• 제목/요약/키워드: Group meetings

검색결과 122건 처리시간 0.031초

The first KREDOS-EPR intercomparison exercise using alanine pellet dosimeter in South Korea

  • Park, Byeong Ryong;Kim, Jae Seok;Yoo, Jaeryong;Ha, Wi-Ho;Jang, Seongjae;Kang, Yeong-Rok;Kim, HyoJin;Jang, Han-Ki;Han, Ki-Tek;Min, Jeho;Choi, Hoon;Kim, Jeongin;Lee, Jungil;Kim, Hyoungtaek;Kim, Jang-Lyul
    • Nuclear Engineering and Technology
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    • 제52권10호
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    • pp.2379-2386
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    • 2020
  • This paper presents the results of the first intercomparison exercise performed by the Korea retrospective dosimetry (KREDOS) working group using electron paramagnetic resonance (EPR) spectroscopy. The intercomparison employed the alanine dosimeter, which is commonly used as the standard dosimeter in EPR methods. Four laboratories participated in the dose assessment of blind samples, and one laboratory carried out irradiation of blind samples. Two types of alanine dosimeters (Bruker and Magnettech) with different geometries were used. Both dosimeters were blindly irradiated at three dose levels (0.60, 2.70, and 8.00 Gy) and four samples per dose were distributed to the participating laboratories. Assessments of blind doses by the laboratories were performed using their own measurement protocols. One laboratory did not participate in the measurements of Magnettech alanine dosimeter samples. Intercomparison results were analyzed by calculating the relative bias, En value, and z-score. The results reported by participating laboratories were overall satisfactory for doses of 2.70 and 8.00 Gy but were considerably overestimated with a relative bias range of 10-95% for 0.60 Gy, which is lower than the minimum detectable dose (MDD) of the alanine dosimeter. After the first intercomparison, participating laboratories are working to improve their alanine-EPR dosimetry systems through continuous meetings and are preparing a second intercomparison exercise for other materials.

성인 발달장애인의 도전적 행동 관련 현황 및 종사자의 인식에 대한 연구: 서울시 발달장애인 평생교육센터를 중심으로 (A Study on the Current Status Associated with Challenging Behaviors of Adults with Developmental Disabilities and the Perception of Workers: Focused on Cases at Lifelong Education Centers for the Developmentally Disabled in Seoul)

  • 유수진;이은혜;한정은
    • 한국콘텐츠학회논문지
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    • 제20권12호
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    • pp.383-392
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    • 2020
  • 본 연구는 발달장애인 평생교육센터 성인 발달장애인의 도전적 행동 관련 현황 및 이와 관련한 종사자의 인식을 확인하고자 수행되었다. 이를 위해 서울시 소재 발달장애인 평생교육센터 16개 기관과 종사자를 대상으로 설문조사를, 4명의 센터장을 대상으로 초점집단인터뷰를 실시하였다. 주요 연구결과는 다음과 같다. 첫째 발달장애인 평생교육센터 종사자의 85.4%가 지난 1년 간 도전적 행동으로 인해 상해를 경험한 적이 있으며, 상해를 경험한 종사자는 소진, 심리적 트라우마, 이직을 고려한 적이 있다고 응답하였다. 둘째, 도전적 행동에 대한 기관의 사전대응은 '개별공간 확보', '도전적 행동 유발요인 사전파악'이 각각 87.5%로 가장 많았으며, 후속대응으로는 81.3%의 기관에서 해당 상황에 대한 사례회의 및 슈퍼비전을 진행한다고 응답하였다. 셋째 도전적 행동 대응과 관련한 제안사항으로, 기관차원의 시스템 구축, 유관기관과의 협력이 필요한 것으로 확인되었다.

