• Title/Summary/Keyword: 인재개발

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Motivating Factors for Providing Personal Data in MyData Services: The Moderating Effect of Perceived Personal Information Self-Determination (마이데이터 서비스 이용을 위한 개인정보제공 동기 요인: 개인정보자기결정권 인지 수준의 조절효과)

  • Hyeonjeong Kim;Soohyun Kwon;Jeongu Choi;Beomsoo Kim
    • Knowledge Management Research
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    • v.25 no.2
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    • pp.219-243
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    • 2024
  • This study investigates the impact of privacy concerns, perceived utility, and awareness of the right to personal data self-determination on the effective use and expansion of MyData services, which are critical to the data economy. Integrating the value-based adoption model with privacy calculus theory, the research examines how perceived utility, privacy concerns, trust, and personal innovativeness influence perceived value, perceived privacy, and the intention to provide personal information. Data collected from an online survey of 442 MyData service users and prospective users were analyzed using PLS-SEM and Bootstrapping methods via SmartPLS 4. The results indicate that perceived utility positively affects the intention to provide personal information, while privacy concerns have a negative impact. Trust and personal innovativeness positively influence the intention to adopt MyData services, and the awareness of personal data self-determination rights moderates these intentions. The findings underscore the importance of developing beneficial services that mitigate users' privacy concerns and build trust for the successful implementation of MyData services. Additionally, the study highlights the need for education and awareness campaigns to enhance understanding of the right to personal data self-determination.

The Relationship Between Mental Health and Creativity in Youth: Focusing on The Mediating Effects of Frequency of Cultural Activity Participation and Cultural Activity Experience (청소년의 정신건강과 창의성의 관계: 문화활동참여 빈도와 문화예술활동 경험 매개효과 중심으로)

  • Sujeong Kim
    • Science of Emotion and Sensibility
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    • v.27 no.2
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    • pp.49-58
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    • 2024
  • This study aimed to propose implications for mental health and cultural arts education, in which certain factors can contribute to acquiring and improving creativity in adolescents to cultivate the creative human resources required in future society. The study used panel data from the Korean Education Longitudinal Study provided by the Korea Educational Development Institute. First, we analyzed the correlation between mental health and creativity and then examined mediation and serial mediation effects of the frequency of participation in cultural activities and the experience of them between two factors. The results showed that mental health was significantly positively correlated with creativity. Additionally, the frequency of participation in cultural activities and their experience were confirmed to have partial mediating effects. In other words, sound mental health factors such as comfort, enjoyment and happiness, cultural education, and cultural activities were found to have positive effects on creativity in adolescents. To develop creativity in adolescents, this study suggests the following challenges: (1) enhancing positive mental health, (2) increasing participation in cultural and artistic activities, (3) actively developing education programs for the cultural arts on community and educational sites, and (4) using and promoting local cultural and artistic education programs. These are expected to make an important contribution to fostering talented adolescents with creativity and convergence.

A Preliminary Study on Competency Extraction for Fashion Design and Merchandising Majors (패션디자인 및 머천다이징 전공의 역량 추출에 대한 기초 연구)

  • Lee, Hana;Lee, Yhe-Young
    • Journal of Korean Home Economics Education Association
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    • v.36 no.2
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    • pp.101-117
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    • 2024
  • The aim of this study is to identify the competencies required for fashion-related majors that meet contemporary demands, align with the objectives of university education, and reflect the qualities desired in graduates. To achieve this goal, we conducted content analysis of relevant data and in-depth interviews with experts. First, the content analysis involved coding key information from the introductions, educational goals, desired qualities of graduates, and curricula published on the websites of both South Korea and international fashion-related universities. Additionally, we analyzed the National Competency Standards (NCS) and the Meta-goals of higher education programs set by the International Textile Apparel Association (ITAA), extracting six core competencies. Second, in-depth interviews were conducted with six experts, each with 23 to 31 years of experience in Korean and international apparel industry and academia. The interviews were recorded, transcribed, and keywords were extracted. To ensure the validity of the coding results, cross-checks were performed among the researchers. The analysis identified the following competencies: empathic communication, social responsibility, professional thinking, creative and integrative thinking, global perspective, and challenging leadership. Based on these findings, establishing competencies that meet contemporary demands and developing corresponding curricula are essential steps towards creating a feedback system. Future research should focus on developing and implementing curricula that foster a virtuous cycle, ultimately enhancing students' competency levels.

Effect of Service Education and Training for Tour Conductors upon Customer Orientation and Customer Satisfaction (Tour Conductor의 서비스교육훈련이 고객지향성과 고객만족에 관한 연구)

  • Lee, Jae-Man
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.309-316
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    • 2008
  • In a study on effect of service education and training for tour conductors upon customer orientation and satisfaction it was shown that in view of insufficient service of education and training for tour conductors and increased number of population travelling by utilizing travel firms and their call for satisfying diverse demand there is need for customer oriented tour conductors to induce customer satisfaction through diverse role playing by tour conductors. It was indicated that such efforts lead to customer satisfaction and also has impact on improving image of company and on creating new customer. In view of such factors there is need for well planned, persistent education and training for service to heighten satisfaction of customer through well organized operation of service education and training program for tour conductors and through its continuous practice and experience.

