Kim, Hae-Rin;Kim, Jung-Yul;Lee, Seung-Jae;Baek, Song-Ee;Kim, Jin-Gu;Kim, Ga-Yoon;Nam-Koong, Hyuk;Kang, Chun-Goo;Kim, Jae-Sam
The Korean Journal of Nuclear Medicine Technology
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v.26
no.1
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pp.27-32
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2022
Purpose When performing a whole-body bone scan, many patients are experiencing psychological difficulties due to the close distance to the detector. Recently, in the medical field, there is a report that using virtual reality (VR) equipment can give pain relief to pediatric patients with weak concentration or patients receiving severe treatment through a distraction method. Therefore, in this paper, VR equipment was used to provide psychological stability to patients during nuclear medicine tests, and it is intended to evaluate whether it can be used in clinical practice. Materials and Methods As VR equipment, ALLIP Z6 VR (ALLIP, Korea) was used and the experiment was conducted after connecting to a mobile phone. The subjects were 30 patients who underwent whole-body bone examination from September 1, 2021 to September 30, 2021. After intravenous injection of 99mTc-HDP, 3 to 6 hours later, VR equipment was put on and whole body images were obtained. After the test, a survey was conducted, and a Likert scale of 5 points was used for psychological anxiety and satisfaction with VR equipment. Hypothesis verification and reliability of the survey were analyzed using SPSS Statistics 25 (IBM, Corp., Armonk, NY, USA). Results Anxiety about the existing whole-body bone test was 3.03±1.53, whereas that of anxiety after wearing VR equipment was 2.0±1.21, indicating that anxiety decreased to 34%. When regression analysis of the effect of the patient's concentration on VR equipment on anxiety about the test, the B value was 0.750 (P<0.01) and the t value was 6.181 (P<0.01). decreased and showed an influence of 75%. In addition, overall satisfaction with VR equipment was 3.76±1.28, and the intention to reuse was 66%. The Cronbach α value of the reliability coefficient of the questionnaire was 0.901. Conclusion When using VR equipment, patients' attention was dispersed, anxiety was reduced, and psychological stability was found. In the future, as VR equipment technology develops, it is thought that if the equipment can be miniaturized and the resolution of VR content images is increased, it can be used in various clinical settings if it provides more realistic stability to the patient.
The change in the management environment of the logistics industry in the era of global competition is becoming an era in which customers choose companies. Differentiation from competitors through the provision of products and services suitable for customers As customers' choices change depending on their superiority, companies are constantly striving to receive or retain customers' choices. Ultimately, this competitive structure can be seen as the importance of long-term relationship building. Therefore, in this study, we examined how factors related to transaction characteristics performed by logistics companies for customer satisfaction in the transaction relationship between cargo companies and shippers affect performance and long-term transaction intentions. First, we derived the factors of logistics service, cost, logistics infrastructure, and company competency, which are transaction characteristics factors of a logistics company that must be specifically realized for customer satisfaction in transactions between logistics companies. Second, we analyzed how the transaction characteristics factors of a logistics company affect the company's performance, and finally, how the company's performance factors affect long-term transaction intentions. As a result of empirical analysis, there were no statistically significant results on the relationship between transaction characteristics and performance of logistics companies, which can be attributed to the small size of the logistics companies that were the sample. In other words, logistics companies that do not have sufficient capacity to provide services at low prices have no choice but to engage in constant bleeding competition. It can be seen that it reflects the characteristics of the industry. On the other hand, the relationship between corporate performance factors and long-term transaction intention was found to have a positive relationship. The higher the level of partnership with logistics companies and visible financial performance is, the higher the transaction will be in the future, and the more the transaction volume will be gradually increased. And even if it costs a little more, it can be seen that the intention to continue trading is greatly expressed.
