• Title/Summary/Keyword: 전문연구

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A Study on Employment Analysis of Graduates Majoring Library and Information Science: the case of K University (문헌정보학전공 졸업자의 취업실태 분석 연구 - K대학교를 중심으로 -)

  • Lee, Jongmoon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.23 no.4
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    • pp.125-139
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    • 2012
  • This paper aims to analyze the employment of graduates majoring in Library and Information Science(LIS) in K University, to identify problems in the employment of those graduates, and to propose approaches to improve employment. Among 178 graduates getting a job for five years from August 2006 to February 2011, 65% of them was employed, 32% was not employed, and 3% continued further study, The 116 graduates employed were analyzed. The results revealed that 40% are full-time employees and 60% are part-time workers. For workplace types, 29% worked in general companies and 16% worked in public libraries. 10% worked in school libraries and college libraries. Those who worked in administrative divisions in colleges or schools comprised 9%. Those who worked in public organizations and publishing companies/bookstores were 6% each. 5% worked in specialized libraries. In the case of duties, 38% were librarians. 30% were engaged in office work. Those in sales/administration were 7%. Tellers/salesperson comprised 7%. 5% worked as teaching assistants and 3% worked in the web or in IT related businesses. Those who worked in private institutes and product planning/design comprised 2% each. Teacher librarians, day care center teachers, secretaries, company newsletter reporters, soldiers and self-employed workers were 1% for each. As a result, the major congruence was around 40%. For the career which the (56) unemployed desired, 57% prepared themselves for employment and 21% prepared for Civil Service Examination. Those who prepared for teacher recruit examination and who weren't confirmed were 11% for each. The problems identified were high unemployment to 32%, higher employment as part-time workers than full-time workers, and major congruence of just around 40%. As the results, the study proposes that the national and local authorities should actively create jobs, make the students majoring in LIS have the opportunity to understand and experience jobs related to information science, develop jobs related to LIS on the academic level and provide guidance to graduates.

A Survey of Role Perception and Function Performance Related to Public Health Service among the Medical Staff in a National Hospital (일개 공공병원 종사자의 공공보건의료에 대한 인식과 기능수행에 대한 조사연구)

  • Cho, Young-Hye;Lee, Sang-Yeoup;Jeong, Dong-Wook;Choi, Eun-Jung;Kim, Yun-Jin;Lee, Jeong-Gyu;Go, Yu-Young;Lee, Yu-Hyone;Bae, Mi-Jin;Kim, Chang-Hoon
    • Journal of agricultural medicine and community health
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    • v.37 no.2
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    • pp.67-75
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    • 2012
  • Objectives: While there have recently been efforts to improve public health service at a governmental level, there is actually insufficient research on awareness of the roles related to public health service among hospital employees. This study examined role perception and function performance related to public health service among the medical staff in a national hospital. Methods: 15% were randomly sampled from each type of occupation among the medical staff in a national university hospital, a survey was conducted in 323 persons, and there were a total of 265 participants (80.2%): 103 doctors(38.9%), 98 nurses (37.0%), and 64 others (24.1%). Results: The hospital employees had insufficient awareness of their roles as public health service providers in terms of six required items for public health service: 1) services for supporting establishment, implementation, and assessment of public health service policies, 2) participation in the health service activities and support services by central or local governments, 3) technological support and educational services for private health service institutions, 4) health service for unprivileged brackets, 5) health service that requires association with other areas dealing with geriatric, disabled, and mentally-disordered people, and 6) health service for children and mothers. Conclusions: In general, since the hospital employees had insufficient awareness of their roles and responsibilities as public health service providers, it is necessary to secure manpower exclusively in charge of public health service and provide education about strategic public health service.

A Study on the Operation of Technology. Home Economics Curriculum of Middle and High Schools in Kyungnam Area (기술ㆍ가정교과 운영실태와 평가 -경남지역 소재 중.고등학교를 중심으로 -)

  • 김상희
    • Journal of Korean Home Economics Education Association
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    • v.15 no.3
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    • pp.29-44
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    • 2003
  • This study aimed to evaluate the subject matters and goals, and to know the operation of Technology·Home Economics of middle and high schools in Kyungnam area. Data were collected from 235 teachers with the questionnaire by mail. The results were following; 1. The major of teachers was Technology·Industry 30.6%, Home Economics 67.2%. The teaching style was the team-teaching 51.1%, one's responsible teaching 41.3%. The team-teaching was operated more frequently in high schools than middle schools. The most difficulties were the shortage of subject's hours, the shortage of practice hours, etc. 2. The overall evaluation of subject's matters and goals were about middle levels. but the items of the job-course education and the interrelatedness of Technology and Home Economics were a little low levels. 3. The speciality and the utility of the subject's matters were evaluated highly oneself for one's major, but those of different major were lowly so. The sector of Computer was shared commonly with Technology and Home Economics' teachers. 4. The attitudes toward the separation or integration of Technology·Home Economics in the 8th curriculum revision were half and half. If Technology·Home Economics will be separated, each subject need 2 hours per week.