한국의 환자 중심 의사 역량 프레임 타당화를 위한 델파이 연구 (A Delphi Study to Validate the Patient-Centered Doctor's Competency Framework in Korea)

  • 임선주;김영전;김찬웅;이건호;이선우;전우택;정한나;윤소정
    • 의학교육논단
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    • 제25권2호
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    • pp.139-158
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    • 2023
  • Defining a competent doctor is important for educating and training doctors. However, competency frameworks have rarely been validated during the process of their development in Korea. The purpose of this study was to validate the patient-centered doctor's competency framework, which had been developed by our expert working group (EWG). Two rounds of Delphi questionnaire surveys were conducted among a panel of experts on medicine and medical education. The panel members were provided with six core competencies, 17 sub-competencies, and 53 enabling competencies, and were asked to rate the importance of these competencies on a 5-point Likert scale. Between April and July 2021, a total of 28 experts completed both rounds. The data of the Delphi study were analyzed for the mean, standard deviation, median, inter-rater agreement (IRA), and content validity ratio (CVR). A CVR >0.36 and IRA ≥0.75 were deemed to indicate validity and agreement. This study found that five enabling competencies were not valid, and agreement was not reached for three sub-competencies and two enabling competencies. In consideration of CVR and the individual opinions of panel members at each session, the final competencies were extracted through consensus meetings of the EWG. The competencies were modified into six core competencies, 16 sub-competencies, and 47 enabling competencies. This study is meaningful in that it proposes patient-centered doctor's competencies enabling the development of residents' milestone competencies, an assessment system, and educational programs.

중학교 "환경" 교과의 교수.학습 및 평가 방법 연구 (A Study on Teaching-Learning and Evaluation Methods of Environmental Studies in the Middle School)

  • 남상준
    • 한국환경교육학회지:환경교육
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    • 제7권1호
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    • pp.1-17
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    • 1994
  • This study was performed to determine appropriate teaching-learning and evaluation methods for Environmental Studies. To promote the relevance of our study to the needs of the schools and concerned educational communities of environmental education, we reviewed related literature, conducted questionnaire surveys, interviewed related teachers and administrator, held meetings with experts, and field-tested our findings. For selecting and developing teaching-learning methods of Environmental Studies, findings of educational research in general are considered. moreover, principles of environmental education, general aim of environmental education, orientations of environmental education, and developmental stages of middle school students in educational psychology were attended. In addition, relevance to the purpose of the Environmental Studies curriculum, appropriateness for value inquiry as well as knowledge inquiry, small group centered class organization, social interaction centered teaching-learning process, regional environmental situation, significance of personal environment, evaluation methods of Environmental Studies, multi- and inter-disciplinary contents of the Environmental Studies textbook, suitability to the evaluation methods of Environmental Studies, and emphasis on the social interaction in teaching-learning process were regarded. It was learned the Environmental Studies can be taught most effectively in via of holding discussion sessions, conducting actual investigation, doing experiment-practice, doing games and plate, role-playing and carrying out simulation activities, and doing inquiry. These teaching-learning methods were field-tested and proved appropriate methods for the subject. For selecting and developing evaluation method of Environmental Studies, such principles and characteristics of Environmental Studies as objective domains stated in the Environmental Studies curriculum, diversity of teaching-learning organization, were appreciated. We categorized nine evaluation methods: the teacher may conduct questionnaire surveys, testings, interviews, non-participatory observations; they may evaluate student's experiment-practice performances, reports preparation ability, ability to establish a research project, the teacher may ask the students to conduct a self-evaluation, or reciprocal evaluation. To maximize the effect of these methods, we further developed an application system. It considered three variables, that is, evaluates, evaluation objectives domains, and evaluation agent, and showed how to choose the most appropriate methods and, when necessary, how to combine uses of different methods depending on these variables. A sample evaluation instrument made on the basis of this application system was developed and tested in the classes. The system proved effective. Pilot applications of the teaching-learning methods and evaluation method were made simultaneously; and the results and their implications are as follows. Discussion program was applied in a lesson dealing with the problems of waste disposal, in which students showed active participation and creative thinking. The evaluation method used in this lesson was a multiple-choice written test for knowledge and skills. It was shown that this evaluation method and device are effective in helping students' revision of the lesson and in stimulating their creative interpretations and responces. Pupils showed great interests in the actual investigation program, and this programme was proved to be effective in enhancing students' participation. However, it was also turned out that there must be pre-arranged plans for the objects, contents and procedures of survey if this program is to effective. In this lesson, non-participatory observation methods were used with a focus on the attitudes of students. A scaled reported in general description rather than in grade. Experiment-practice programme was adopted in a lesson for purifying contaminated water and in this lesson, instruction objectives were properly established, the teaching-learning process was clearly specified and students were highly motivated. On the other hand, however, it was difficult to control the class when some groups of students require more times to complete their experiment, and sometimes different results. As regards to evaluation, performance observation test were used for assessing skills and attitudes. If teachers use well-prepared Likert scale, evaluation of all groups within a reasonablely short period of time will be possible. The most effective and successful programme in therms of students' participation and enjoyment, was the 'ah-nah-bah-dah-market' program, which is kind of game of the flea market. For better organized program of this kind, however, are essential, In this program, students appraise their own attitudes and behavior by responding to a written questionnaire. In addition, students were asked to record any anecdotes relating to self-appraisal of changes on one's own attitudes and behaviours. Even after the lesson, students keep recording those changes on letters to herself. Role-playing and simulation game programme was applied to a case of 'NIMBY', in which students should decide where to located a refuse dumping ground. For this kind of programme to e successful, concepts and words used in the script should be appropriate for students' intellectual levels, and students should by adequately introduced into the objective and the procedures of the lessons. Written questionnaire was used to assess individual students' attitudes after the lesson, but in order to acquire information on the changes of students' attitudes and skills, pre-test may have to be made. Doing inquiry programme, in which advantages in which students actually investigated the environmental influence of the areas where school os located, had advantages in developing students' ability to study the environmental problems and to present the results of their studies. For this programme to be more efficient, areas of investigation should be clearly divided and alloted to each group so that repetition or overlap in areas of study and presentation be avoided, and complementary wok between groups bee enhanced. In this programme, teacher assessed students' knowledge and attitudes on the basis of reports prepared by each group. However, there were found some difficults in assessing students' attitudes and behaviours solely on the grounds of written report. Perhaps, using a scaled checklist assessing students' attitudes while their presentation could help to relieve the difficulties.

