• 제목/요약/키워드: Satisfaction in Major

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관계성 향상을 위한 기독 청년교육 방안 연구 (A Study on the Method of Christian Youth Education for the Improvement of Relationship)

  • 박은혜
    • 기독교교육논총
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    • 제71권
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    • pp.121-154
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    • 2022
  • 본 연구의 목적은 청년 시기의 주요 발달과제인 관계성 형성 및 향상을 위해 청년기와 관계성에 대해 발달심리학적, 대학교육, 신앙 및 영성적 측면에서 정리하고, 기독 청년교육 방안을 교육의 요소별로 제시하고자 함이다. 관계성은 다른 사람과 공동체에 연결되어 있으며, 서로 관심을 주고 받는다는 느낌을 가지며, 유대감과 소속감을 느끼며, 안정적이고 만족스러운 관계를 유지하고 있을 때 형성되는 것이다. 이는 기술 또는 기교가 아니라 삶의 태도와 가치와 관련된 것으로 지속적인 배움과 훈련이 필요하다. 청년기의 여러 발달과제들은 관계적인 측면에서 공통점을 가지고 있다. 관계성은 청년 초기 대학생활의 만족도, 대학생활 적응, 인성, 진로결정 등의 청년의 삶에 긍정적인 영향을 끼친다. 인간의 실존과 신앙은 관계를 통해 규정되고 형성되기 때문에 신앙적인 측면에서도 관계는 매우 중요하다. 삶의 의미와 내면적인 성장을 위한 영성 발달도 공동체와 타인과의 관계가 중요하게 작용한다. 학습자 및 교육환경 측면에서 관계에 대한 욕구를 가진 학습자 이해, 관계성 욕구 충족에 있어서 방해요인을 이해하기 위해 그들이 살아가고 있는 세대 이해, 그리고 청년들의 관계성이 일어나는 교육환경에 대한 이해가 필요함을 제안하였다. 교사 측면에서는 촉진자, 안내자, 관리자, 멘토 등의 역할로의 변화를 제안하였다. 교육목적 및 내용 측면에서는 관계를 위한 가르침이 궁극적 목적이 되어야 하고, 이를 위한 교육내용을 세 가지 관계의 유형과 각 유형에서 다루어야 할 주요 내용을 제시하였다. 교육방법 측면에서는 상호작용을 일으키기 위한 소통과 학습자의 적극적인 참여를 유도하는 학습자 중심의 집단학습 방법을 관계의 내용과 인지적, 정서적, 행위적 차원에 따라, 다른 교육의 요소들을 고려하여 선정할 것을 제안하였다. 교육의 결과 및 평가 측면에서는 교육계획 단계 시 고려했던 것들이 실제 교육에 효과적으로 수행되었는지 확인, 다양한 평가 방법과 다각적인 측면의 평가, 평가 결과의 구체적 적용을 위한 정리를 제안하였다.

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.

공급사슬 관리 구축전략에 관한 연구: LG전자 사례 중심으로 (A study of SCM strategic plan: Focusing on the case of LG electronics)

  • 이기원;이상윤
    • 유통과학연구
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    • 제9권3호
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    • pp.83-94
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    • 2011
  • 국내에서는 일부 대기업을 제외하고는 공급사슬 관리(SCM) 체제 구축에 매우 소극적이며, 중소기업들은 SCM관리의 개념조차 인식하고 있는 경우가 대 다수이다. 이는 공급망 비효율적 관리로 인한 국내 제조업체, 협력업체, 유통업체 및 물류업체들 재고관리 비용, 수요관리 비용 등 비 효율화를 초래하고 있으며, 나아가 국내 기업의 경쟁력 저하에도 큰 영향력을 미치고 있다. 그 이유는 공급사슬 관리(SCM) 태생적인 특징인 공급사슬 관리(SCM) 전체에 대한 정보 공유 및 프로세스 혁신과, 공급사슬 관리(SCM)가 갖는 광범위함 때문이라고도 할 수 가 있다. 이 논문은 성공적인 공급사슬 관리(SCM) 추진을 위한 공급사슬 관리(SCM) 관련 이론적 논의와 구축전략과 도입 및 성공사례를 연구 및 분석을 통하여 현상황에 대한 고찰과 개선방안에 대해서 제안해보고자 한다. 성공적인 공급사슬 관리(SCM) 추진을 위한 방안을 논의하기 위해서는 먼저 공급사슬 관리(SCM)에 대한 이론적 배경에 대한 고찰이 필요하다. 따라서 II장에서는 공급사슬 관리(SCM)에 대한 기본적인 개념과 필요성에 대해서 기술하고, III장에서는 현재 추진되고 있는 공급사슬 관리(SCM)에 대한 문제점에 대해서 기술할 것이다. 마지막으로IV, V장에서는 공급사슬 관리(SCM) 구축전략과 LG전자사례 및 결론을 기술할 것이다.