Pacific island countries, including Kiribati, are suffering from a shortage of essential resources as well as a reduction in their living space due to sea level rise and coastal erosion from climate change, groundwater pollution and vegetation changes. Global activities to solve these problems are being progressed by the UN's efforts to implement SDGs. Pacific island countries can adapt to climate change by using abundant marine resources. In other words, seawater plants can assist in achieving SDGs #2, #6 and #7 based on SDGs #14 in these Pacific island countries. Under the auspice of Korea International Cooperation Agency (KOICA), Korea Research Institute of Ships and Ocean Engineering (KRISO) established the Sustainable Seawater Utilization Academy (SSUA) in 2016, and its 30 graduates formed the SSUA Kiribati Association in 2017. The Ministry of Oceans and Fisheries (MOF) of the Republic of Korea awarded ODA fund to the Association. By taking advantage of seawater resource and related plants, it was able to provide drinking water and vegetables to the local community from 2018 to 2020. Among the various fields of education and practice provided by SSUA, the Association hope to realize hydroponic cultivation and seawater desalination as a self-support project through a pilot project. To this end, more than 140 households are benefiting from 3-stage hydroponics, and a seawater desalination system in connection with solar power generation was installed for operation. The Association grows and supplies vegetable seedlings from the provided seedling cultivation equipment, and is preparing to convert to self-support business from next year. The satisfaction survey shows that Tarawa residents have a high degree of satisfaction with the technical support and its benefits. In the future, it is hoped that SSUA and regional associations will be distributed to neighboring island countries to support their SDGs implementations.
This study was conducted to develop and apply an out-of-school STEAM program model based on Social-Emotional Learning (SEL) for underprivileged students in the lower grades. To this end, a STEAM program based on SEL was developed, with the following characteristics. First, by integrating traditional STEAM learning elements and SEL elements, a structured program was designed with consistent stages, including mindfulness meditation→present an authentic situation→creative design→emotional experiences→reflection. Second, the program was structured so that elementary school students could develop mathematical thinking and scientific inquiry skills in problem-solving situations in daily life. Third, the detailed themes for each STEAM program involved storytelling-based problem situations, as well as activities centered on play and sympathy to reflect the educational needs of underprivileged students. From these characteristics, a total of five programs were developed and applied to 16 teachers and 354 lower-grade elementary school students in 16 community children centers nationwide. The results were as follows. First, while students' satisfaction with the STEAM program was 4.16, there were no significant differences in STEAM satisfaction according to gender. Second, while all students' interest and self-efficacy, which was one of sub factors of STEAM attitude, were significantly improved, no significant difference was seen in STEAM attitudes according to gender. Third, although students' SEL competencies were not significantly improved, relationship skills, which were among the sub factors of SEL competencies, were significantly improved, and there were no significant differences in SEL competencies according to gender. From these results, a discussion on the effect of the out-of-school STEAM program for underprivileged students and directions for follow-up studies was suggested.
The purpose of this study is to investigate the effects of science classes using smart devices that combine augmented reality (AR) and virtual reality (VR) on the scientific attitude of middle school gifted students. In addition, it is intended to find out the perception of science classes using these smart devices. In addition to actual experiments, a science class program that allows students to experience science experiments virtually using AR and VR was applied to 15 middle school gifted students. Before and after the application of the program, the questionnaire is to investigate the interest in scientific classes, the attitude toward science exploration, and the professional interest in science, and the recognition of classes that combine AR and VR. In addition, through in-depth interviews, the perceptions of gifted students was accurately investigated. As a result of this study, the content of science classes and instructors showed high class satisfaction, but the smart devices and applications used during the science classes showed lower class satisfaction than others. As a result of comparing and analyzing the pre-post of gifted students, interest in science class, attitude toward science inquiry, and professional interest in science increased significantly among the sub-areas of the scientific attitude test. As a result of analyzing free responses and indepth interviews, gifted students responded with the advantage that classes using smart devices that combine AR and VR can be tested quickly and safely for a short time compared to actual experiments. On the other hand, they responded with low completeness of the application and dizziness when operating virtual reality. Based on this, implications for the development of applications and instructional programs using advanced technologies that can experience realistically limited scientific experiments such as experimental preparation, class time, and risk factors were obtained.