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자동차 신제품개발 관련 차량기술사의 전문적 업무역량 분석 (A Study on the Competencies of Automotive Professional Engineers in Korea)

  • 김주영;임세영
    • 대한공업교육학회지
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    • 제33권2호
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    • pp.192-217
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    • 2008
  • 차량기술사들은 자동차산업의 현장에서 신제품기획, 마케팅, 연구개발, 제조 및 관리 등의 전문적인 업무를 수행한다. 이들의 전문 기술역량은 기업과 조직의 경쟁력을 증진시키는 원동력이다. 이 연구는 차량기술사들의 전문적 업무역량 특성과 중요도를 규명하여 자동차 기술 분야의 자격검정과 공학교육을 효율적으로 연계할 수 있는 기초자료를 제공하는 데 목적이 있다. 세부 연구문제는 첫째, 전문가(차량기술사, 자동차 관련 전공 대학교수, 자동차 전문가)들은 추론된 차량기술사의 전문적 업무역량별 중요도를 어떻게 인식하고 있는가? 둘째, 차량기술사의 업무역량에 관한 중요도 인식에 있어서 응답자의 소속집단(차량기술사, 자동차공학 전공 대학교수, 자동차 전문가)간에 차이가 있는가? 이다. 연구자들은 현직에 근무하고 있는 차량기술사 등 자동차 신제품 개발관련 전문가 협의 및 개인면담을 통해 차량기술사의 전문적 업무역량을 추출한 다음, 차량기술사 108명, 자동차 및 기계공학전공 대학교수 49명, 기업체의 자동차 전문가 55명을 대상으로 설문지를 배포하여 총 152명(72%)으로부터 설문지를 회수하여 분석하였다. 차량기술사의 전문적 업무역량에 대한 설문지는 영역 및 항목별로 빈도 및 변량분석을 실시하였다. 연구결과는 제동장치설계, 프로젝트진행리더십, 미래예측과 변화관리, 디젤엔진설계, 환경대책, 제품기획과 안전에 대한 기술이 가장 중요한 것으로 나타났고, 인사총무와 재무회계, 노무관리 등에 대해서는 중요도를 낮게 인식하고 있었다. 또한 업무영역평균의 집단별 중요도는 섀시설계영역, 엔진 변속기설계영역, 제품기획 마케팅영역, 자재 물류 품질관리영역, 디자인 차체 의장설계영역, 판매 정비 및 경영지원영역, 소재 및 엔진제조영역, 프레스 및 조립공장 제조 영역 순으로 나타냈다. 자동차개발업무관련 차량기술사의 전문적 업무역량중 고객편익과 안전관련 신기술 응용력, 경쟁력 있는 신제품개발 능력의 중요도가 높았다. 응답집단별로는 교수집단이 타집단 보다 모든 항목에서 중요도 평가 평균값이 높았고, 다음은 차량기술사, 차량전문가 순으로 나타났다.

