• 제목/요약/키워드: 참여적 차원

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Participation Level in Online Knowledge Sharing: Behavioral Approach on Wikipedia (온라인 지식공유의 참여정도: 위키피디아에 대한 행태적 접근)

  • Park, Hyun Jung;Lee, Hong Joo;Kim, Jong Woo
    • Journal of Intelligence and Information Systems
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    • 제19권4호
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    • pp.97-121
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    • 2013
  • With the growing importance of knowledge for sustainable competitive advantages and innovation in a volatile environment, many researches on knowledge sharing have been conducted. However, previous researches have mostly relied on the questionnaire survey which has inherent perceptive errors of respondents. The current research has drawn the relationship among primary participant behaviors towards the participation level in knowledge sharing, basically from online user behaviors on Wikipedia, a representative community for online knowledge collaboration. Without users' participation in knowledge sharing, knowledge collaboration for creating knowledge cannot be successful. By the way, the editing patterns of Wikipedia users are diverse, resulting in different revisiting periods for the same number of edits, and thus varying results of shared knowledge. Therefore, we illuminated the participation level of knowledge sharing from two different angles of number of edits and revisiting period. The behavioral dimensions affecting the level of participation in knowledge sharing includes the article talk for public discussion and user talk for private messaging, and community registration, which are observable on Wiki platform. Public discussion is being progressed on article talk pages arranged for exchanging ideas about each article topic. An article talk page is often divided into several sections which mainly address specific type of issues raised during the article development procedure. From the diverse opinions about the relatively trivial things such as what text, link, or images should be added or removed and how they should be restructured to the profound professional insights are shared, negotiated, and improved over the course of discussion. Wikipedia also provides personal user talk pages as a private messaging tool. On these pages, diverse personal messages such as casual greetings, stories about activities on Wikipedia, and ordinary affairs of life are exchanged. If anyone wants to communicate with another person, he or she visits the person's user talk page and leaves a message. Wikipedia articles are assessed according to seven quality grades, of which the featured article level is the highest. The dataset includes participants' behavioral data related with 2,978 articles, which have reached the featured article level, with editing histories of articles, their article talk histories, and user talk histories extracted from user talk pages for each article. The time period for analysis is from the initiation of articles until their promotion to the featured article level. The number of edits represents the total number of participation in the editing of an article, and the revisiting period is the time difference between the first and last edits. At first, the participation levels of each user category classified according to behavioral dimensions have been analyzed and compared. And then, robust regressions have been conducted on the relationships among independent variables reflecting the degree of behavioral characteristics and the dependent variable representing the participation level. Especially, through adopting a motivational theory adequate for online environment in setting up research hypotheses, this work suggests a theoretical framework for the participation level of online knowledge sharing. Consequently, this work reached the following practical behavioral results besides some theoretical implications. First, both public discussion and private messaging positively affect the participation level in knowledge sharing. Second, public discussion exerts greater influence than private messaging on the participation level. Third, a synergy effect of public discussion and private messaging on the number of edits was found, whereas a pretty weak negative interaction effect of them on the revisiting period was observed. Fourth, community registration has a significant impact on the revisiting period, whereas being insignificant on the number of edits. Fifth, when it comes to the relation generated from private messaging, the frequency or depth of relation is shown to be more critical than the scope of relation for the participation level.

Effect of Career Experiential Learning and Parental Support on Career Maturity of High School Students (고등학생의 진로체험 유형과 부모지지가 진로성숙도에 미치는 영향)

