability' and 'performance'. In addition, critical discourse analysis(CDA) in sociocultural practice dimension of the keywords of the related news articles has discovered that is strongly linked to the following five values: 'social integration', 'resistance against authoritarianism', 'self-dignity and reasonable individualism', 'gender neutrality' and 'ecologism', indicating the reason why the work has been able to resonate so extraordinarily with participants across all generations. By answering the two chosen research questions, this study has proved that has high potential to be successful in evolving into transmedia franchise, while keeping building a new realm of edutainment storytelling by cleverly exploiting EBS's unique identity as a public education broadcaster. is viewed as an exceptional property capable of advancing transmedia storytelling in the local market; thus, productive arguments and contemplation over its evolution in storytelling needs to continue so that it can maintain a long-lasting positive influence.

A Study on Idol Marketing Strategies Using Web Entertainment - Focusing on - (웹 예능을 활용한 아이돌 마케팅 전략 연구 - <달려라 방탄>을 중심으로)

  • Lee, Shuo-Kun;Huh, Eun-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.99-109
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    • 2021
  • The purpose of this paper is to look at web entertainment in terms of marketing and analyze how consumers in Korea and abroad feel about it. To this end, methods such as literature research, case studies, and consumer interviews were used. The main conclusions of this paper are as follows. First of all, through the case of "Run BTS," the web entertainment program actively reflects the needs of viewers on entertainment content by utilizing the unique interactions of web entertainment in terms of products. In terms of price, web entertainment operated a paid service that contained more diverse contents. However, the degree of satisfaction with paid services was different for each age group or income of viewers. In terms of distribution, web entertainment can position viewers much more clearly than conventional TV entertainment, has strong communication with viewers, and is relatively free from political conflict or censorship in overseas exports. Finally, in terms of public relations, web entertainment is promoted in various ways to fans who are the mainstay of existing viewers, but public relations for various viewers other than fans are relatively weak. Based on the above analysis, this paper proposed ways to improve consumers of web entertainment by region, customized marketing by age, professional window for consumers to directly express their opinions on content, and wide promotion through various media.

An Analysis of Factors Affecting the Life Satisfaction of School Students in Covid-19 : Focusing on School, Home, Daily Stress (코로나19 상황에서 초·중·고 학생의 삶의 만족도에 영향을 미치는 요인 분석 : 학교생활, 가정생활, 일상적 스트레스를 중심으로)

  • Lee, Ki-Eon;Choi, Sung-Kwang
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.171-182
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    • 2021
  • This study analyzed the factors influencing the satisfaction of school students in Covid-19. The subjects of the study were surveyed in all 5th-6th grade of elementary school students, 1st-3rd grade of middle school, and 1st and 2nd grade of high school students in G metropolitan city. A total of 13,672 students participated in the survey, of which 13,613 were used for final data analysis. A hierarchical regression analysis of factors affecting students' life satisfaction showed that 22.2% of school life factors, 4.7% of home life factors, and 10.7% of daily stressors. The most influential factor in Covid-19 was home life satisfaction. Next was appearance stress for elementary school students and academic stress for middle and high school students. This can be seen as a result of Covid-19, which increased non-face-to-face classes and increased time for students to spend at home, which led to a greater impact on students' satisfaction in life. Nevertheless, middle and high school students can still see that academic stress has a significant impact on life satisfaction. Through this, it is necessary to support students to facilitate relationships, communication, studies, and leisure at home in the context of Corona 19. Especially, various educational policies must be accompanied so that the educational gap due to non-face-to-face classes does not deepen depending on the family environment.

A Case Study on the 'Consumer Studies' Class Using Problem-Based Learning for Prospective Home Economics Teachers (예비교사를 위한 문제중심학습에 기반한 '소비자학' 수업 사례)

  • Jung, Joo Won;Ha, Oh Sun
    • Journal of Korean Home Economics Education Association
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    • v.34 no.3
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    • pp.101-116
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    • 2022
  • This study aims to apply the problem-based learning method to a college course on 'Consumer Studies' in a teacher education program. The participants of this study were 27 undergraduate students who were enrolled in the course. The PBL class was implemented for seven weeks using two problems: proposing special lectures on economic concepts and financial consulting. The effectiveness of PBL was analyzed through self-reflective journals, self-assessment, and a learning satisfaction survey of students. The result of this study was as follows. Students achieved the learning objectives and strengthened their collaboration and communication skills with team members during the PBL process. Moreover, students improved their self-directed learning and problem-solving ability through the PBL class. The results of self-assessment, in terms of learning task performance, active interaction, and self-directed learning were generally high at 4.63 points. In addition, the overall learning satisfaction level was very high, with a score of 4.75. The results will provide effective information on PBL classes to instructors and prospective teachers and will be used as data for learner-centered PBL classes.