심뇌혈관질환 고위험군을 위한 지역사회 단계별 교육프로그램 개발 및 효과 평가 (Development and Evaluation of a Community Staged Education Program for the Cardiocerebrovascular Disease High-risk Patients)

  • 이혜진;이중정;황태윤;감신
    • 농촌의학ㆍ지역보건
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    • 제37권3호
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    • pp.167-180
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    • 2012
  • 본 연구는 대구광역시 심뇌혈관질환 고위험군 등록관리 시범사업단 고혈압 당뇨병 교육정보센터를 방문한 고위험군환자와 교육자의 교육요구도를 반영하여 질환, 영양, 운동 3영역의 기본, 심화, 개별 3단계로 단계별 교육프로그램을 개발하였다. 이 프로그램의 효과평가를 위하여 교육정보센터에 방문한 기본교육군 32명, 단계교육군 37명을 대상으로 교육 전후 임상적 지표, 행동변화단계, 자아효능감을 측정하였고 주요 연구결과는 다음과 같다. 교육요구도조사결과 고위험군과 교육자의 요구도가 높은 소그룹형태, 30분-1시간이내 수업 및 이론 50%와 실습 50%의 구성과 형태로 이루어지며 3개월의 교육과정인 질환, 영양, 운동영역의 단계 교육프로그램을 개발하였다. 교육요구도조사 결과 교육영역별 교육내용은 고위험군과 교육자의 필요도와 지식정도의 통계적으로 유의한 차이에 따라 5가지 범주로 분류하여 프로그램 구성에 적용할 수 있었다. 첫째, 고위험군과 교육자간의 요구도에 유의한 차이가 없는 항목은 기본과정내용으로 반복하게 하였고 둘째, 고위험군의 인지도가 평균점수 이하인 항목은 기본교육과정내용을 조정하여 효과적인 실습방법으로 모든 단계에서 반복할 수 있도록 하였다. 셋째, 고위험군의 지식정도 평균 편차가 큰 항목은 개별교육과정에 포함시켜 문제를 해결할 수 있는 기술습득을 목표로 이루어지도록 하였다. 넷째, 고위험군과 교육자간 지식정도의 유의한 차이가 있는 항목과 다섯째, 고위험군과 교육자간 요구도에서 유의한 차이가 있는 항목은 고위험군의 참여도가 높은 실습 중심의 심화교육으로 구성하며 교육자도 표준 매뉴얼에 따라 교육방법, 교육환경을 일관성 있게 유지하도록 교육훈련을 강화하여 교육자 간 격차를 줄이도록 하였다. 교육자와 고위험군과의 격차를 줄이기 위하여 자가관리 목표, 단기 계획 설정을 고위험군과 교육자 상호약속에 의해서 계획하여 실천동기와 문제해결능력을 향상시키도록 하는 과정을 단계마다 필수적으로 포함시켰다. 교육프로그램의 평가는 기본교육군, 단계교육군을 대상으로 임상적 지표, 행동변화단계 자기 효능감을 측정하여 비교하였다. 임상지표 중 허리둘레, 수축기혈압, 이완기혈압(p<0.05), 자기효능감 중 혈압/혈당조절 불량시 병원방문, 의사의 지시에 따라 약 복용, 식사량 일정유지(p<0.05), 정기적으로 합병증 검사, 정상적인 혈압/혈당을 유지, 허리둘레 유지, 체중 유지(p<0.01), 행동변화단계에서는 싱겁게 먹기(p<0.05)에서 유의적인 차이가 있었다. 환자와 교육자의 교육요구도를 반영하여 개발된 실습 중심의 단계별 교육프로그램은 이론중심의 기본교육프로그램과 비교한 결과 임상지표, 자기효능감, 행동변화단계에서 유의한 차이가 있었다. 대상자 수가 적고 추구관리기간이 짧았으며 임상지표측정이 부족했던 한계점은 있으나 환자가 노인이며 만성질환환자로서 유병기간이 긴 점을 감안하면 이 프로그램을 지속적으로 시행한다면 환자의 심뇌혈관질환 예방에 기여할 수 있을 것이다.