  • Jung, Joowon
    • Journal of Korean Home Economics Education Association
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    • 제28권4호
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    • pp.139-158
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    • 2016
  • The purpose of this study was to explore the effects of career experiential learning and parental support on career maturity of high school students. The number of subjects for this study was 290 high school students. The results are as follows. First, the effects of attitude in career maturity were higher for students with communication, field trip and visiting, and field experience in career experiential learning. However, career planning did not have any correlation with field experience types of attitude in career maturity. The effect of competency in career maturity was positively correlated with student experience with theory, communication, and field trip and visiting in career experiential learning. Second, parental support showed a significant positive correlation with all factors of career maturity. Third, results identify career maturity impacts on career experiential learning. The types of communication as well as field trip and visiting significantly affected all components of career maturity. The type of theory was a factor affecting competency. In addition, the results reveal the impact of parental support on the career maturity. Emotional support had a significant influence on all factors for career maturity, except for career exploration. Informative support was found to have a significant influence on career planning, career independency and career exploration. Financial support had a significant influence on occupational attitude, career independency and career exploration.

The Effect of Learning Motivation Induction with Digital Storytelling Technique in E-learning (디지털 스토리텔링 기법을 통한 학습동기유발 효과 연구)

  • Kim, Mirea
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 2부
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    • pp.699-704
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    • 2006
  • 본 연구는 이러닝에 있어서 디지털스토리텔링 기법을 적용함으로써 얻어지는 긍정적 학습효과를 학습동기 유발에 중점을 두고 연구한다. 또한, 연구결과를 통하여 이러닝 환경에서 디지털스토리텔링 기법이 활발히 차용될 수 있는 시작점을 제시하고자 한다. 다양한 학습에 있어서 스토리텔링의 긍정적인 역할은 이미 검증되어왔으며, 현재 이 분야의 연구자들은 학습효과를 높이는 스토리텔링의 공연적 차원을 포착한 비디오, 참여적인 역동적 형태의 기술을 통한 디지털스토리텔링을 발전시키기 위한 문턱에 와 있다. 이러닝과 스토리텔링 간의 큰 그림 안에서, 본 연구는 개별 과목의 지식을 전달하기에 적합한 실제의 디지털 스토리텔링 기법을 제시하고 이러한 기법을 통하여 얻어지는 학습효과를 설문을 통하여 검증한다. 설문을 통하여, 본 연구는 다음과 같은 주요 발견을 할 수 있었다: 학습자들은 이러닝 학습자료에 디지털 스토리텔링 기법이 쓰일 때 보다 많이 동기부여가 되었다. 이것은 ARCS 이론의 4 카테고리-주의력, 관련성, 자신감, 만족감-분야에서 SPSS 10.0을 이용하여 분석한 결과 빈도 및 T-Test에서 디지털 스토리텔링 기법이 쓰일 때 모두 고르게 긍정적인 결과를 보임으로써 결론에 도달하게 된 것이다. 본 연구의 남은 과제는 스토리텔링 기법의 실제 재현기법을 개발하고 이를 통한 학습효과의 증진을 계속 검증하는 것이다.

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Effects of Game programming on Creative personality and immersion of students in Low-Income Families (교육용 게임 프로그래밍 수업이 창의적 인성에 미치는 효과)