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암환자 인식에 관한 연구 - 간호사ㆍ의사를 중심으로

  • 조인향
    • 호스피스학술지
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    • 제2권1호
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    • pp.58-74
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    • 2002
  • This paper constitutes a descriptive investigation and used a structured questionnaire to investigate nurses' and doctors' recognition of cancer patients. The subjects were extracted from the medical personnel working at the internal medicine, the surgery ward, the obstetrics and gynecology department, the pediatrics department, the cancer ward, and the emergency room of five general hospitals located in Seoul and Gyeonggi Province. The research lasted from August, 2001 to September 2001. Total 137 nurses and 65 doctors were included and made out the questionnaires directly distributed by the investigator. The study tool was also developed by the investigator and consisted of such items as the demographic and social characteristics, the medical personnel's recognition degree of cancer and cancer patients, their recognition of the management of cancer patients, and their participation in a hospice. The results were analyzed using the SPSS Window program in terms of technological statistics, ranks, t-test, and ANOVA. The reliability was represented in Cronbach' α=.75. The nurses' and doctors' recognition degree of cancer and cancer patients had an overall average of 3.86 at the 5 point-scale. The items that received an average of 4.0 or more included 'Medical personnel should explain about the cancer cure plans to the cancer patient and his or her family', 'A patient whose case has been diagnosed as a terminal cancer should be notified of it, 'If I were a cancer patient, I would want to get informed of it,' and 'Cancer shall be conquered whenever it is'. In the meantime, the items that received an average of 3.0 or less was 'My relationship with the cancer patient's family has gotten worse since I announced his or her impending death.' And according to the general characteristics and the difference test, the recognition degree of cancer and cancer patient was high among the subgroups of nurses, females, married persons, who were in their 30s, who had a family member that was a cancer patient, and who received a hospice education. The biggest number of the nurses and doctors saw 'a gradual approach over several days'(68.8%) as a method to tell a cancer patient about his or her cancer diagnosis or impending death. Those who usually tell tragic news were the physician in charge(62.8%), the family members or relatives(32.1%) and the clergymen(3.8%) in the order. The greatest number of them recommended a cancer patient's home as the place where he or she should face death because they thought 'it would stabilize his or her mentality'(91.9%) while a number of them recommended the hospital because they 'should give the psychological satisfaction to the patient'(40%) or 'should try their best until the last moment of the patient's death'(30%). A majority of the medical personnel regarded 'smoking or drinking' and 'diet' as the causes of cancer. The biggest symptom of a cancer patient was 'pain' and the pain management of a cancer patient was mostly impeded by the 'excessive fear of drug addiction, tolerance to drugs and side effects of drugs' by medical personnel, the patient, and his or her family. The most frequently adopted treatment plan of a terminal cancer patient was 'to do whatever the patient or his or her family wants' to resort to a hospice' and 'to continue active treatment efforts' in the order. The biggest reasons why a terminal cancer patient went to see a doctor were 'pain alleviation' 'control of symptoms other than pain(intravenous supply)' and 'incapability of the patient's family' in the order. Terminal cancer patients placed their major concern in 'spiritual(religious) matter' 'emotional matters' their family' 'existence' and 'physical matters' in the order. 113(58.5%) of the whole medical personnel answered they 'would recommend' an alternative treatment to a terminal cancer patient mostly because they assumed it would 'stabilize the patient's mentality.' Meanwhile, 80(41.5%) of them chose 'not to recommend it mostly due to the unverified effects and high cost of it(78.7%). A majority of them, I. e. 190(94.1%) subjects said they 'would recommend' a hospice to a terminal cancer patient mostly because they thought it would help the patient to 'mentally prepare'(66.6%) Only 17.3% of them, however, had received a hospice education, most of which was done through the hospital duty education(41.4%) and volunteer training(34.5%). The follows are results of this study: 1. The nurses and the doctors turned out to be still passive and experience confusion in dealing with a cancer patient despite their great sense of responsibility for him or her. 2.Nurses and Doctors realize the need of a hospice, but an extremely small number of them participate in a hospice education or performance. Thus, a whole recognition of a hospice should be changed, for which purpose a hospice education for nurses and doctors should be provided. 3.Terminal cancer patients preferred their home to a hospital as the place to face their impending death because they felt it would bring 'mental stability.' And most of nurses and doctors think it would be unnecessary for them to be hospitalized just for control of their symptoms. Accordingly a terminal cancer patient can be cared at home, and a home hospice care needs to be activated.

