• Title/Summary/Keyword: Information Literacy

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A Study on the Analysis of College Student's Information Problem Solving Process in Team Project Activities (대학생의 과제 중심 정보문제 해결과정 분석에 관한 연구)

  • Bae, Kyung-Jae
    • Journal of the Korean Society for information Management
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    • v.29 no.3
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    • pp.215-234
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    • 2012
  • Recently, the importance of team based learning has emerged as the method for conducting the constructivist learning theory. College students, however, have the low preference toward team projects. Thus, this research suggested that the information literacy education should be designed to overcome the problems in team project activities after analyzing the college students' information problem solving process. The in-depth interviews were conducted twice with 10 subjects. As a result, the main problems during team project activities were task definition, judgement on relevant information, evaluation of result and process, absence of accountability and synthesis. The recommendations for information literacy course are as follows: introduction to different types of information sources, support for communication problems between team members, education of credibility judgment on information and criteria for evaluating the results.

An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

The Effect of Information Conditions on Mental Health among Elderly (노인의 정보기기 접근 수준이 정신건강 영역에 미치는 영향)

  • Lee, Yoon-Jung
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.17-29
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    • 2013
  • The major aim of this research is to examine the effect of computer and internet literacy and cellular phone possession on depression and suicidal ideation among elderly. This study used data of 2011 national survey results on the elderly life conditions. To determine the effectiveness of computer and internet literacy and cellular phone possession, a total of 6,774 respondents over 60 years of age was selected. The SPSS package was used to analyze the data. Multiple linear regression and logit analysis was run to verify influence of information conditions(computer and internet literacy and cellular phone possession) on depression and suicidal ideation. The results are as follows. First, the elder who is male, younger, has higher education and economic level and lives with spouce is in good information conditions. On the contrary to this, the elder who is female, older, low level of education and economic, single and lives with grandchildren is in information minority group. They have high level of depression and rate of suicidal ideation. Second, computer and internet literacy and cellular phone possession associate with level of depression significantly. Third, computer and internet literacy do not associate with suicidal ideation significantly. The results of this study provide significant source to plan informatization policy and welfare services for socially isolated older people.

Development of ICT Literacy Assessment Tool Using Computer Based Assessment(CBA) System - Case of OECD PIAAC (CBA 시스템을 활용한 정보화 역량 검사도구 개발 - OECD PIAAC 사례를 중심으로)

  • Lee, Soo-Young;Lee, Young-Min
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.125-132
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    • 2011
  • This study discusses the definition of ICT literacy and the new assessment tool for measuring ICT literacy using a computer-based assessment(CBA) system. In particular, this study reviewed the assessment framework and exemplary CBA items which was developed for OECD PIAAC(Programme for the International Assessment of Adult Competencies).

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The Relationship Between Financial Literacy and Public Awareness on Combating the Threat of Cybercrime in Malaysia

  • ISA, Mohd Yaziz Bin Mohd;IBRAHIM, Wan Nora Binti Wan;MOHAMED, Zulkifflee
    • The Journal of Industrial Distribution & Business
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    • v.12 no.12
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    • pp.1-10
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    • 2021
  • Purpose: Cyber criminals have affected various markets and the banking system has encountered various kinds of cyberattacks. The purpose of this study is to analyze cybercrime that is an emerging threat and investigate the significant contribution of financial literacy and public awareness on cybercrimes. To understand the security issues and the need for corrective steps, the techniques and strategies used by cyber fraudsters in obtaining unauthorized access and use the financial information for purpose of fraud need to be understood. Research design, data and methodology: A sample of 123 banks employees from 12 commercial banks in Malaysia was surveyed. This study differs from previous studies as it surveyed the employees' awareness, and this approach fills in the gap in existing literature. Results: The financial literacy and public awareness have positive impact on organizational performance effectiveness to combat threat of cybercrime. Some recommendations are also proposed from research findings, for banking industry and government regulations. Conclusion: The present study focuses on banking sector so its findings cannot be generalized to other sectors. Linking these topics has created a new study in combating threat of cybercrimes generally, and specifically in Malaysia. The present study enhances the understanding of customers' role to combat the impact of cybercrimes on performances of banking industry.

Development of a Smart Device Utilization Education Program for Senior Citizens

  • Ahra CHO;Chan-Woo YOO
    • Fourth Industrial Review
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    • v.4 no.1
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    • pp.19-27
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    • 2024
  • Purpose: This study is based on the results of the National Information Society Agency's the Report on the Digital Divide in 2022. This study sought to develop digital literacy education programs for senior citizens, a digitally disadvantaged group, and to utilize smart devices to enhance their digital capabilities. Research design, data and methodology: Based on Gagné's nine events of instruction, a total of 7-session educational programs using smart devices were developed, and teaching-learning goals were set at a level that older learners can realistically perform. In preparation for the era of digital transformation, AI utilization methods are introduced and utilized in some sessions of the educational program. Results: Among a total of 7 sessions of the educational program, 5 sessions using KakaoTalk and Naver App, and 2 sessions using other apps were developed. There are a total of three sessions using AI. Conclusions: This study presented a digital literacy education program that combined AI, addressing the insufficiency of AI-based education programs targeting senior citizens. It is expected that this educational program will be able to improve the digital literacy skills and provide a basis for fulfilling their responsibilities as digital citizens by suggesting a direction for AI utilization education for senior citizens.