  • Ahn, Mi-Lee;Na, Yun-Seong
    • Proceedings of the Korea Information Processing Society Conference
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    • 한국정보처리학회 2011년도 춘계학술발표대회
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    • pp.1592-1594
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    • 2011
  • 국가적 차원에서 저소득 청소년을 위한 교육프로그램이 많은 아동보호센터 및 지역센터를 중심으로 시행되고 있지만 그 취지와 목적에 부합하는 방과 후 교육이 제공되고 있는지 그 효과성에 대해서는 주목하지 않아왔다. 본 연구는 저소득 청소년을 위한 방과 후 교육의 질 관리에 대한 필요성이 대두되고 있는 시점에서 영재교육의 일환으로 여겨져 왔던 창의성 교육을 조명하였다. 저소득층 청소년의 창의력 인성을 양성하기 위한 교육용 게임 프로그래밍 수업의 효과성에 대해 조사하였다. A시 5곳의 아동보호시설에서 운영되고 있는 게임프로그래밍 수업에 참여하고 있는 학생과 참여하지 않는 학생을 대상으로 창의적 인성검사를 실시하여 비교 분석하였다. 창의적 인성검사는 크게 자기확신(Self Confidence), 호기심(Curiosity), 인내(Patience), 개방성(Openess), 모험심(Adventure)으로 구분하여 t검증을 통해 유의한가를 분석하였다. 다섯 가지 영역의 평균은 실험집단이 높았으나, 이 중 '인내' 영역이 두드러진 차이를 보였고, 이로 인해 게임프로그래밍 수업을 받은 학생들이 수업을 받지 않은 학생들에 비해 과제 수행에 있어 인내와 끈기를 가지고 도전하는 경향을 보였다. 그러나 자기 확신, 호기심, 개방성, 모험심 네 가지 영역에 대해서는 두드러지는 차이가 나타나지 않았다. 이에 대한 개선책으로 학생들에게 이 네 가지 영역을 균형적으로 길러주기 위하여 체계적으로 강사진의 교수법 연수, 교육과정의 개선, 학생 동기 유발, 학생 독려 및 관리 등 다양한 방법을 통해 수업의 질을 개선시켜 학생들의 창의적 인성 양성에 도움을 줄 수 있을 것으로 기대된다.

Qualitative study on experience of health behavior among Korean low-income breast cancer survivors (저소득층 유방암 생존자의 건강증진 행위 경험 연구)

  • Rhee, Young-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • 제16권5호
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    • pp.3188-3198
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    • 2015
  • This study explores the health behaviors and related situations of Korean low-income breast cancer survivors using in-depth interview. The study derives 95 concepts, 23 sub-categories and 12 categories in open coding. Illness experiences were categorized by behavioral, psychological, and social domains, cognitive were categorized by causal and destiny thought, emotions were categorized by negative, positive emotion, reserve capacity were categorized by internal and external domains and health behaviors were categorized by behavioral, psychological, and social domains. Understanding illness experience, cognitive, emotion, reserve capacity and health behaviors for Korean low-income breast cancer survivors will be useful in developing social welfare interventions and for enhancing health promotion.

3D Massively Multiplayer Online Role Playing Game (MMORPG) Based Lecturing System (3차원 다중 사용자 온라인 게임 기반 강의 시스템)

  • Lim, Nak-Kwon;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
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    • 제16권1호
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    • pp.21-27
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    • 2010
  • Today the lectures are usually practiced in a teacher-led traditional classroom system or a student-led e-learning system. Students passively follow the teacher's lectures in both systems, though. Also due to the advances in 3D Computer Graphics and Game technologies, there are trials to exploit the positive effect of games in learning. The serious games, specifically designed games for an educational goal, or existing games for a special class have been used as lectures. Still these games have a great difficulty in being integrated into the educational system technically and economically. Therefore a new 3D MMORPG based lecturing system is presented in this paper. In our new lecturing system, the characteristics of a 3D MMORPG, achievement, sociality, and immersion, are provided to motivate students to participate actively in a lecture. A teacher and students interact with each other in realtime as 3D characters in a 3D virtual classroom on-line. An ordinary teacher can also easily apply our new system to existing classes since a teacher only needs to specify a slide file to prepare a lecture. For the future work, a user study and the effect of our new lecturing system will be performed.

The Relationship between Socioeconomic Status and Health Inequality in Later Life: The Mediation Effects of Psycho-social Mechanisms (노인의 사회경제적 지위에 의한 건강불평등: 심리사회적 기제들의 매개효과 분석)

