• Title/Summary/Keyword: 온라인 활동

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A Convergence Study on the Relationship among Patient Safety Activity Experience, Patient Safety Perception and Willingness to Participate in the General Population (일반인의 환자안전활동 경험, 환자안전인식 및 환자참여 의지 간의 관계에 관한 융합연구)

  • Shin, Sun-Hwa
    • Journal of the Korea Convergence Society
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    • v.11 no.9
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    • pp.405-415
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    • 2020
  • This cross-sectional study investigated the relationship among three factors related to patient safety activities: (1) Experiences, (2) Perceptions, and (3) Willingness to Participate. An online survey was administered to 195 people in November 2019. Participants were admitted to a general hospital within the past year. Patient safety activity experience had a significant direct effect on patient safety perception, and patient safety perception had a significant direct effect on willingness to participate. Patient safety perception thus significantly mediates the relationship between patient safety activity experience and willingness to participate. It is necessary to increase patient safety perception through publicity of and educating on patient safety activities performed by hospitals. Doing so may increase willingness to participate in patient safety activities.

A Study on the Learning Community Activities of Librarians in Outsourced Public Libraries: Focusing on Gangnam-gu, Seoul (위탁 공공도서관 사서의 학습공동체 활동에 관한 연구 - 서울시 강남구를 중심으로 -)

  • Jieun Kwon;Mikyeong Cha
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.35 no.2
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    • pp.135-156
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    • 2024
  • Librarians facing the new information environment need to actively cope with knowledge and skills, but librarians in outsourced public libraries are burdened with participation in external education due to concerns about work gaps or inadequate institutional support, making it difficult to continue their education. Therefore, in this study, in order to create an environment in which librarians can grow together, the current status of the activities of the learning community was checked and the effects were identified. An online survey was conducted from May 20 to 22, 2023, targeting librarians who had participated in learning community activities among librarians belonging to the Gangnam-gu Library, and 101 copies were distributed to collect 81 copies and use them as analysis data. As a result of the study, it was confirmed that librarians are satisfied with the activities of the learning community and have a high level of understanding and empathy for their necessity. Therefore, as a way to revitalize the learning community, we propose to form a culture that promotes collaboration among members, share visions and values for learning community activities, and provide institutional support.

Development and Implementation of Blockchain Appropriate Technology Science School Program of Europe-Korea Conference on Science & Technology (유럽-한인 과학기술학회의 블록체인 적정기술 과학교실 프로그램 개발과 적용)

  • Kim, Gahyoung;Choi, Kevin Kyeong-iI;Kim, Dowon;Son, Muntak;Kim, Byoung-Yoon
    • Journal of Appropriate Technology
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    • v.6 no.2
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    • pp.190-199
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    • 2020
  • The purpose of this study is to develop and implement the Appropriate Technology Science School program (ATSS) for youth operated by the Europe-Korea Conference on Science & Technology (EKC) since 2016. The development process consisted of pre-online management meetings, online and offline tutor training, operation of ATSS for youth, and satisfaction surveys. As a result of the development, the management team selected the mission-solving theme of "Transforming village using blockchain technology" through a pre-online meeting. The contents were reorganized according to the level of the participating tutees, and various learning activities such as co-building activities, games, and plays were newly introduced and developed first, and the programs developed through tutor training were demonstrated and improved. A total of 38 tutees and tutors from 6 countries participated in the 2018 ATSS. As a result, participants showed positive satisfaction overall. Tutees showed interest in dome co-building activities and hash function calculation activities, and tutors showed interest in lectures and monopoly games related to blockchain technology. The development and of the 2018 ATSS will contribute to the improvement of expertise in the operation of the EKC ATSS in the future to the management team. It will be an opportunity for tutors to experience that high-tech science and technology have a good impact on appropriate technology for the third world and community society. In addition, Tutees will be provided with an opportunity to indirectly experience the local situation and community society through a role play on the impact of blockchain technology on African villages.

Consumers Vigorous Complaining Behaviors in the Internet Web Site Explained By Integrating Theory of Planned Behavior and Anger (인터넷 웹사이트에서 소비자의 적극적 불평행동에 관한 연구: 감정이론과 계획행동이론을 중심으로)

  • Cho, Seung-Ho;Jo, Jung-Yul
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.220-229
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    • 2011
  • The present research integrates the core aspects of anger with the theory of planned behavior to investigate factors influencing online activism in a Web site. This study conducted online survey, and the sample was members who joined the V4400 Sobi-ja-heem Web site. The Web site Sobi-ja-heem was initiated by a consumer who was irritated at the cell phone manufacturer Samsung Inc. because its model, "Anycall" had major product defects such as the malfunction of the camcorder, poor tone quality, fuzziness of the screen, and broken text messages. The findings suggests that adding anger in Theory of Planned Behavior (TPB) enhances the explanatory power of the theory in predicting an intention to participate in activities to correct the issue, which indicates the possibility of combining emotion and the TPB in the prediction of online activism.

