• Title/Summary/Keyword: Participation opportunity

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A Study on Development Plans to Engage Local University Students in Landscape Improvement Projects in Rural Areas - The case of on the Revitalization Project of Rural Center of Geumsan-eup - (지역대학생의 농촌경관 개선사업 참여를 위한 발전방안 연구 - 금산읍 농촌중심지 사업을 대상으로 -)

  • Park, Eun-Yeong
    • Journal of Korean Society of Rural Planning
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    • v.24 no.2
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    • pp.91-100
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    • 2018
  • This study aims to identify more reasonable and efficient development plans to engage local university students in landscape improvement projects in rural areas. To survey university students, residents, administrators and experts involved in such projects on important considerations in this regard, SWOT analysis was employed to identify important factors, followed by analytic hierarchy process (AHP) to evaluate their relative importance, identify problems and suggest implications for improvement. The results are summarized as follows: the relative importance of the SWOT group was in the order of opportunity, strength, threat, and weakness. For each SWOT factor, the relative importance of strengths was in the order of students' aspiration and passion, availability of creative ideas and designs, and improved attachment to their community. The relative importance of weaknesses was in the order of the lack of spontaneous participation of residents, short preparation periods and insufficient budgets, and the lack of experience in similar projects. The relative importance of opportunities was in the order of young students' activity itself being a boost factor to the community, students' endeavors arising a consensus among residents, and students feeling a sense of duty as representatives of their school. The relative importance of threats was in the order of projects being one-shot, temporary events, immaturity, and differences in preferences between older and younger generations. To draw an overall ranking of the sub-factors evaluated, the overall relative importance of the decision-making factors was evaluated. Among the sub-factors for each SWOT group, young students' activity itself being a boost factor to the community as an opportunity factor was shown to be the most important, while the lack of experience in similar projects was shown to be the least important as administrators and experts made appropriate interventions in each stage.

A study of other backers' social group size and social presence on web-based crowdfunding platforms impacting participation intent (웹기반 크라우드펀딩 플랫폼에서 프로젝트 후원자 사회 집단 크기와 사회적 실재감이 소비자 참여의도에 미치는 영향 연구)

  • Shim, Woo Joo;Lee, Eun-Jung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.397-404
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    • 2021
  • The web-based crowdfunding platform provides small-cap companies the opportunity to reduce financial risks and to reliably produce new products through pre-orders. Meanwhile, crowdfunding projects are also helping companies as a channel to test new products before mass production. Despite these advantages, from the point of view of businesses and consumers, it is true that web-based crowdfunding platforms have limitations in the retail environment. For example, the limited social elements of a web-based platform are somewhat in conflict with the basic characteristics of crowdfunding projects - which inevitably demand high social influences for the success. As such, understanding the mechanisms of social factors of crowdfunding platforms from the consumers' perspective is important. Therefore, in this study, we empirically tested the effect of social factors of crowdfunding platform on consumer participation and evaluation. Based on the Social Influence Theory and Social Presence Theory, we developed a conceptual framework where the social group size and social presence of other backers were the independent variables and the purchaser's intention to participate as the dependent variable. In the results, the size of the social group size and the perceived social presence have a significant positive effect on purchaser's participation intent. In addition, the social presence had a greater influence on the purchaser's intention to participate than the size of the sponsor's social group. We believe that our findings contribute to the extant literature by empirically demonstrating the valid effect of social factors of crowdfunding platforms on consumer evaluations.

Aging Society and Labor Market (고령화 사회와 노동시장)

  • Jung, Cho-See
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.185-194
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    • 2012
  • Population aging in Korea is in progress rapidly, though it isn't recognized as a critical situation now. Absolute scale of population will decrease since 2030 and that of 2050 will stay in 2005 levels. But most serious problem is that the core working age group, 25-54 ages will begin to decrease since 2012 because of low fertility and population aging. In these situation of population aging, we will face inevitably great amount of labor force shortages and we should build up policy alternatives for solving these problems. I proposed some policy alternatives. firstly, pronatalism policies including state-supported child-care system for preventing decreases of absolute scale of population. Second, facing up to labor shortages under population aging, I proposed policy alternatives for increasing labor market participation, measured by employmeny rate, of aged (or aging) people including wage-peak system of extending retiring ages and women including lowering opportunity costs of women labor market participation rates, given laboer forces. And to conclude, we should approach to the aging problems by steady state equilibrium ecnomic growth, under inevitable population aging.