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Development of Education Materials for Healthy Consumption of Milk in a Card News Format for Korean Adults (성인의 바른 우유 섭취를 위한 카드뉴스 형식의 교육자료 개발)

  • Kim, Sun Hyo
    • Journal of Korean Home Economics Education Association
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    • v.32 no.3
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    • pp.97-110
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    • 2020
  • The purpose of this study is to develop milk education materials for adults based on the scientific basis of right milk consumption in the format of card news that can be easily accessed on a mobile phone or the internet and has high impact. The topics to be included in the card news were selected based on the findings from literature analysis and focus group interviews with 10 adults(32.0±6.4 years). For the eight selected topics, effective communication was made by suggesting some information that users want to know while reflecting adult eating habits, lifestyle habits, and nutrition and health interests. The card news draft was reviewed by researcher and consulting experts, and then questionnaire survey was conducted using Likert 5-point scales by 50 adults(42.7±10.2 years). Based on the results of the review, consultation and questionnaire survey, a final draft of the card news consisting of 11 cuts was completed. Card news proposal is expected to produce educational effects, since the respondents showed high satisfaction with the card news (higher than 4 on the 5-point scales) according to the questionnaire survey. Adults can easily access and use the card news developed in this study, and thus this card news is expected to increase milk consumption in adulthood and improve nutrition and health through friendly and systematic milk education.

Limits of STEAM Education and its Improvement Alternative : Based on the Viewpoints of STEAM Expert Teachers (STEAM 교육의 한계와 개선방향 -STEAM 교육 전문성을 가진 교사의 견해를 바탕으로-)

  • Son, Mihyun;Jeong, Daehong
    • Journal of The Korean Association For Science Education
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    • v.39 no.5
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    • pp.573-584
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    • 2019
  • It is necessary to look at the essence of STEAM education from the viewpoint of the teacher who is the subject of education execution. We carry out questionnaires and telephone interviews for the purpose, definition, change, etc. of STEAM education from eight elementary, middle, and high teachers who are rich in policy and field application experience. As a result of the analysis, the purpose of the STEAM education that the specialists mentioned includes the active participation of the students. Most experts pointed out that the definition of STEAM education is ambiguous. So, it is necessary to express a clear goal of STEAM education. The category and level meaning "fields" from "a convergence of two or more fields" are not indicative definitions, but can be different depending on the situation, considering the context of activities and the level of students. The perception of the experts on framework may be a guide for STEAM education and stumbling block. It is necessary for "Context" to shift away from the emphasis on the real life connection and to the emphasis on the interest of the student and the guidance of the class. "Creative design" must be based on trial and error in the process of solving problems. "Emotional touch" needs to correct elements that cannot be observed, evaluated, and applied to lessons that are elements of emotional experience. As for the expansion of STEAM education, most expert teachers have recognized that STEAM education is becoming increasingly stable and that policy change has continued to slow the pace of stabilization.

Relationship Between Foodservice Satisfaction and Customer Loyalty in Industry Contracted Foodservice (위탁급식 전문업체 산업체급식소의 고객 만족과 충성도와의 관계)

  • Kim, Hyeon-Ju;Lyu, Eun-Soon
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.42 no.8
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    • pp.1318-1324
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    • 2013
  • The purpose of this study was to improve the satisfaction of industry contracted foodservice customers by analyzing the correlation between satisfaction with foodservice and customer loyalty. To accomplish this, a questionnaire was distributed to 300 customers at five industry contracted foodservice establishments. The average customer satisfaction score was 3.51/5.00, and customer satisfaction was highest with sanitation, followed by service, food, and environment. Blue collar workers showed significantly higher foodservice satisfaction than white collar workers with respect to menu, service, sanitation, and environment (P<0.01). The average customer loyalty score was 3.46/5.00 and revisit intentions, word-of-mouth intentions, and intentions not to switch were 3.60, 3.52, and 3.46, respectively. Blue collar workers had significantly higher customer loyalty than white collar workers for word-of mouth intentions and intentions not to switch (P<0.01). Revisit intentions correlated significantly (P<0.01) with food (r=0.649), service (r=0.636), sanitation (r=0.648), and environment (r=0.579). Word-of mouth intentions and intentions not to switch showed significant (P<0.01) positive correlation with service. The explanation power ($R^2$) of foodservice satisfaction and revisit intention was 0.483, word-of-mouth intention was 0.526, and intention not to switch was 0.3641. The sanitation satisfaction had the highest positive influence on revisit intentions (P<0.01). Service and food satisfaction had a significant (P<0.01) positive influence on word-of-mouth intentions and intentions not to switch.