Development and Application of Middle School STEAM Program Using Big Data of World Wide Telescope (WWT 빅데이터를 활용한 중학교 STEAM 프로그램 개발 및 적용)

  • You, Samgmi;Kim, Hyoungbum;Kim, Yonggi;Kim, Heoungtae
    • Journal of the Korean Society of Earth Science Education
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    • v.14 no.1
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    • pp.33-47
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    • 2021
  • This study developed a big data-based STEAM (Science, Technology, Engineering, Art & Mathematics) program using WWT (World Wide Telescope), focusing on content elements of 'solar system', 'star and universe' in the 2015 revised science curriculum, and in order to find out the effectiveness of the STEAM program, analyzed creative problem solving, STEAM attitude, and STEAM satisfaction by applying it to one middle school 176 students simple random sampled. The results of this study are as follows. First, we developed a program to encourage students to actively and voluntarily participating, utilizing the astronomical data platform WWT. Second, in the paired t-test based on the difference between the pre- and post-scores of the creative problem solving measurement test, significant statistical test results were shown in 'idea adaptation', 'imaging', 'analogy', 'idea production' and 'elaboration' sub-factors except 'attention task' sub-factor (p < .05). Third, in the paired t-test based on the difference between the pre- and post-scores of the STEAM attitude test, significant statistical test results were shown in 'interest', 'communication', 'self-concept', 'self-efficacy' and 'science and engineering career choice' sub-factors except 'consideration' and 'usefulness / value recognition' sub-factors (p < .05). Fourth, in the STEAM satisfaction test conducted after class application, the average values of sub-factors were 3.16~3.90. The results indicated that students' understanding and interest in the science subject improved significantly through the big data-based STEAM program using the WWT.

The Possibility of Being an Alternative as Uncontact Concert Format for BTS's Recent Online Concert Called "Bang Bang Con The Live" (BTS '방방콘 The Live'의 비접촉 콘서트로서의 대안 포맷 가능성)

  • Yu, An-Na;Lee, Jong-Oh
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.27-35
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    • 2020
  • In 2020, one after another, musicians started to hold non-contact online concerts as the pop music industry began to shrink due to the unprecedented "Covid-19" incident, in seeking for various channels and alternatives. Taking this into account, this study conducted a survey with BTS' "Bang Bang Con The Live" as the subject that was held June 2020 to see if they were qualified as an alternative format for quarantine-focused non-contact concerts. The survey was carried out with the content analysis of online concert videos participated by music experts and by collecting evaluations and alternative suggestions from the audiences. The study showed that the sample performance video well fulfilled the actual feels of offline concert elements (field visualization, face-to-face interaction, and responsive behavior), satisfaction, and convenience as an alternative concert format as an emergency correspondence. However, it was analyzed that there was a serious lack of empathy and realism with fans. Therefore, the study showed the possibility that BTS' "Bangbangcon The Live" will function as an alternative format for non-contact concerts, but suggests that measures such as supplementing digital communication systems and technology devices must be taken to be recognized as a level of settlement in the global music community as well as in Korea.

Development and Effects of Problem-Based Learning Based on Simulation Practice Program for Nursing Students: Mixed Methods Research (간호학생의 문제중심학습 기반 시뮬레이션 실습 프로그램 개발 및 효과: 혼합연구방법)

  • Lee, Jung-Eun;Lim, Yeon-Gil;OH, Yun-Hee
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.525-541
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    • 2022
  • This study aimed to develop simulation practice program with PBL (S-PBL) for nursing students and evaluate the effect of the program on their problem solving ability, clinical performance competency, learning satisfaction and confidence. The participants were nursing students who applied for simulation practice courses at an university in J province. The study was a mixed-method design using a nonequivalent one group pretest-posttest design (n=91) and focus group interview (n=12). Quantitative data were analyzed using SPSS 23.0 program and qualitative data thematic analysis. Quantitative data showed S-PBL was effective in improving clinical performance competency, learning satisfaction and confidence of the participants, but not in improving problem solving ability. As a result of the qualitative study, four themes and eight sub-themes were derived, and the themes were "Learn integrated nursing care based on priority", "Experience team cooperation through communication," "Learn vividly critical care" and "Improved nursing competency". The S-PBL could be effective in practical education for nursing students. In further study, it is necessary to develop various simulation practice programs based on PBL through a mixed-method design and apply them to nursing curriculum.

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.