Kim, Yeon-Jin;Lee, Ja-Young;Kim, Jeong-Han;Choi, Jun-Yeong;Lee, Chae-Young;Lee, Chan-Jung;Lim, Gab-June
Journal of Mushroom
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v.20
no.3
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pp.173-177
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2022
Mushroom production in Korea is concentrated on five major mushroom types. To create a new source of income for farmers, it is necessary to establish new mushroom production and marketing systems. This study was conducted to evaluate the marketability of and establish a marketing strategy for Pleurotus nebrodensis variety 'Uram'. The evaluation of distributors showed that it was necessary to cultivate mushrooms of uniform shape and size, to compensate for their low storability, and to sell them in small packages. The consumer evaluation showed that the texture of P. nebrodensis had the highest level of satisfaction for quality, but the levels of satisfaction for size and shape were low. In the consumer evaluation, as in the distributor evaluation, improvements in cultivation were found to be necessary, as the storage time is short due to a high moisture content. An evaluation of the market gave the following results regarding the marketing strategy. It was found to be necessary to consider the production of mushrooms of a uniform shape and size and sell them in small packages in the range of 150 to 300 g. The price of the mushrooms should be set using a high-end strategy for high-end sales. The mushrooms should be introduced to local food and eco-friendly stores in the early stages of production. Subsequently, if farmhouse production increases, shipments should be made to wholesale markets through a regular contract. Finally, considering that P. nebrodensis is an unfamiliar mushroom to consumers, it is necessary to promote it by increasing the accessibility of consumers through tasting events and experience groups.
Jang, Eun Ju;Kim, Hye Rin;Lee, Su Kyung;Kim, Eun Jo;Hwang, Shin Hye;Kim, Ji Seul;Kim, Nam Eun
Journal of Korean Home Economics Education Association
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v.34
no.1
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pp.35-57
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2022
This study developed an 'Eco-friendly Clothing Life Cycle' class applying gamification. And the effect of and learners' satisfaction on the class were examined after implementation. The developed class was applied to 40 sophomore students from "A" high school in Gyeonggi-do from February 3, 2022, to February 10, 2022, in a total of 4 sessions. The class was conducted in the stages of production-distribution-consumption-disposal, and was conducted in a way that a mission is solved after learning in Gather Town. It is designed so that learners continuously repeat learning until they accomplish the mission. The learners completed pre-class and post-class questionnaires. And a focus group interview was conducted with a randomly selected group of three learners. According to the pre-/post-class test comparison, the gamification class on the theme of "Eco-friendly Clothing Life Cycle" was found not to have a significant effect on learners' immersion or self-directed learning attitudes. However, in the case of the learners with high levels of non-immersion tendency, the level of immersion in the class increased, and the satisfaction level was positively associated with the level of immersion and self-directed attitude. Learners expressed 'concern' and 'expectation' about the gamification class, and said that although the developed class was using a 'new teaching method', 'appropriate use' was necessary. And learners were evaluated this class as a 'student-centered class' and acknowledged that it allowed 'self-directed learning'. The teacher who implemented the class said that this class was more effective in attracting students' expectations and interests compared to the conventional classes, and that the class in the meta-verse environment was perceived as a new type of class in the non-face-to-face era. The teacher also mentioned that when applied to the actual educational field, a detailed design is needed that allows the learners to proceed smoothly, and the role of the teacher in the class was more important. And the teacher also mentioned that the class should be properly designed so that the expectations given by the 'game' do not obscure the essence of the class.
