• Title/Summary/Keyword: Service-Learning

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Analysis of the Current Status and Proposals for Policy Tasks of Public Libraries in Daegu City (대구시 공공도서관 현황 분석 및 정책과제 제안)

  • Hee-Yoon Yoon;Seon-Kyung Oh
    • Journal of Korean Library and Information Science Society
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    • v.54 no.2
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    • pp.43-65
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    • 2023
  • The purpose of all public libraries is to provide knowledge and information services for the intellectual and reading activities of local residents, program services that provide opportunities for cultural enjoyment and lifelong learning, and third-party spaces and facilities that contribute to the development of the community. To this end, social needs must be reflected in a timely manner with the establishment of a sound infrastructure as a prerequisite. This study analyzed the current status centered on key indicators of the public libraries in Daegu City and presented policy issues that need to be improved through a survey. The key indicators in Daegu City, compared to the national average, were not only significantly weak for the 3rd largest city but also showed considerable variation among local governments. While Daegu citizens valued public libraries in their daily lives, the dissatisfaction rate was high in the order of transportation inconvenience, lack of necessary materials and desired programs, and various regulations. Therefore, Daegu City should focus on increasing the acquisition budget, strengthening the development of new book collections, expanding the number of librarians, expanding the construction of public libraries to address service disparities among local governments, improving accessibility, and addressing factors that hinder usage. In addition, with the establishment and operation of the Daegu Library in 2024, efforts should be made to establish an operational system for public libraries, expand the scope through collaborative partnerships with other knowledge and cultural institutions, and enhance knowledge and cultural services for the Daegu citizen.

A Study on the Effectiveness of the Book Delivery and Reading Program for Vulnerable Children: Focusing on the Case of Library A in Gyeonggi-do (취약계층 어린이를 위한 책 배달, 책 읽어주기 프로그램의 효과에 관한 연구 - 경기도 A시 도서관 사례를 중심으로 -)

  • Jeong Ja Kong;Miah Cho;Boomi Lee
    • Journal of Korean Library and Information Science Society
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    • v.54 no.2
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    • pp.131-154
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    • 2023
  • This study analyzed the effectiveness of visiting reading programs for vulnerable children, focusing on the case of libraries in A-si, Gyeonggi-do. Library A utilized a visiting teacher to deliver books that matched the children's levels and interests through non-face-to-face interactions, or to engage in face-to-face reading sessions and deliver books together. In 2022, a total of 158 individuals from 103 families participated in the program, with 103 individuals from 67 families delivering books and 55 individuals from 36 families engaging in book reading activities. Pre- and post-project surveys were conducted to assess the reading effects, and interviews were conducted with the visiting teachers. The analysis revealed that the level and interest of the children during book delivery and reading sessions were identified, and the effects of reading books with high levels of interaction were significant. Infants who were able to easily acquire reading experiences according to their age exhibited better reading effects compared to elementary school students. The program aimed at the new participant group showed slightly greater effectiveness than the group of continuing participants. Furthermore, following the implementation of the program, improvements were observed in reading interest, reading attitude, reading environment, reading interaction, self-esteem, social skills, language ability, reading proficiency, self-directed learning ability, and library utilization rate.

Mediating Effect of Professional Identity on the Relationship between Job- and Organization- related Factors and Job Satisfaction among Social Workers in Senior Welfare Facilities (노인생활시설 사회복지사들의 직무 및 조직특성과 직무만족도의 관계에서 전문직업적 정체성의 매개효과)

  • Cha, Myeong Jin;Je, Seok Bong
    • 한국노년학
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    • v.29 no.2
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    • pp.669-682
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    • 2009
  • The purpose of this study was to explore the role of professional identity as mediating variable in the relationship between job- and organization- related factors and job satisfaction. This study surveyed social workers who worked at 24 senior welfare facilities in Daegu·Gyeoungbuk province from Aug. 1. to Aug. 30. 2006. A total of 137 questionnaires were collected using on-site survey (response rate 76.7%). Statistical analyses were performed using SPSS 12.0 for Windows. Descriptive analysis and frequency analysis were performed on overall measurement items and hierarchical regression analysis was conducted to test the mediating effect of professional identity. The reliability of statements was acceptable since the coefficient alphas were > .70. Results of hierarchical regression showed that professional identity was verified as a partial mediator in the relationship between factors related with job and organization and job satisfaction. As the population ages, there will be an increasing need for professional social workers effectively to work with and help care for the elderly. This study highlighted that job- and organization- related factors, namely self-regulations and social supports, are significantly related with job satisfaction of social workers. Especially, such effect was more significantly apparent in high professional identity which is playing a partial mediator. This result implies that there is potential to change work environments of social workers ensuring a delegation of power and responsibility. Therefore, efforts should be made to improve the promotion system and connect social worker as servant with community through diverse service learning programs.