한국 커뮤니티 댄스의 효과와 역할 (Effects and Roles of Korean Community Dance)

  • 박소정
    • 트랜스-
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    • 제9권
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    • pp.37-66
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    • 2020
  • 21세기로 접어들면서 사회와 문화의 흐름은 자기 스스로 경험하고 즐기고 체험을 하는 단지 보고 즐기는 것에서 자신이 직접 경험하고 행위의 주체 자가 되는 문화현상으로 나타나고 있다. 이러한 흐름은 2010년부터 활성화되고 있는 커뮤니티 댄스(Community Dance)로 나타났다. 커뮤니티 댄스는 누구나 대상이 될 수 있으며 모임의 특성과 연령에 따라 아동 무용, 성인 무용, 노인무용으로 나뉠 수 있어 다양한 연령대로 활동 할 수 있다. 또한 미취학 아동부터 노인에 이르기까지 연령대별로 모임에서 성별, 인종, 종교에 관계없이 건강을 증진하거나 표현의 욕구를 충족하고 체력을 향상시킬 수 있는 모든 사람의 행복과 자아 성취를 위한 모든 종류의 춤을 말한다. 모든 사람들이 각자의 여가시간을 활용하여 자발적으로 즐겁게 참여하는 무용 활동으로 체험을 통한 춤이라는 비언어적 특징이 세대 간의 공감대와 소통을 이루며 삶의 질 향상에 도움을 줄 수 있다. 커뮤니티 댄스는 평생교육을 통해 사회학습으로의 확장성을 가져오며 전문가들이 일반인들을 대상으로 함께 진행하는 자발적인 공동체 모임이다. 커뮤니티 댄스의 정의는 누구나 개인의 일상생활을 풍요롭게 하고 사회적으로 공동체의식을 높여 밝은 사회를 만들며, 개개인에게는 건강증진과 미적 교육의 목표를 이루는 신체활동의 총체라고 할 수 있다. 또한 창의성의 의미를 자기표현으로서의 몸과 창의성에서 무용체험은 참여자가 참여 과정에서 경험하는 긍정적인 심리체험과 일상에 미친 영향력을 탐색해 행복 관점을 투영하여 커뮤니티 댄스의 효과로 나타나고 있으며 참여자들은 춤 문화를 향유를 위해 지금까지 온라인 오프라인을 통해 지속적인 네트워킹을 하고 있다. 커뮤니티 댄스의 붐이 불기 시작하면서 10년간 다양한 분야로 연구가 진행되었지만 실질적인 프로그램의 방법론은 미비하여 국내에서 진행한 커뮤니티 댄스 사례를 조사하여 펠든크라이스 기법(Feldenkrais Method)을 제시하여 향 후 국내 커뮤니티 댄스에 필요한 방법론으로 자리 잡아 문화 소외계층과 활용될 수 있기를 기대하며 무용의 신체 기능적 측면의 향상과 심리적 안정감을 줄 수 있는 교육적 효과와 예술가들의 안무 창작법의 일환으로 활용될 수 있으리라 사료된다.

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MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

목회간호사의 업무활동분석 (Analysis of Church based parish nursing activities in Teagu city)