  • Chang, Sujie;Kim, Soo Young
    • 한국노년학
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    • 제36권3호
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    • pp.611-632
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    • 2016
  • Solutions for elderly health issues need to be found that take into account not only a medical perspective, but also interactions with social conditions such as socioeconomic status. With this in mind, this study aims to understand how socioeconomic status leads to health inequalities for the elderly. Specifically, this study investigates the mediating effects of socioeconomic status(income and education levels), health activities as an intermediary of the three dimensions of physical health(medical health, functional health, subjective health), accessibility of medical facilities, social participation, and social network. To test the research model, a secondary data analysis was conducted on the 2014 National Survey of Senior Citizens. The participants of the study were 10,451 elderly men and women aged 65 and above. To test the mediated model, hierarchical multiple regression analysis was conducted following the procedures suggested by Baron and Kenny(1986). In addition, a Sobel test was conducted to test the mediated model's significance. According to the analysis, the effects of income and educational levels on the health of the elderly were not the same. Additionally, different results were found depending on health dimensions. However, the overall direction of the results showed that the socioeconomic status of the elderly creates health disparities, and health behaviors, accessibility of medical facilities, social participation, and social network had significant mediation effects between socioeconomic status and physical health. Study findings especially worth noting are as follows: education was shown to have a stronger effect on health than income; effects of social integration factors such as social participation were highlighted; and significant mediating effects on the accessibility of medical facilities remained even after taking residential area into account. Results of this study shed light on health inequality mechanisms due to socioeconomic conditions and the need to find alternatives to alleviate these problems.

Analysis of the Focal Issues on the Digital Textbook Policy and Exploration for the Improvement of the Policy (디지털교과서 정책의 쟁점 분석 및 개선을 위한 시사점 탐색 연구)

  • Jang, Deok-Ho
    • Journal of Digital Convergence
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    • 제15권8호
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    • pp.15-23
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    • 2017
  • The purpose of this study is to examine the issues of digital textbook policy in Korea, using the four dimensional model of Cooper, Fusarelli, & Randall(2004). Building upon systematic review of the policy documents, journals, and articles, I found some issues and implications for the betterment of the policy: From normative dimension, it is important to overcome widespread view of textbook based on positivist epistemology. From structural dimension, we need to move to curriculum-based textbook system and stabilize the organization in authority within the Ministry of Education. From constituentive dimension, much more consideration and support within the authority are to be provided to teachers and students. Lastly, it is critical to develop and disseminate an effective instructional model and build capacity of teachers' ICT from technical dimension. Building upon the results, clarification of policy objectives, establishment of priorities for school grades and subjects in the mid- to long-term perspective, and the establishment of communicative venue for the gathering of opinions of teachers and students who are key participants and activation of operations.

A Qualitative Study on the Community Participation Experiences of Married Immigrant Women in Rural Areas (농촌지역 결혼이주여성의 지역사회활동 참여경험에 관한 질적 연구)

  • Lee, Hyoung-Ha
    • Korean Journal of Social Welfare
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    • 제62권3호
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    • pp.219-245
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    • 2010
  • The objective of this study is to identify the community living experiences of married immigrant women in rural areas. For this purpose, we conducted qualitative research by sampling 14 married immigrant women who had lived in Korea for over three years by having in depth interviews with them. This study employed the grounded theory method suggested by Strauss and Corbin(1998). When raw data from in depth interviews with the participants were processed by open coding through the continuous comparison method with theoretical sensitivity, a total of 13 categories, 27 sub.categories, and 71 concepts were extracted. In case of axial coding, according to the results of analyzing through the paradigm procedure, the causal conditions for the community living experiences of married immigrant women in rural areas were 'Uncertain start' and 'Confront practical problems,' and the central phenomenon was 'Search for existence to participate in community activities.' Contextual conditions affecting the phenomenon was 'Regret international marriage,' 'Experience conflicts,' and 'Look with negative prejudices,' 'Overcome the actual' and action/interaction strategies were 'Look for a breakthrough of life' and 'Manage to acceptance.' Intervening conditions for promoting or suppressing the action/interaction strategies for the central phenomenon were 'Social support system' and 'local limitations,' and as a result, the community living experiences of married immigrant women in rural areas appeared to 'Prepare the future,' 'Hope continuous social activities,' and 'Expect public support systems.'