A Study on the Intelligent Online Judging System Using User-Based Collaborative Filtering

  • Hyun Woo Kim;Hye Jin Yun;Kwihoon Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.1
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    • pp.273-285
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    • 2024
  • With the active utilization of Online Judge (OJ) systems in the field of education, various studies utilizing learner data have emerged. This research proposes a problem recommendation based on a user-based collaborative filtering approach with learner data to support learners in their problem selection. Assistance in learners' problem selection within the OJ system is crucial for enhancing the effectiveness of education as it impacts the learning path. To achieve this, this system identifies learners with similar problem-solving tendencies and utilizes their problem-solving history. The proposed technique has been implemented on an OJ site in the fields of algorithms and programming, operated by the Chungbuk Education Research and Information Institute. The technique's service utility and usability were assessed through expert reviews using the Delphi technique. Additionally, it was piloted with site users, and an analysis of the ratio of correctness revealed approximately a 16% higher submission rate for recommended problems compared to the overall submissions. A survey targeting users who used the recommended problems yielded a 78% response rate, with the majority indicating that the feature was helpful. However, low selection rates of recommended problems and low response rates within the subset of users who used recommended problems highlight the need for future research focusing on improving accessibility, enhancing user feedback collection, and diversifying learner data analysis.

Safety Verification Techniques of Privacy Policy Using GPT (GPT를 활용한 개인정보 처리방침 안전성 검증 기법)

  • Hye-Yeon Shim;MinSeo Kweun;DaYoung Yoon;JiYoung Seo;Il-Gu Lee
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.2
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    • pp.207-216
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    • 2024
  • As big data was built due to the 4th Industrial Revolution, personalized services increased rapidly. As a result, the amount of personal information collected from online services has increased, and concerns about users' personal information leakage and privacy infringement have increased. Online service providers provide privacy policies to address concerns about privacy infringement of users, but privacy policies are often misused due to the long and complex problem that it is difficult for users to directly identify risk items. Therefore, there is a need for a method that can automatically check whether the privacy policy is safe. However, the safety verification technique of the conventional blacklist and machine learning-based privacy policy has a problem that is difficult to expand or has low accessibility. In this paper, to solve the problem, we propose a safety verification technique for the privacy policy using the GPT-3.5 API, which is a generative artificial intelligence. Classification work can be performed evenin a new environment, and it shows the possibility that the general public without expertise can easily inspect the privacy policy. In the experiment, how accurately the blacklist-based privacy policy and the GPT-based privacy policy classify safe and unsafe sentences and the time spent on classification was measured. According to the experimental results, the proposed technique showed 10.34% higher accuracy on average than the conventional blacklist-based sentence safety verification technique.

Perceptions on Microcomputer-Based Laboratory Experiments of Science Teachers that Participated in In-Service Training (연수에 참여한 교사들의 MBL실험에 대한 인식)

  • Park, Kum-Hong;Ku, Yang-Sam;Choi, Byung-Soon;Shin, Ae-Kyung;Lee, Kuk-Haeng;Ko, Suk-Beum
    • Journal of The Korean Association For Science Education
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    • v.27 no.1
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    • pp.59-69
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    • 2007
  • The aim of this study was to investigate teachers' perceptions on MBL (microcomputer-based laboratory) experiment training program for teachers, the expecting effects of MBL experiment and application of MBL experiment after conducting MBL experiment training for science classes in schools. This study showed that most of the teachers who participated in the training program thought that the MBL experiment training program was very useful and instructive. Many teachers considered that MBL experiments using a computer could decrease time spent in the experiment by accurate and fast data collection and analysis. They also thought that the reduced time could be used more effectively in the analysis of experimental data and discussion activities leading to correct concept formation as well as in the development of graphical analysis and science process skills. However, they thought that MBL experiments were ineffective in learning how to operate experiment apparatus. This study also revealed that most teachers intended to apply MBL experiments in real classrooms context right after the training course and they pointed out many obstacles in introducing MBL experiments into their classrooms such as a budget to purchase equipment, poor laboratory conditions, and few MBL experiment training opportunities. In order to apply MBL experiment into the real classrooms, further changes were suggested as follows; development of technologies to reduce unit cost of equipment for MBL experiments, production and supply of many kinds of sensors, development of MBL experiment materials, and expansion of the training program for teachers.