The Effects and Process of the Politics Instruction Utilizing an Online Game, 'Goonzu' (온라인게임 '군주'를 활용한 초등학교 정치수업 수행 및 효과)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.83-93
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    • 2009
  • The politics instruction, where utilizing an online game named 'Goonzu' as an instructional tool had been implemented to students from four classes of 5th grade during ten weeks. Four teachers participated in teaching the students and constructed curriculum by playing 'Goonzu' and analyzing the regular elemental school Politics curriculum before implementation. To verify effectiveness of the instruction, the survey, asking students' efficacy, interest and their cognitive changes of main elements that students considered when they elected their representatives, was conducted. Moreover opinions about this instruction from the students and the teachers were gathered through the forms of interview and short essay. As the results of this research, students' efficacy toward doing politic activities was significantly increased. However, m case of students' interests to this instruction, there was no significant difference despite of increase of the mean. Also, students put more weight on intrinsic e1ements(daigency, responsibility) of the representative in online election than offline election and the students, who took the course, stressed intrinsic elements more than other students.

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The structural relationships among Weblog service quality(wb-SERVQUAL), user satisfaction and loyalty (Weblog 서비스 품질(wb-SERVQUAL)과 사용자 만족도, 충성도에 관한 구조적 관계)

  • Kim, Su-Yeon;Yeo, Sang-Pyo;Hwang, Hyun-Seok
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.5
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    • pp.67-77
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    • 2006
  • According to increasing activities in the cyberspace, various on-line services through the Internet have been offered, and many recent studies on the Internet services such as instant messenger, game, and portal site have been performed to evaluate quality of these services. However researches on weblog(blog), a personal online journal for general public consumption, have not been performed much yet. Therefore, we have conducted an empirical study on investigating the structural relationships among weblog service quality, satisfaction and loyalty in this study. After reviewing the related literatures, we have suggested a model for evaluating the service quality of weblog, wb-SERVQUAL(weblog-SERVQUAL), by modifying the conventional SERVQUAL model based on characteristics of weblog. Structural Equation Model(SEM) has been used to analyze the structural relationships among service quality of weblog, user satisfaction and customer loyalty. Managerial implications are also suggested for managing the weblog sites in conclusion.

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A study on the effects of the SNS use focused on the social relationships on the self-expression in SNS, off-line activity, and the life satisfaction (사회적 관계 중심의 SNS 이용에 따른 SNS에서 자기표현과 오프라인 모임 참여 및 삶의 만족도 분석)

  • Lee, Youngwon
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.301-312
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    • 2020
  • This study explores the patterns of the self-expression in terms of sharing the diverse pictures according to SNS use focused on the social relationships, and the effects of the diverse online activities on the off-line activity. The study results show that the more SNS use focused on the social relationships, the more sharing the diverse pictures in SNS as a tool of the self-expression. It also shows that the more SNS use focused on the social relationships and the more sharing the pictures with friends, the more active in off-line activity. Both of online and off-line network activities have the statistically significant positive effects on the life satisfaction, which implies that the more active in online and off-line network activities, the higher the life satisfaction.

Collaborative Learning Supporting Agent for Facilitating Peer Interaction (상호작용 촉진을 위한 협력학습지원 에이전트)

  • Suh Hee-Jeon;Moon Kyung-Ae
    • The KIPS Transactions:PartA
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    • v.12A no.6 s.96
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    • pp.547-556
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    • 2005
  • Online collaborative teaming, which has emerged as a new type of education in knowledge-based society, is being discussed actively in the areas of action learning at companies and project-based learning and inquiry-based learning at schools. It regards as an effective method for improving learners practical and highly advanced problem solving abilities, and for stimulating their absorption into learning through pursuing common goals of learning together. Different from individual learning, however, collaborative learning involves complicated processes such as organizing teams, setting common goals, performing tasks and evaluating the outcome of team activities .Thus, it is difficult for a teacher to promote and evaluate the whole process of collaborative learning, and it is necessary to develop systems to support collaborative learning. Therefore, in order to monitor and promote interaction among learners in the process of collaborative learning, the present study developed an extensible collaborative teaming supporting agent (ECOLA) in online learning environments.

A Study on Business model of through Second life (세컨드 라이프(Second Life)를 통한 문화콘텐츠 비즈니스 모델연구)

  • Choi, Eunyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.431-435
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    • 2008
  • Thanks to the development of internet, on-line market expands exponentially and corresponding solid business models are drawn attentions. Most of on-line trading items are limited with selling game related items however, Linden Lab made its turning point by introducing cyber reality game to shape the cyber life with creating his own Avatar in 2003. After 2003, Second life has grown sharply that over 12 million users around the world. While former games are progressed within fixed scenario, the concept of avatars who live his or her own lives at the cyber space that successfully differentiate from former online game. Further, cyber money, Linden Dollar can be used to buy real estate, cloth, shoes just like at real economy system. Not only for using corporate marketing, various areas of activities; promotion of public sector, politics, education are also functioned at the cyber life. In Korea, Korean version of Second life was introduced at the end of 2007 that draws attentions from the users. In this study, I examine various business models of cyber through Second life and suggest feasible culture-contents applying models.

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An Explorative Case Study of Flipped College General English Class (대학 일반영어 플립드 러닝 수업 방식의 탐색적 사례연구)

  • Kim, Young-hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.5
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    • pp.259-271
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    • 2019
  • The purpose of this study is to examine the potential of flip learning in Korea and to explore the possibilities of university English education. To this end, participants are sought for classes wherein general English class is taught and the researcher is in charge of teaching. 25 students of media-English class is chosen for the study. Instruments for the study include class evaluation and feedbacks, mid-term and final exams, group performative evaluation, on-line class views and participations. The findings of the study are: As students progress in flipped learning classes, their exam results significantly improved, and their performative evaluation results also improved significant across different groups. The effects are more eminent among higher levels of students, but students with mid and low level of English still improved significantly once they engage themselves in preview activity on a regular basis and self-directedly.