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일부(一部) 농촌주민(農村住民)의 상병(傷病) 및 의료실태(醫療實態)에 관(關)한 조사연구(調査硏究) (A Study on Sickness and the Status of Medical Care in a Rural Area)

  • 박정선
    • Journal of Preventive Medicine and Public Health
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    • 제14권1호
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    • pp.65-74
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    • 1981
  • This survey was made to determine the overall health situation on (1) the status of sickness; (2) the medical care utilization; (3) the medical cost in Mi-Kum Myun, Nam Yang Ju Gun, Kyung-Gi Do. The survey with questionnaire was carried out with 2,840 peoples in 560 households from August 9th to 16th, 1979. The findings from the survey were as follows; 1. Annual morbidity rate of the prolonged ill cases was 97.2 per 1,000 population (male 94.7, female 99.6), The highest age specific morbidity rate was 274.5 of the 45-to 64-year group and the lowest was 21.9 of the 5-to 14-year group. 2. Annual morbidity rate of the new patients was 777.5 per 1,000 population(male 644.5, female 909.5). 3. The chief complaints distribution of the prolonged ill cases was: local pain 36.6%, indigestion 22.4%, and coughing 7.3%, respectively, In terms of age and sex distribution, a large number of female of the 45-to 64-year group complained of local pain or general pain and a large number of both sexes of the 25-to 44-year group complaned of indigestion. 4. The major diseases of the new patients which classified with International Classfication of Diseases (I.C.D.) were disease of the respiratory system, disease of the digestive system, and disease of the musculo-skeletal system and connective tissue for male, disease of the respiratory system, disease of the digestive system, and accident, poisoning, violence for female. 5. Total ill days of the 92 new patients were 536 days and average ill days per case were $6{\pm}38.3$ days. 6. The rate of receiving treatment in the prolonged ill cases was 82.2%(medical facilities 46.4%, drug stores 27.5%, herb medicine 8.3%). 7. The rate of receiving treatment by first choice of the new patients was 88.0% (drug stores 57.%, medical facilities 28.2%, and herb medicine 2.2%), and the rate of receiving treatment by second choice was 30.9% of first treatment cases (medical facilities 44.0%, drug store 44.0% and herb meicine 12.0%). 8. Annual hospitalization rate per 1,000 population was 12.0 (male 12.0, female 11.9). 9. The locations of medical facilities utilized by out-patients were: in the prolonged ill cases Seoul or other places 66.4%, Nam Yang Ju Gun 33.6%, in cases of the new patients Seoul or other places 35.1% and Nam Yang Ju Gun 64.9% respectively. 10. The satisfaction rate of the new patients by mode of receiving treatment was: in cases of primary utilization by first choice herb medicine 100.0%, medical facilities 88.5%, and drug stores 69.8%, in cases of secondary utilization medical facilities 100.0%, herb medicine 100.0%, and drug stores 72.7% respectively. 11. The medical cost per utilized facilities was as follows; in average medical fee per case out-patient 8.947 won, in-patient 266,000 won, drug stores 1,532 won, and herb medicine 15,607 won, in average medical fee per day out-patient 4,829 won, in patient 14,178 won, drug stores 891 won, and herb medicine 4,906 won respectively. 12. The sources of the hospital charges paid out were: there own expense 50.0%, debt 35.3%, and security of medical care 14.7% respectively.