Development of Robot Contents for STEAM education (STEAM 교육을 위한 로봇 콘텐츠 개발)

  • Nam, Yun Jeong;Kim, Hee Sun
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.1
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    • pp.9-18
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    • 2015
  • Educational learning methods that take advantage of a robot provide opportunities for students to develop high dimensional thinking, a creative expression and discovery learning opportunity. It is also perceived as a suitable tool for STEAM systems which can be used in a variety of school curriculums. Therefore we designed and developed STEAM educational contents using robots in this study. This study analyze elementary text books and design the convergence contents from various subjects such as math, science, engineering and art through a robot. This study has developed educational materials by making a robot based on the designed contents. They have been applied to after school materials and then evaluated for comprehension, interest and participation. The results of this study have shown very encouraging evaluations from participating students. Accordingly, this study has shown that STEAM contents that take advantage of a robot have improved student participation, interests, and comprehension in the curriculums. Additionally, integrating STEAM educational content has proved more effective in contrast to being separated.

An Essay on the Balanced Regional Development and the Implications of Participation ('지역균형 발전과'과 '참여'의 의미)

  • Kim, Duk-Hyun
    • Journal of the Korean association of regional geographers
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    • v.10 no.1
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    • pp.1-8
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    • 2004
  • Balanced regional development' is rehabilitated as contemporary national agenda by Roh government. The regional equity policies has been justified as insuring more 'even development opportunity'. It is required further examination that the intrinsic relationships between spatial equity and 'the participatory democracy' of the government. The participatory democracy was estimated an important method to achieve 'the alternative development' of the new social movement. But the rapid evolution of transportation and electronic nudes of communication technology strengthened spatial concentration, especially concentration of authoritative resources. These concentrations have a tendency of participation exclusion in the symbolic social practice such as ideological and political decision-making. In order to realize participatory democracy, It is not sufficient to decentralize administration authorities. The reallocation and upbringing policies of symbolic practices such as cultural industries and education facilities is very important.

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On-the-job Training Gap between regular and non-regular Workers and Wage Effects (정규직-비정규직 간 훈련격차와 임금효과)

  • Oh, Ho-Young
    • Journal of Labour Economics
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    • v.43 no.3
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    • pp.33-61
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    • 2020
  • The purpose of this study is to analyze the disparity in on-the-job training between regular and non-regular workers and to compare the wage effects of on-the-job training. Using the Korean micro data from the Programme for the International Assessment of Adult Competencies(PIAAC) published by OECD, Propensity Score Method(PSM) is applied to overcome the endogeneity problem. The average treatment effect(ATT) on the training participation is analyzed, using non-regular workers as treatment group and regular workers as comparison group. Odds ratios of non-regular employees' training participation compared to regular employees shows 0.67 times after constructing matching sample and this means that non-regular workers are facing a disadvantageous training opportunity compared to regular workers. In order to estimate the wage effect of on-the-job training, the average treatment effect(ATT) of on-the-job training on average wages for regular workers and non-regular workers is estimated respectively. I find insignificant wage effect from on-the-job training among regular workers and significant positive effect on non-regular worker's wage from on-the-job training.

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A Study on the Rural Community Planning through the Stepwise Empowerment System in Jinan-gun (단계별 주민역량강화를 통한 농촌마을만들기의 효과 연구 - 전라북도 진안군을 대상으로 -)

  • Lee, Weon-Ju;Lee, Yoo-Jick
    • Journal of Korean Society of Rural Planning
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    • v.19 no.4
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    • pp.269-281
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    • 2013
  • The purpose of this study is to examine the effects of the rural community planning focusing on the stepwise empowerment system in Jinan-gun, Jeollabuk-do province. This paper also tries to examine how this system affect the awareness for community planning and empowerment of the residents. The satisfaction of the people who join this program were also investigated. The subjects of the research were divided into two groups. Group A consisted of the people who join the system from the first stage, and group B consisted of the people who joined the fourth stage directly. The differences of the recognition, capability changes and satisfaction between two groups were compared and analyzed by questionnaires. The results of this research can be summarized as follows. The first, group A recognized the community planning system in Jinan-gun more positively than group B. They thought that it's very useful and beneficial for their community and this system should be continued further. The second, group A considered that they achieved bigger advancement in community design capabilities in terms of personal, relational and social aspects than group B. In addition, group A also showed higher satisfaction for rural community planning than group B. Based on the results, alternatives for rural community planning were drawn as follows. The first, considering that group A showed more positive responses, starting from the first stage is more stable way to succeed in rural community planning. Which means the critical condition of community design is not the community business but the improving the public awareness and community mind. The second, it's considered that the number of participation is proportional to the advancement of capability in community project, so improving residents' opportunity to participation in community design might be effective. The third, community leader is another critical condition. It is needed to pay more attention to the education for the rural community leader with good experience and capability of community affairs.