A Study on In-Flight OTT Service Strategies: From the Perspective of Age-Driven Variances in Binge-Watching Patterns (항공기 기내 OTT 서비스 전략에 관한 연구: 연령에 따른 콘텐츠 몰아보기 시청유형 차이의 관점에서)

  • Younghwa Lee;Yinnan Li
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.32 no.2
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    • pp.82-99
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    • 2024
  • The aim of this study is to propose strategies for in-flight OTT services by examining differences in binge-watching patterns through online video streaming services based on age. Additionally, it investigates how the moderating effects of need for cognition and critical media literacy influence the relationship between age and binge-watching. Data from the 2020 Korean Media Panel Survey conducted by the Korea Information Society Development Institute were utilized, with moderating effects analyzed using Process Macro Model 1. Results indicate that as age increases, the frequency of binge-watching content rises while the duration decreases. Moreover, moderating effects of need for cognition and critical media literacy in the age-binge-watching relationship were confirmed. This study analyzed binge-watching behaviors among online video streaming service users, confirming the influence of age, binge-watching habits, need for cognition, and critical media literacy. Theoretical and practical implications include insights for in-flight service providers, content marketers, and online video streaming service operators.

A Study on the Relevance Judgement of College Students in Problem Solving Process (대학생의 과제해결과정 중 정보적합성 판단에 관한 연구)

  • Bae, Kyung-Jae
    • Journal of the Korean Society for information Management
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    • v.31 no.1
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    • pp.189-206
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    • 2014
  • The purposes of this study are to analyze relevance judgement of college students' problem solving process and suggest improvements for information literacy education in higher education. The in-depth interviews were conducted with 9 subjects to identify relevance judgement processes and problems. As a result, the main problems during relevance judgement processes were judgement about content of document aligned with subject's opinion, judgement about reliability of newspaper articles, shortage of relevance judgement time due to deadline of an assignment and judgement of relationship of documents and evaluation result. The recommendations for information literacy education are as follows: objective relevance judgement education, guidance of reliable information source;showing guideline of using reference information by professor and emphasis of engaging in information (4.1 stage of Big 6).

An Exploratory Study of Information Seeking Behavior of Generation Alpha Elementary School Students in Academic and Everyday Life (알파세대 초등학생의 학업 및 일상생활에서의 정보추구행태에 관한 연구)

  • InBeom Hwang;JungWon Yoon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.35 no.2
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    • pp.25-45
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    • 2024
  • This study aims to understand the everyday information-seeking behaviors of Alpha-generation elementary school students. A survey was conducted among 4th to 6th grade students to investigate their information needs in daily life, the sources they use to fulfill these needs and the reasons for their choices, the barriers they encounter during the information search process, and their satisfaction and trust in the information obtained. The results indicate that Alpha generation elementary students most frequently use video platforms and have the highest information needs related to hobbies and leisure activities. The main reasons for choosing information sources were familiarity and convenience. Differences based on demographic characteristics and media literacy education were also analyzed. There were significant differences in information-seeking behavior based on gender. Also, students who had received media literacy education experienced fewer difficulties in the information acquisition process compared to those who had not. The findings of this study are expected to provide valuable data for developing information services and media literacy education directions for the Alpha generation in school settings.

Plan of Realization of Learner - Contents Interaction in Distance Education for Teacher's Multimedia Literacy (교사의 Multimedia Literacy를 위한 원격교육에서의 Learner - Contents Interaction 구현 방안)

  • Lee, Ji-Young;Hong, Myung-Hui
    • 한국정보교육학회:학술대회논문집
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    • 2004.01a
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    • pp.45-55
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    • 2004
  • 본 논문은 교사의 Multimedia Literacy 함양을 위한 원격교육 Contents를 제작함에 있어 효율적으로 활용할 수 있는 상호작용 구현 방안을 제시함을 목적으로 한다. 이에 앞서 본 논문에서는 웹 기반 원격교육 상호작용 유형과 그 구현 방안을 새롭게 정리해 보고, 효율적인 원격교육과 상호작용 구현을 위해 고려해야 할 사항에 대한 제안을 통해 논지에 접근하였다. 본 논문은 연구 범위를 교사의 멀티미디어 리터러시 함양을 위한 원격교육 Contents에서의 Learner - Contents Interaction으로 제한하였으며, Java Script, Hash, HTML의 Event, Action, Link, Navigation 등을 활용한 Courseware 개발에 주력하였다. 상호작용이 강화된 이 Courseware는 Open Contents System으로 구축되어 다양한 원격교육 Contents에 다각도로 활용 가능하다.

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