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서울로 7017 방문자들의 이용행태 분석 -텍스트 마이닝과 소셜 네트워크 분석을 중심으로- (Analysis of Behavior of Seoullo 7017 Visitors - With a Focus on Text Mining and Social Network Analysis -)

  • 우경숙;서주환
    • 한국조경학회지
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    • 제48권6호
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    • pp.16-24
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    • 2020
  • 본 연구는 국내 최초의 공중보행로인 서울로 7017의 이용행태를 이용객이 자율적으로 서술한 블로그를 분석하여 이용현황을 파악하고, 서울로 7017의 이용행태 및 개선방안을 제시하는 것을 목적으로 하였다. 이에 서울로 7017이 시민에게 개방된 2017년 6월부터 2020년 5월까지로 검색엔진 NAVER·DAUM의 블로그 제목과 원문에 '서울로 7017'이 포함된 텍스트 데이터를 빅데이터 기법인 텍스트 마이닝(Text Mining)과 소셜 네트워크(Social Network; 사회연결망)분석을 활용하여 분석하였다. 연구결과의 요약은 다음과 같다. 먼저 서울로 7017의 주요 행태는 '야경'과 '걷다'이고, 영향을 미치는 요소는 문화·예술과 관련된 요소로 여러 가지 프로그램 및 축제를 이용객의 요구에 맞는 프로그램을 개설하고 적극적으로 알린다면 주요 행태가 더 활발하게 일어나게 할 수 있을 것이다. 한편, 서울로 7017의 이용객들이 원하는 주요행태는 정적 행태인 '앉다'인데, 앉는 행태가 일어나기에 물리적인 조건이 충분하지 않으므로 그늘, 벤치 등 앉는 행태가 일어날 수 있는 시설을 개선하여 방문객의 요구를 충족시킬 수 있을 것이다. 서울로 7017의 행태변화의 특이점으로 코로나19로 인하여 공공다중이용시설 및 집단 활동이 제한되면서 혼자 여행하기 좋은 곳, 혼자 산책하기 좋은 곳으로 인식되고 있다는 점이다. 이에 코로나19와 같은 상황에서 사람들이 산책 등을 할 수 있는 시설, 여러 가지 볼거리 증대 등을 통하여 더 다양한 행태가 도출될 수 있고, 이용객의 만족도를 높일 수 있다. 서울로 7017은 국내 최초의 공중보행로서 공공공간의 의미를 넘어 주변 지역의 도시재생 및 도시자원의 효율적 활용을 위하여 조성되었으며, 역사, 자연, 복지, 문화, 관광자원 등 다양한 가치를 지니고 있는 장소이다. 그러나 이용행태 분석 결과, 서울로 7017에서 다양한 행태가 일어나지 않고 있으며, 주요 행태를 방해하는 요소가 도출되었다. 이러한 연구 결과를 참고하여 서울로 7017의 이용행태를 파악하고, 공간체계 및 시설 개선의 계획을 수립하여 서울로 7017이 도시민들에게 중요한 장소이자 도시를 활성화하는 동력이 될 수 있도록 발전시켜 나가야 할 것이다.

임상실습에 대한 방사선 전공 학생들의 인식에 관한 연구 (A Study on the Perception of Students in the Radiation Study on the Clinical Practices)