Development of Game Developer Career Experience Program using Scratch (스크래치를 활용한 게임 개발자 진로체험 프로그램 개발)

  • Kim, Soohwan;Kim, Sanghong
    • The Journal of Korean Association of Computer Education
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    • v.23 no.1
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    • pp.45-52
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    • 2020
  • The purpose of this study is to develop a game developer career experience program that promotes student participation and to verify its effectiveness. The game developer career experience education program currently operated by Job World is composed of passive course, which makes students less interesting and only passive activities are possible. In this study, we improved the existing coursework type program to experience actual game development using scratch to promote learner participation. Scratch can be created and shared, giving students the opportunity to create their own work. Therefore, this study developed the game developer career experience education program using scratch and verified its effect. Two Delphi tests were conducted to develop the training program and one expert council was held. In addition, pilot classes were conducted from 22 elementary school students and 30 middle school students, and the satisfaction test was conducted. As a result, the developed educational program showed positive results in terms of help, satisfaction, effectiveness, and awareness.

The Effects of Hospital Accreditation Participation Factors on Hospital Management Performances (의료기관 인증제도 참여요인이 경영성과에 미치는 영향)

  • Jung, Yumin;Kim, Kyung Sook;Lee, Sunhee
    • Korea Journal of Hospital Management
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    • v.22 no.4
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    • pp.74-86
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    • 2017
  • Purposes: This study was performed to understand the recognition about accreditation motives, support within the hospital and accreditation survey process for the hospitals that participated in the accreditation program and to find out whether these factors are related to hospital management performances, so that the study can suggest plans for activation and development of the accreditation program. Methodology: This study was performed targeting 98 hospitals answered th the survey among 189 acute care hospitals that acquired accreditation from December 2010 to February 2014. For data analysis, frequency analysis, ${\chi}^2$-test, reliability analysis, ANOVA, Kruskal-Wallis H test and multiple regression analysis with SPSS 21.0 were used. Findings: The hospitals that had staff in charge of patient safety had bigger hospital culture change than those that didn't have(p<.05). In addition, the hospital culture change was bigger as internal motives were bigger, and as CEO's will was bigger(p<.05). Meanwhile, as maintenance rate of internal management after accreditation was higher, and as CEO's will was bigger, process improvement level was higher(p<.05). The quality improvement and patient satisfaction level were higher as CEO's will was bigger, and as suitability of survey process was recognized to be high(p<.05). As a result of analyzing the factors that affect hospital management performances with hospital culture change, process improvement and quality improvement combined, as internal management maintenance rate was higher, as CEO's will was bigger, and as suitability of survey process was higher, performances were higher(p<.05). Practical Implications: Hospitals need to reinforce internal motives to improve internal competences such as the whole system maintenance opportunity and staff training. In addition, the will of hospital director is most important, and if there is hospital director's interest in quality improvement and improvement intention definitely, employees voluntarily participate in and cooperate with the accreditation program, so that prompt medical service provision and high quality of medical services can be guaranteed, leading to hospitals' management performances.

The Case Study of Contents Development for Online Museum Art Appreciation based on Smart Media (스마트 미디어 기반의 온라인 미술관 예술 감상 프로그램 콘텐츠 개발 사례 연구)

  • Yang, Yeon Kyoung
    • Journal of Information Technology Services
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    • v.16 no.1
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    • pp.139-162
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    • 2017
  • Museums contain a significant meaning as a place that reflects empirical knowledge that have been accumulated socially and scientifically in overall life of the public and provides the opportunity to enjoy prestigious culture, while serving as the extended place of education. The first objective of this study is to increase the accessibility of general public through the development of online museum programs as service contents and to present the ultimate direction the development of in art appreciation contents that can effectively expand the infrastructure of culture and art. Second, the effectiveness of online art appreciation programs by registered private museums, which continuously develop smart media-based online museum contents and systemization of archive as the distribution rate of smart devices is increased due to generalization of digital environments, was analyzed by each case to examine the objective distinctions strategies. Third, in terms of museum visitors and smart contents users, this study examines the expected effects of popular distribution by seeking various ways that can enhance the desired exhibit appreciation and autonomous utilization of educational programs, while not being restricted by the physical accessibility and limitation of space at the museums. The subjects of this study included cases of BoroomSan Museum, Savina Museum of Contemporary Art, Imageroot, Sangwon Museum of Art, Hello Museum, etc. and the online smarts contents art appreciation educational programs by registered private museums were analyzed. Results expected to achieve from such processes are as follows. First, the possibility to expand cultural participation in museum exhibition appreciation and museum education infrastructure became widen. Second, the educational program resources can be utilized as the culture and art asset that strengthens the museums' responsibilities in their social role. Third, museum archive can be constructed in more systematic way, and the efficiency of museum archive system can be enhanced to maintain the museum collection database in a consistent format. Fourth, the museum's smart contents users' continued access to museum's online contents may induce the exhibition effect of the site and voluntary participation in education, and can also expect an economic synergy effect as the users become potential visitors that may actually visit the museum in the future.