  • 김정남;박정숙;권영숙
    • 지역사회간호학회지
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    • 제7권2호
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    • pp.384-399
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    • 1996
  • The concept of parish nursing began in the late 1960s in the United States when increasing numbers of churches employed registered nurses (RNs) to provide holistic, preventive health care to the members of their congregations. Parish nursing role was developed in 1983 by Lutheran chaplain Granger Westberg, and provides care to a variety of church congregation of various denominations. The parish nurse functions as health educator, counselor, group facilitator, client advocate, and liaison to community resources. Since these activities are complementary to the population-focused practice of community health' CNSs, parish nurses either have a strong public health background or work directly with both baccalaureate-prepared public health nurses and CNSs. In a Midwest community in U.S.A., the Healthy People 2000(1991) objectives are being addressed in health ministries through a coalition between public health nurses and parish nurses. Parish nursing is in the beginning state in Korea and up untill now, there has been no research was conducted on concrete role of korean parish nurses. The main purpose of this study was to identify, classify and analyze activities of parish nurses. The other important objective of this study was to establish an effective approach and direction for parish nursing and provide a database for korean parish nursing model through analysis and' classification of the content of the nursing record which included nursing activities. This study was a descriptive survey research. The parish nurses were working in churches where the demonstration project developed on parish nursing. The study was done on all nursing records which were working in churches where the demonstration project developed on parish nursing. The study was done on all nursing records which were documented by parish nurses in three churches from March, 1995 to February, 1996. Namsan, Taegu Jeei and Nedang presbyterian churches in Taegu and Keimyung nursing college incooperated together for the parish nursing demonstration project. The data analysis procedure was as follows: First, a record analysis tool was developed and second, the data was collected, coded and analyzed, the classification for nursing activities was developed through a literature review, from which the basic analysis tool was produced and cotent validity review was also done. The classification of the activities of parish nurses showed 7 activitity categories. 7 activity categories consisted of visitation nursing, health check-ups, health education, referring, attending staff meetings, attending inservices and seminar, volunteers coordinating. The percentage of activities were as follows: Visitation nursing(A: 51.6%, B: 55%, C: 42.6%) Health check-ups(A: 13.5%, B: 12.1%, C: 22.3%) Health education(A: 13.5%, B: 13.2%, C: 18.2%) Referring(A: 1.4%, B: 4.2%, C: 2.4%) Attending staff meeting(A: 18.8%, B: 13.0%, C: 12.2%) Attending inservices and seminar(A: 1.5%, B: 2.2%, C: 2.1%) Volunteers coordinating(A: 0.3%, B: 0.4%, C: 0.0%) To establish and develope parish nursing delivery network in Korea, parish nurses role, activities and boundaries of practice should be continuously monitored and refined every 2 years. Also, It is needed to develope effective nursing recording system based on the need assessment research data of various congregation members. role, activities and boundaries of practice and arrangement of the working structure, continuing education, cooperation with community resources and structuring and organizing parish nursing delivery network. Also, It is needed to develope effective nursing recording system based on the need assessment research data of various congregation members.

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방산수출 지원정책에 관한 정책네트워크 연구: T-50 인도네시아 수출 성공사례를 중심으로 (Analysis on the Policy Network in the Defense Industry Exportation Support Policy: Focusing on the Success of the T-50 Exportation to Indonesia)

  • 전종호
    • 기술혁신연구
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    • 제24권1호
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    • pp.113-142
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    • 2016
  • T-50 인도네시아 수출은 정부의 정책목표를 구현하고 국내 방산업체들의 해외수출활동을 촉진시키는 촉매제가 되었다. 방산수출은 국가의 위상을 높이고 경제적 이익을 창출하는 신성장 동력으로서 인정받게 되었으며 정부의 주요 정책 중 하나로 자리매김하였다. 본고는 T-50 인도네시아 수출 성공의 동인(動因)을 정책 네트워크의 관점에서 분석하여 효과적인 방산수출 정책방향을 제시하고자 한다. 정책네트워크 이론(Policy Network Theory)은 방산수출 지원정책을 수립하고 집행하는 과정에서 각 정책행위자들의 속성과 그들 사이에서 이루어지는 상호작용이 어떤 산출물을 가져왔는지를 분석하는 데에 유용성과 적실성을 갖았다. T-50 인도네시아 수출에 관한 정책네트워크는 정책공동체(policy community) 유형으로서 다수의 정부부처와 이익집단인 방산업체, 그리고 연구기관의 전문가들이 공동의 정책목표 달성을 위해 상호 공감대를 형성하여 범정부조직인 방산물자교역지원센터(KODITS)를 창설하고 이를 중심으로 행위자들이 공식 비공식 접촉을 지속하면서 수출 성공을 위한 전략을 모색하였다. 일부 주요 정책행위자 사이에 대립과 갈등이 존재했으나, 다수의 행위자가 강한 협력의 관계를 형성함으로써 T-50 인도네시아 수출을 위한 정책결정이 효과적으로 이루어질 수 있었고, 그것은 T-50 수출 성공의 중요한 동인이 되었다. 시사점으로 협력적 상호작용에 의한 정책공동체 유형이 방산수출 지원정책의 목표 달성에 유용함을 고려, 미국에 대한 훈련기(T-X) 수출 등 대형 방산수출프로젝트 추진시 범정부차원의 한시적 테스크포스(TF)를 운영할 필요가 있으며 TF에 참여한 기관들이 상호 협력의 관계를 강화할 수 있도록 기관장들간 정기적인 논의의 장 마련 등 제도 절차적 보완이 필요함을 제시하였다.