A Study on the Vocational High School-to-Work Opportunities System and Training of the Department of Landscape Architecture (특성화고 조경과 학생들의 기능인력 양성에 관한 연구)

  • Lee, Joon-Ho;Jung, Tae-Yeol
    • Journal of the Korean Institute of Landscape Architecture
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    • v.41 no.2
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    • pp.38-46
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    • 2013
  • The goal of vocational school is to provide students with basic skills and help develop them to have satisfactory careers. With the knowledge they have learned, it helps them to find their interests and aptitudes when they graduate. The government is putting a lot of effort into clarifying the goal accomplishment and the vision proposals of vocational schools, and the structure-oriented guidance controlled by the government is thought to be very influential to the social structure and individual perceptions. Social stereotypes(discrimination) and perceptions that can be the core of a social structure need to be transformed for people to be fulfilled in their careers in the upcoming advanced Korean society. The important solution is to form correct values and a system of career selection which can ensure a stable future for students. Therefore, to carry out research regarding training human resources in terms of students from vocational schools' landscape architecture majors in an approaching method with a new perspective, we analyzed education plans from vocational schools in 11 regions, textbooks used in common, governmental publications regarding career education policies of vocational schools and questionnaires from students who are majoring in landscape architecture at vocational schools. As a result, we were able to find out the types and the frequencies of career-occupation education at each school through analysis of education plans and the necessity to control the amount and the level of the contents for high school students to have careers in analyzing textbooks. In addition, in Ministry of Education, Science and Technology's analyzing career education policies of vocational schools, we figured out the government's policies and directions of training. From the questionnaires from students majoring in landscape architecture, we were able to compare and analyze the satisfaction level of students on career education(education plans), textbooks, governmental career policies and career selection.

A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.

Developing Fire-Danger Rating Model (산림화재예측(山林火災豫測) Model의 개발(開發)을 위(爲)한 연구(硏究))

  • Han, Sang Yeol;Choi, Kwan
    • Journal of Korean Society of Forest Science
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    • v.80 no.3
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    • pp.257-264
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    • 1991
  • Korea has accomplished the afforestation of its forest land in the early 1980's. To meet the increasing demand for forest products and forest recreation, a development of scientific forest management system is needed as a whole. For this purpose the development of efficient forestfire management system is essential. In this context, the purpose of this study is to develop a theoretical foundation of forestfire danger rating system. In this study, it is hypothesized that the degree of forestfire risk is affected by Weather Factor and Man-Caused Risk Factor. (1) To accommodate the Weather Factor, a statistical model was estimated in which weather variables such as humidity, temperature, precipitation, wind velocity, duration of sunshine were included as independent variables and the probability of forestfire occurrence as dependent variable. (2) To account man-caused risk, historical data of forestfire occurrence was investigated. The contribution of man's activities make to risk was evaluated from three inputs. The first, potential risk class is a semipermanent number which ranks the man-caused fire potential of the individual protection unit relative to that of the other protection units. The second, the risk sources ratio, is that portion of the potential man-caused fire problem which can be charged to a specific cause. The third, daily activity level is that the fire control officer's estimate of how active each of these sources is, For each risk sources, evaluate its daily activity level ; the resulting number is the partial risk factor. Sum up the partial risk factors, one for each source, to get the unnormalized Man-Caused Risk. To make up the Man-Caused Risk, the partial risk factor and the unit's potential risk class were considered together. (3) At last, Fire occurrence index was formed fire danger rating estimation by the Weather Factors and the Man-Caused Risk Index were integrated to form the final Fire Occurrence Index.

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A Study on Comics Outreach Programs for Contents marginalized Areas (콘텐츠 소외지역의 만화 아웃리치 프로그램 모델링 연구)

  • Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.49
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    • pp.359-382
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    • 2017
  • Content is the complex of art and technology of trend, so it is important to experience different technologies for content education. Today, many non-profit organizations plan and operate numbers of programs for disabilities, low-income, and minority families to enhance the quality of life and the realization of social integration. These programs are limited to museums and galleries, not so pro-actively in progressing. Various contend education is necessary to the expansion of cultural exchange for the culturally alienated area. Naver is running an outreach program named . It is an experience-based outreach program where current cartoon / webtoon writers come directly to the school to inform students about the basic story of comics and comic techniques. However, the fact that the is not centered on the marginalized area but is centered on the Seoul Gyeonggi area, has the limitation that they can not benefit from a wide range of programs because they have a space limit of 'school', and, has a spatial limitation that the experience of the work is excluded. 'Outreach programs in marginalized areas' must be reorganized into a fluid dimension, not a fixed, single-system program. You should be able to experience and experience your work by directly using various professional equipment of comics based on your capacity and experience, local culture, religion, and society. These program participants will gain the effect of attractive and effective learning with empathy with their comic experience. Meanings of Comics content outreach program are following: First, the rich cultural archive can be used efficiently by providing various contents to existing outreach programs with the educational limitation of museums and galleries. Second, Comics contents can be enjoyed as a part of our life by understanding diversity and technology of contents. Third, because it is the program of expertise' participation, it can remodel, and restructure the severed experience in remote areas for the continuous growth and development, and furthermore, it can enhance the understanding of society.