  • 이병렬;김현길;윤명관;이기종;차상영;임청환
    • 대한방사선기술학회지:방사선기술과학
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    • 제37권3호
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    • pp.211-221
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    • 2014
  • 임상실습은 전공분야에 관한 실제적 경험을 의료기관에서 현장 실습교육을 통해서 배울 수 있는 좋은 기회가 되고 있다. 이에 임상실습이 진행되는 가운데 임상 지도강사와 학생의 임상실습에 관한 인식을 비교 연구하고자 한다. 수도권에 소재하고 있는 방사선을 전공하는 재학생 중에 2013년 임상실습을 마친 학생을 대상으로 하였다. 본 연구를 위해 고안된 설문지를 사용하여 진행하였으며, 회수된 설문지 275부를 통계프로그램 SPSS(12.0 version)을 사용하여 빈도분석, 교차분석, 카이제곱 검정, McNemar검정을 실시하였다. 방사선 전공을 선택한 동기는 높은 취업률 때문(44.0%)이고, 학과에 대한 만족도는 보통(53.1%)이라고 대답하였다. 8주의 임상실습 기간에 대해 51.3%가 적절하다고 인식하였으며, 임상실습 시기는 3년 과정의 학생은 2학년 겨울방학(47.3%), 4년 과정의 학생은 3학년 1학기(27.7%)로 나타났다. 임상실습 동안 학생들은 전문지식의 부족(32.4%)을 느꼈으며, 실습교육의 일부 내용이 학교에서 이루어지는 교육과 차이가 있다(68.4%)고 대답하였다. 임상실습교육에 대해 대부분 만족하는 것으로 나타났으며 그중에서 임상실습에 대한 중요성의 인식은 $3.94{\pm}0.89$로 나타났다. 실습의 실시 전과 후에 방사선사 취업에 대한 인식의 변화는 84.1%에서 82.9%로 나타났다. 방사선사 취업을 원하는 이유는 직업의 안정성으로 실습 전 49.0%와 실습 후 46.0%, 취업을 원하지 않은 이유는 적성 및 소질에 맞지 않아서가 실습 전 37.0%와 실습 후 40.7%로 대답하였다. 취업을 위한 대학교육이 아닌 유능한 인재를 통한 방사선사의 위상을 높일 수 있는 내실 있고 만족도 높은 대학교육이 이루어 질 수 있는 노력이 필요하고 교육대상자인 학생들에게 효과적인 교육이 이루어 질 수 있는 임상실습시기와 기간에 대한 폭넓은 논의가 지속적으로 필요하다고 사료된다.

중학교 가정교과서의 우유 교육 내용 분석과 중학생의 우유·유제품 섭취 실태 및 영양지식 조사 - 충남 공주시 중학생을 중심으로 - (Textbook Analysis of Middle School-Home Economics and Survey on Consumption Status and Nutritional Knowledge of Milk and Dairy Products of Middle School Students in Gongju City, Chungnam Province)