A Case Study on Vocational Education & Training for the Youth Employment Enhancement : Focused on Analysis of Performance Indicator in Youth Employment Academy (청년층 고용증진을 위한 직업능력개발 사례연구 : 청년취업아카데미사업의 성과지표 분석을 중심으로)

  • Kim, Kug Weon;Ghang, Bong-Jun;Lee, Woo-Young
    • Journal of Practical Engineering Education
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    • v.5 no.2
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    • pp.123-127
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    • 2013
  • Youth employment academy program focuses on resolving the job mismatch of youth unemployment through industry oriented human resource development for which company oriented capacity building program for graduate-to-be and graduate is supported. One of the major characteristics of this program is to use the M-to-M model with common skills for companies of same type of business. The operation organization in youth employment academy is supposed to be evaluated by the final employment rate after 1 year and 6 months since start of the program. So performance indicator for the operation organization was developed which means a kind of mid-term evaluation. In this research, the validity of the performance indicator is discussed. The correlations between the performance indicator and the performance evaluation, between the performance evaluation and the final employment rate, and between the performance indicator and the final employment rate are analyzed.

Development of Rubric for Assessing Computational Thinking Concepts and Programming Ability (컴퓨팅 사고 개념 학습과 프로그래밍 역량 평가를 위한 루브릭 개발)

  • Kim, Jae-Kyung
    • The Journal of Korean Association of Computer Education
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    • v.20 no.6
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    • pp.27-36
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    • 2017
  • Today, a computational thinking course is being introduced in elementary, secondary and higher education curriculums. It is important to encourage a creative talent built on convergence of computational thinking and various major fields. However, proper analysis and evaluation of computational thinking assessment tools in higher education are currently not sufficient. In this study, we developed a rubric to evaluate computational thinking skills in university class from two perspectives: conceptual learning and practical programming training. Moreover, learning achievement and relevance between theory and practice were assessed. The proposed rubric is based on Computational Thinking Practices for assessing the higher education curriculum, and it is defined as a two-level structure which consists of four categories and eight items. The proposed rubric has been applied to a liberal art class in university, and the results were discussed to make future improvements.

Development of a Mask Aligner Simulator for Education (노광 장치 시뮬레이터 개발)

  • Kim, Dae Jeong;Park, Yun Jeong;Jung, Taeho
    • Journal of the Korea Society for Simulation
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    • v.26 no.4
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    • pp.43-49
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    • 2017
  • With the advances in and expansion of the semiconductor and display businesses in Korea the demand of the engineers in such fields is increasing. Keeping pace with the trend, the semiconductor courses in undergraduate not only include the newest technologies in addition to the fundamental theories but fabrication related technologies as well in order to produce engineers with practical knowledge. However, since semiconductor fabrication requires expensive equipment and materials in a clean room, laboratory class can't be provided in undergraduate. To overcome this limitation actual fabrication processes are recorded in video and played in class. In addition, 3D visualization of fabrication processes can be used.

A Study on the Effectiveness of CT-TDPS Learning Model in Problem Solving Programming using Scratch (스크래치를 이용한 문제해결 프로그래밍에서 CT-TDPS 학습 모형의 효과성 연구)

  • Kim, Young-Jik;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.3
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    • pp.41-47
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    • 2020
  • Computational Thinking(CT) is drawing attention as a core competency required for future talent in the 21st century. Software education for improving CT ability at home and abroad is in full swing. Among them, problem-solving programming education helps to improve CT ability. The CT-TDPS learning model follows the decomposition, abstraction thinking process, which modularizes complex problems, and the Agile development method, which is an iterative and incremental programming method to implement it. In this study, we tried to confirm the improvement of CT ability by applying CT-TDPS learning model to problem solving programming education using Scratch. As a result of the study, it was confirmed that in the problem solving programming education using the CT-TDPS learning model, it improved in all aspects of computing concept, computing performance, and computing perspective, which are sub-factors of CT ability. In addition, it was confirmed that there was a significant difference in the experimental group as a result of the t-test on the Dr.Scratch automatic evaluation result.

A Case Study on the Development of Curriculum for Dept. of Game Programming in University Customized to Online Game Industry (대학(게임 프로그래밍 계약학과)의 게임산업계 맞춤형 교육과정 개발을 위한 사례 연구1))

  • Yoon, Hyung-Sup;WhangBo, Taeg-Keun
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.89-97
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    • 2010
  • Still there is a quality mismatch between required manpower of game companies and supplied one from universities in Korean game industry. The demand-oriented workforce training project is being implemented by KOCCA(Korea Creative Content Agency) for reducing the gap. This paper is focused on the development of training course for students of the game programming department in K University. This paper derived a education training course customized to online game industry by surveying 35 companies to find their needs for recruiting. Additionally some advice is suggested for successful education training. This paper not only will contribute to verify the required competence of people force in game industry but also offer a guideline for designing curriculum for game programmer.

Comparative Study on the Attitudes toward Science of Middle School, High School, and University Students (중.고등학생 및 대학생의 과학 관련 태도에 대한 비교 연구)

  • Shim, Kew-Cheol;Kim, Hyun-Sup;Park, Young-Chul
    • Journal of The Korean Association For Science Education
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    • v.21 no.3
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    • pp.558-565
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    • 2001
  • The purpose of present study is to examine the science attitude level of middle school, high school and university students, and to provide the suggestions for science education. Instrument to invent science attitude consists of four domains as 'Scientific Inquiry', 'Importance of Contribution to Science', 'Normality of Scientist', and 'Social Value of Science'. Inventory instrument have 20 items(Likert scale of 1 to 5). Subjects are 70 middle school, 72 high school, and 95 university students. There is no significant difference among students by school, but the attitude level toward science of female students is lower than that of male students. 'Importance of Contribution to Science' among four domains has the highest score of attitude toward science, whereas 'Normality of Scientist' has the lowest attitude score toward science. To bring up scientific abilities of students, we conclude that it needs the educational plan to increase science attitude of students, through improving and developing curricular system and science curriculum for the secondary school and university.

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