Understanding the Artificial Intelligence Business Ecosystem for Digital Transformation: A Multi-actor Network Perspective (디지털 트랜스포메이션을 위한 인공지능 비즈니스 생태계 연구: 다행위자 네트워크 관점에서)

  • Yoon Min Hwang;Sung Won Hong
    • Information Systems Review
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    • v.21 no.4
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    • pp.125-141
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    • 2019
  • With the advent of deep learning technology, which is represented by AlphaGo, artificial intelligence (A.I.) has quickly emerged as a key theme of digital transformation to secure competitive advantage for businesses. In order to understand the trends of A.I. based digital transformation, a clear comprehension of the A.I. business ecosystem should precede. Therefore, this study analyzed the A.I. business ecosystem from the multi-actor network perspective and identified the A.I. platform strategy type. Within internal three layers of A.I. business ecosystem (infrastructure & hardware, software & application, service & data layers), this study identified four types of A.I. platform strategy (Tech. vertical × Biz. horizontal, Tech. vertical × Biz. vertical, Tech. horizontal × Biz. horizontal, Tech. horizontal × Biz. vertical). Then, outside of A.I. platform, this study presented five actors (users, investors, policy makers, consortiums & innovators, CSOs/NGOs) and their roles to support sustainable A.I. business ecosystem in symbiosis with human. This study identified A.I. business ecosystem framework and platform strategy type. The roles of government and academia to create a sustainable A.I. business ecosystem were also suggested. These results will help to find proper strategy direction of A.I. business ecosystem and digital transformation.

A Comparative Study on Reservoir Level Prediction Performance Using a Deep Neural Network with ASOS, AWS, and Thiessen Network Data

  • Hye-Seung Park;Hyun-Ho Yang;Ho-Jun Lee; Jongwook Yoon
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.67-74
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    • 2024
  • In this paper, we present a study aimed at analyzing how different rainfall measurement methods affect the performance of reservoir water level predictions. This work is particularly timely given the increasing emphasis on climate change and the sustainable management of water resources. To this end, we have employed rainfall data from ASOS, AWS, and Thiessen Network-based measures provided by the KMA Weather Data Service to train our neural network models for reservoir yield predictions. Our analysis, which encompasses 34 reservoirs in Jeollabuk-do Province, examines how each method contributes to enhancing prediction accuracy. The results reveal that models using rainfall data based on the Thiessen Network's area rainfall ratio yield the highest accuracy. This can be attributed to the method's accounting for precise distances between observation stations, offering a more accurate reflection of the actual rainfall across different regions. These findings underscore the importance of precise regional rainfall data in predicting reservoir yields. Additionally, the paper underscores the significance of meticulous rainfall measurement and data analysis, and discusses the prediction model's potential applications in agriculture, urban planning, and flood management.

Secondary Teachers' Perceptions and Needs Analysis on Integrative STEM Education (통합 STEM 교육에 대한 중등 교사의 인식과 요구)

  • Lee, Hyo-Nyong;Son, Dong-Il;Kwon, Hyuk-Soo;Park, Kyung-Suk;Han, In-Ki;Jung, Hyun-Il;Lee, Seong-Soo;Oh, Hee-Jin;Nam, Jung-Chul;Oh, Young-Jai;Phang, Seong-Hye;Seo, Bo-Hyun
    • Journal of The Korean Association For Science Education
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    • v.32 no.1
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    • pp.30-45
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    • 2012
  • Educational communities around the world have concentrated on integrative efforts among science, technology, engineering and mathematics (Science, Technology, Engineering, and Mathematics: STEM) subjects. Korea has focused on integrative education among STEAM (Science, Technology, Engineering, Arts, and Mathematics) school subjects to raise talented human resources in the fields of science and technology. The purpose of this study was to analyze secondary school science, technology, and mathematics teacher's perceptions and needs toward integrated education and integrative STEM education. A total of 251 secondary school teachers from all areas of the country who have taught science, mathematics, and technology were surveyed by using a self-reported instrument. The findings were as follows: First, teachers have used little integrated education in their classes due to insufficient time in the actual preparation of the integrated education and the lack of expertise, teaching experience, and teaching-learning materials for the integrated education, while they have positive thoughts about the need of integrated education. Second, they presented several needs to facilitate the integrated education: development of a variety of integrated programs, school administrative and financial support, and in-service teachers' training. Third, overall perception toward integrated STEM education was not sufficient, but most teachers perceived the need toward integrated STEM education due to students' development in their creativity, thinking skills, and adaptability. Fourth, they perceived that it was imperative to develop the various integrated STEM education programs, distribute the materials, and help STEM teachers' understanding toward integrated STEM education. Fifth, they perceived that the most relevant method to integrate STEM subjects was the problem solving approach. In addition, they appreciate that the integrated STEM education is highly efficient in not only developing integrated problem solving skills and STEM related literacy, but also in positively impacting the rise of talented human resources in the fields of science and technology. In order to increase the awareness of STEM-related secondary school teachers and vitalize the integrated STEM education, it is necessary to develop and spread a variety of programs, effective teaching and learning materials, and teachers' training programs.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.