  • 김선효
    • 한국가정과교육학회지
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    • 제29권4호
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    • pp.117-131
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    • 2017
  • 본 연구는 충남 공주지역 중학교에 재학 중인 1~3학년 남녀 학생 364명을 대상으로 중학교 현행 가정교과서의 우유 교육 내용을 분석하고 우유 유제품 관련 섭취 실태, 소비행동, 인식 및 영양지식을 조사함으로써 가정교과서의 우유 내용이 우유를 바르게 섭취하도록 돕고 중학생의 우유 섭취 향상을 위한 기초자료를 제공하고자 실시하였다. 현재 중학교에서 적용 중인 가정교과서의 우유 교육 내용은 우유의 영양성분, 식단작성을 위한 우유 유제품 섭취 방법, 선택과 보관방법에 대한 일반적 내용이어서 청소년의 우유 유제품 소비 실태를 반영하지 못하는 것으로 파악되었다. 조사대상자에서 우유 권장수준인 하루에 2컵을 충족하는 비율은 30.5%뿐이었으며 성별에 따른 차이가 없이 전체적으로 우유 섭취량이 낮았다. 우유를 마시는 주된 이유는 '키 크게 하려고'가 가장 많았고, 그 다음으로 '갈증을 해소하려고', '맛이 있어서'가 많았으며 성별에 따른 차이가 있었다(p<0.01). 우유를 마시는 방법은 우유만 마신다는 비율이 66.8%로 높았으나 그 외에 시리얼이나, 제티 등을 섞어 마시고 있었으며 성별에 따른 차이가 있었다(p<0.05). 학교우유급식에 참여하지 않는 비율이 23.1%이었으며, 만족하는 비율은 58.9%로 높지 않았다. 유제품 중 가장 즐겨 먹는 것은 아이스크림이었고 그 다음으로 요구르트, 치즈로 나타났다. 우유 선택시 '맛', '유통기한'을 중시하였고 '영양'을 중시하는 비율은 낮았으며 성별에 따른 차이는 없었다. 우유 유제품 소비촉진을 위해 '더 엄격한 위생관리'를 원하는 비율이 가장 높았고, 이어서 '맛의 개선', '제품 종류의 다양화' 등이 높았으며 성별에 따른 차이가 있었다(p<0.05). 좋아하는 우유 용기는 종이팩이 59.3%로 높았고 그 다음이 플라스틱병, 유리병이 높았으며 성별에 따른 차이가 있었다(p<0.001). K-MILK 인증마크를 안다는 비율은 28.8%뿐으로 낮았다. 그 의미를 '국내산 우유사용'으로 알고 있는 비율이 높았으며 성별에 따른 차이는 없었다. 중학교 가정교과에서 우유 관련해 원하는 수업방법은 목장체험 등 체험학습이 가장 높았고 그 다음으로 실험실습, 강의식 등으로 나타났으며 성별에 따른 차이가 있었다(p<0.001). 우유 유제품에 대한 인식은 보통 정도이었으며 남자가 여자보다 긍정적이었다(p<0.01). 우유 유제품에 대한 영양지식은 양호한 수준이었으며 여자가 남자보다 높았다(p<0.01). 따라서 중등학교 가정교과서의 우유 교육 내용을 청소년의 소비 흐름을 고려해 구성하고 실생활 중심의 학습이 될 수 있도록 돕는 수업방법을 적용함으로써 청소년의 바른 우유 유제품 이용으로 연결되도록 지원하는 것이 필요하다고 하겠다. 또한 설문 조사 결과 우유 섭취량을 늘리는 것이 시급하였으며 이를 위해 우유 맛의 개선, 우유와 동반간식을 제공하는 다양한 상품 개발, 우유 용기 및 용량 개선, 우유 섭취에 기여도가 높은 학교우유급식의 참여 제고를 위한 독려 및 선호도 높은 우유 유제품의 병행 제공 등이 필요하다고 하겠다.

호스피스케어에 대한 평가 연구 - 세브란스호스피스 중심으로 (A Study to Determine the Effectsiveness of Severance Hospice Home Care Program)

  • 왕매련;조원정;김조자;이원희;유지수
    • 대한간호
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    • 제29권4호
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    • pp.51-72
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    • 1990
  • The purpose of this study was to determine whether Severance Hospice Home Care Pro gram was able to meet its objectives. This was done in order to show in detail the effects of hospice home care on the quality of life of terminally ill patients and to provide rationale for setting up more hospice home care programs in korea. The results of the study were as follows: The subjects of the study were 100 terminally ill patients who hnd died 'while in the hospice program and 64 family members who were registered with Severance Hospice Home Care Program between march 1988 and Feb. 1990. The nursing needs of these terminally ill patients were assessed by the nursing records of these patients. The need for pain control(82%) was the highest nursing need so far as the physical aspects were concerned. This was followed by poor appetite(37%), 8 dyspnea(34%), nausea and vomiting(30%) in that order of frequency. In reqard to spiritual needs, the need for religious' support was also high at 72%. Their main psychological symptoms were anxiety and fear(34% ). Burn-out was a major problem for 44% of the family members. The psychological process experiencel by the terminal ill patients was compared to the dying process, described by Kiibler Ross. In comparison of the five stages outlined by kubler Ross with the dying process of the subjects it was found that the subjects not only experienced the five stages but also experienced denial and doubt-fulness or denial with acceptance or acceptance with the expectation of a miracle. But rather than acceptance of the dying process, giving up was a frequent end point of the psychological process, of the subjects. However, when the combination of states was observed, most of the patients reached the state of acceptance in the dying process. It was difficult to identify a definite pattern of change in the psychological process of the subjects. Also it was difficult to identify the factors that influenced the psychological process. The symptoms of the terminally j]] subjects just before dying, that is, 3-4 days before dying included apparent signs of dying. These were a reduction of intake(77%), reduction of the amount of urination(63%), increase in sleeping time (64%) and acceptance of dying by patients and their families who had been unaccepting be before that time(66%). The primary care givers(family member's) degree of satisfaction with the care given to the patient by the hospice was 88.7%. The results of this study show that Severance Hospice Home Care Program had a positie effeet on the quality of life of the terminally ill patients and their family members as they faced the death of the patient. It can be seen from this study that there is an urgent need to extend hospice programs - in order to provide quality of care for terminally ill patient and their families. Based upon the reesults of this study several suggestions are presente as follows: 1) A follow up study should be carried out to identify the dying process as it is unique to Korea. 2) A comparison should be made of other hospice care programs. 3) A comparison study should- be made with subjects who do not receive any hospice care as compared to those who do by use of an experimental and control group methodology. 4) There is a need to determine a scientific method to adequeto measure the interventions carried out to meet the hospice patients nursing care needs. 5) A study should be made using quality research methodology to evaluate effects of hospiec care from the patients, their family members and the nurrse's perspective.