Purpose: This study was performed to analyze customer needs for the operation of unmanned food stores on a university campus. Methods: A total of 329 responses were collected from customers who had purchased food at the stores. Statistical analyses were conducted using the SPSS program for frequency analysis, χ2-test, t-test, one-way analysis of variance, and Duncan's multiple range test. Results: On average, the overall satisfaction score for lunch and the eating location was 3.91 out of 5 points. Overall satisfaction was significantly higher for home cooking, and lower for eating at convenience stores (p < 0.001), and the score for eating with family was significantly higher than for eating alone or with friends (p < 0.001). On average, the intention to use an unmanned store received a score of 3.98 out of 5 points, while 'home cooking (3.76)' was significantly lower than other eating locations and eating at 'convenience stores (4.38)' was significantly higher than other eating locations (p < 0.05). The desired time of use for unmanned food stores was 'lunch (54.1%)', 'dinner (46.2%)', and 'afternoon snack (41.9%)', and the desired foods were 'doshirak (62.0%)', 'sandwich (56.2%)', 'fruit cup (54.4%)', 'salad (51.7%)', and 'kimbap (50.5%)'. There were significantly more opinions that single-person households would use unmanned food stores for dinner more than family households (p < 0.05), and significantly more willingness to purchase fruit cup (p < 0.05). The average prices (Korean won) that the subjects were willing to pay for the purchase of food were 4,991 for doshirak, 3,403 for salad, 2,745 for fruit cup, 2,609 for sandwich, and 2,235 for kimbap. Conclusion: For the successful operation of the unmanned food stores on the university campus, the store manager should grasp the customer's needs in real-time and establish an effective marketing strategy.
Journal of the Korean Society of Earth Science Education
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v.16
no.2
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pp.247-260
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2023
In this study, when applying the 'geological structure' content element of high school earth science I developed according to the 2015 curriculum to the STEAM program using a web-based expert system using 3D data of Google Earth and drones, the creative problem-solving ability of high school students, attitudes toward STEAM, and the results of this study are as follows. First, after applying the STEAM program, high school students' creative problem-solving ability showed meaningful results at the p<.001 level. Second, STEAM attitudes showed a significant value at the p<.001 level, confirming that they had a positive impact on high school students' attitudes towards STEAM. It was judged that web-based class activities using Google Earth and drones were useful for integrated thinking such as learners' sense of efficacy and value recognition for usefulness of knowledge. High school students' satisfaction with the STEAM program was 3.251, showing a slightly high average. It was confirmed that web-based class activities such as drones and Google Earth had a positive impact on learners' class satisfaction. However, it was interpreted that the lack of time for class activities limited the ability of the learners to increase their interest in class. The proposal of this research is as follows. First of all, in consideration of the production of presentation materials and practical training in the STEAM program, activities such as block time and advance instruction for class understanding before class are necessary. Secondly, in order to revitalize STEAM education in the high school curriculum, we judge that research on the development of various integrated education programs that can be applied to the high school grade system is necessary.
This study developed a measure to measure wellness-seeking behavior in important areas of life for general adults in Korea and verified its validity. For the development of the wellness scale, 31 factors derived through literature review, expert interviews, in-depth interviews, open questionnaires 1 and 2, and 182 questions were selected as the final 10 factors and 99 questions. Through exploratory factor analysis of the results of the preliminary survey of 351 adults in Korea, 58 questions of 10 factors were derived, and some of the questions reflecting important concepts in each factor were revised, and this survey was conducted with 63 questions of 10 factors. In this survey conducted on 667 people, to verify the validity of the composition concept of this test, the entire sampling was divided into two groups, one group was subjected to exploratory factor analysis, and the other group was subjected to confirmatory factor analysis. As a result of exploratory factor analysis, 63 questions of 10 factors (work, community, family, others, economic power, self-esteem, leisure, physical health, spirituality, and self-growth) were finally derived, and confirmatory factor analysis using the structural equation model verified that the model fit criteria were met. Convergence validity was verified using the K-MHC-SF and Wellness Index for Workers to verify whether the derived wellness scale and its sub-factors actually measure wellness. As a result of analyzing the relationship between the variables and factors of the Subjective Happiness Scale and Life Scale to verify the validity related to the criteria, it was found to be a significant correlation. As a result of confirming the significance of each path through multiple regression analysis, the 'self-esteem' on the wellness scale was identified as the most important factor influencing subjective happiness and life satisfaction. Finally, discussions on this research process and results, academic significance and practical significance, limitations, and future research directions were presented.
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