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공간정보산업 기술동향 - ETRI 연구과제 중심으로

  • Kim, Min-Su
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
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    • 한국GIS학회 2010년도 춘계학술대회
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    • pp.186-186
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    • 2010
  • 최근 들어, 2차원/3차원의 랩 또는 항공/위성 영상의 공간정보를 웹 상에서 서비스 하고 이러한 공간정보에 다양한 정보들을 융 복합하여 사용자들에게 보다 높은 수준의 정보를 제공하기 위한 기술개발에 대한 관심이 급증하고 있다. 예를들어, Microsoft사의 경우는 사용자 참여형(Participatory) 센서 웹 환경을 구축하기 위하여 SenseWeb 관련 기술 개발 및 시범 프로젝트를 수행하고 있는데, SenseWeb 시스템에서는 전 세계에 존재하는 모든 센서들을 연계하여 웹 상에서 사용자들에게 제공할 수 있도록 하는 것을 목표로 하고 있다. 최근에는, 이러한 SenseWeb 시스템을 이용하여 센싱정보와 Bing Map의 공간정보를 융합하여 사용자에게 서비스를 제공할 수 있는 SensorMap 시스템이 개발되었는데, 이러한 SensorWeb/SensorMap 시스템을 기반으로 다양한 시범 프로젝트들이 진행되어 오고 있다. Google사의 경우는 기존에 서비스 되고 Google Eearth/Map을 기반으로 실시간 센싱정보를 연계하여 제공하는 서비스와 다양한 사용자들의 정보들을 테이블 형태로 연계 및 융합하여 제공하기 위한 Google Fusion Tables 서비스를 제공하고 있다. Oracle사의 경우는 센싱정보를 포함하여 실시간으로 끊임없이 변화하는 정보들에 대하여 이벤트 처리, 패턴 분석, 그리고 상황인식 등의 서비스를 제공할 수 있는 CEP(Complex Event Processing) 제품을 선보이고 있다. Nokia사의 경우는 기존의 고정 센서노드들 이외에 모든 모바일 폰을 이동이 가능한 센서노드로 가정하고 이러한 모바일 센서노드들로부터 교통정보를 포함하는 다양한 센싱정보를 수집하고 분석하여 공간정보 기반으로 서비스하기 위한 기술 개발을 꾸준히 추진해 오고 있다. 본 발표에서는 이러한 공간정보와 센싱정보 또는 기타 사용자 정보와의 융 복합서비스를 가능하게 하는 핵심기술들에 대하여 소개하고자 한다. 첫째로 다양한 공간정보와 센싱정보의 융 복합 및 분석 서비스를 제공할 수 있는 u-GIS 융합 엔진에 대하여 설명하고자 한다. u-GIS 융합 엔진에서는 구체적으로 최근 이슈가 되고 있는 다양한 센싱정보의 효율적 수집, 분석, 관리를 위한 GeoSensor 데이터 저장/관리 기술과 센싱정보-공간정보의 실시간 융합 분석 기술에 대해서 소개를 하고자 한다. 둘째로, 이러한 공간정보, 센싱정보 그리고 기타 사용자 정보들을 웹 상에서 효율적으로 매쉬업하여 2차원 및 3차원으로 사용자에게 제공하기 위한 맞춤형 국토정보 제공 기술에 대하여 설명하고자 한다. 여기서는 공간정보 센싱정보 그리고 기타 사용자 정보와의 연계를 위한 매쉬업 엔진 기술 그리고 실시간 3차원 공간정보 제공 기술 등에 대하여 소개를 하고자 한다. 끝으로, 영상 기반의 효율적인 공간정보 구축을 위한 멀티센서 데이터 처리 기술에 대하여 간략히 소개를 하고, 앞에서 설명된 핵심기술들 이외에도 향후 추가로 요구되는 기술개발 내용에 대하여 간략히 설명을 하고자 한다.

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