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시스템 다이내믹스 기법을 활용한 온라인 쇼핑몰의 전략에 관한 연구 : 소비자의 구매 및 재구매 행동을 중심으로 (A Study for Strategy of On-line Shopping Mall: Based on Customer Purchasing and Re-purchasing Pattern)

  • 이상근;민석기;강민철
    • Asia pacific journal of information systems
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    • 제18권3호
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    • pp.91-121
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    • 2008
  • Electronic commerce, commonly known as e-commerce or eCommerce, has become a major business trend in these days. The amount of trade conducted electronically has grown extraordinarily by developing the Internet technology. Most electronic commerce has being conducted between businesses to customers; therefore, the researches with respect to e-commerce are to find customer's needs, behaviors through statistical methods. However, the statistical researches, mostly based on a questionnaire, are the static researches, They can tell us the dynamic relationships between initial purchasing and repurchasing. Therefore, this study proposes dynamic research model for analyzing the cause of initial purchasing and repurchasing. This paper is based on the System-Dynamic theory, using the powerful simulation model with some restriction, The restrictions are based on the theory TAM(Technology Acceptance Model), PAM, and TPB(Theory of Planned Behavior). This article investigates not only the customer's purchasing and repurchasing behavior by passing of time but also the interactive effects to one another. This research model has six scenarios and three steps for analyzing customer behaviors. The first step is the research of purchasing situations. The second step is the research of repurchasing situations. Finally, the third step is to study the relationship between initial purchasing and repurchasing. The purpose of six scenarios is to find the customer's purchasing patterns according to the environmental changes. We set six variables in these scenarios by (1) changing the number of products; (2) changing the number of contents in on-line shopping malls; (3) having multimedia files or not in the shopping mall web sites; (4) grading on-line communities; (5) changing the qualities of products; (6) changing the customer's degree of confidence on products. First three variables are applied to study customer's purchasing behavior, and the other variables are applied to repurchasing behavior study. Through the simulation study, this paper presents some inter-relational result about customer purchasing behaviors, For example, Active community actions are not the increasing factor of purchasing but the increasing factor of word of mouth effect, Additionally. The higher products' quality, the more word of mouth effects increase. The number of products and contents on the web sites have same influence on people's buying behaviors. All simulation methods in this paper is not only display the result of each scenario but also find how to affect each other. Hence, electronic commerce firm can make more realistic marketing strategy about consumer behavior through this dynamic simulation research. Moreover, dynamic analysis method can predict the results which help the decision of marketing strategy by using the time-line graph. Consequently, this dynamic simulation analysis could be a useful research model to make firm's competitive advantage. However, this simulation model needs more further study. With respect to reality, this simulation model has some limitations. There are some missing factors which affect customer's buying behaviors in this model. The first missing factor is the customer's degree of recognition of brands. The second factor is the degree of customer satisfaction. The third factor is the power of word of mouth in the specific region. Generally, word of mouth affects significantly on a region's culture, even people's buying behaviors. The last missing factor is the user interface environment in the internet or other on-line shopping tools. In order to get more realistic result, these factors might be essential matters to make better research in the future studies.