• Title/Summary/Keyword: Study engagement

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The Effects of Smartphone Use on Structured Social Network Types among Retired Older Adults in South Korea (스마트폰 이용이 은퇴 노인의 구조적 사회관계망에 미치는 영향)

  • Um, Sa Rang;Chio, Eun Young;Cho, Sung Eun;Chio, In Jung;Kim, Young Sun
    • 한국노년학
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    • v.38 no.3
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    • pp.481-499
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    • 2018
  • The purpose of this study is to examine the impacts of smartphone use on structured social network types in the Korean elderly population. Data was derived from the 2014 survey of living conditions and welfare needs of Korean older persons collected by Korea Institute for Health and Social Affairs. A total of 4,180 participants were selected for the Propensity Score Matching (PSM) analysis. Based on propensity score estimates, the 491 smartphone users (treatment group) and 491 featurephone users (control group) were matched. Ordinary Least Squares (OLS) regression analysis was conducted to examine the relationship between smartphone use and structural social network types. The results showed that among retired older adults, people using smartphone had significantly better structured social networks than those using featurephone even after controlling for covariates. Smartphone users had the higher levels of social contact and social activity. These findings suggested empirical evidence that using smartphone positively affects structured social networks, which might be used as the basis for designing intervention programs to promote social networks and social engagement of retired older adults.

An Extension of MSDL for Obtaining Weapon Effectiveness Data in a Military Simulation (국방 시뮬레이션에서 무기효과 데이터 획득을 위한 MSDL의 확장)

  • Lee, Sangjin;Oh, Hyun-Shik;Kim, Dohyung;Rhie, Ye Lim;Lee, Sunju
    • Journal of the Korea Society for Simulation
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    • v.30 no.2
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    • pp.1-9
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    • 2021
  • Many factors such as wind direction, wind strength, temperature, and obstacles affect a munition's trajectory. Since these factors eventually determines the probability of hit and the hitting point of a target, these factors should be considered to obtain reliable weapon effectiveness data. In this study, we propose the extension of the MSDL(Military Scenario Definition Language) to reflect these factors to improve the reliability of weapon effectiveness data. Based on the existing MSDL, which has been used to set the initial condition of a military simulation scenarios, the newly identified subelements are added in ScenarioID, Environment, Organizations, and Installations as a scenario schema. Also, DamageAssessment and DesignOfExperiments element are added to make weapon effectiveness data easily. The extended MSDL enables to automatically generate the simulation scenarios that reflect various factors which affect the probability of hit or kill. This extended MSDL is applied to an integrated simulation software of weapon systems, named AddSIM version 4.0 for generation of weapon effectiveness data.

Analysis of User's Continuous Utilization of Social Apps Using the Model of Gamification (게이미피케이션 모델을 이용한 사용자의 소셜 앱 지속 활용도 분석)

  • Gu, Xue-ping;Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.315-325
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    • 2021
  • The value and importance of Gamification has intensified as the way Gamification is applied to social networking applications has added to users' interest and involvement to the product. Gamification entails the adoption of gaming techniques and modes of thinking in non-gaming domains to elicit user engagement. To this end, the paper draws on Gamification's analytical model, Octalysis, with the aim of identifying user loyalty of the three major Chinese social networking applications and extracting their characteristics. In this regard, the first task in the advancement of the study is to establish an understanding of the components and characteristics of Gamification within the context of available examples. Next, a questionnaire survey covering China's three dominant social applications, WeChat, QQ, and Xiaohongshu, is administered and their user loyalty is examined through Octalysis's eight analytical frameworks. By virtue of analysis, the results demonstrate that the three elements of game mechanics, Point, Badge, and Leadboard, which are external to the game, fail to sustain the user loyalty, but are merely a means to an end. Only by including a combination of social application features, contents and user needs can Gamification considerations be maximized to ensure that users are subjectively engaged with the product.

Critical Review and Alternatives to the Decriminalization of Tattooing (문신시술의 비범죄화에 대한 비판적 검토와 대안)

  • Shim, YoungJoo;Lee, Sang-Han
    • The Korean Society of Law and Medicine
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    • v.23 no.1
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    • pp.149-176
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    • 2022
  • South Korean law strictly prohibits engagement in medical activities by non-medical practitioners. In the country, tattooing is classified as a medical practice, and non-medical practitioners who engage in it are penalized because they are unauthorized to carry out this procedure. In reality, however, people rarely seek tattooing services from medical personnel. Arguing that their freedom of job selection is violated, non-medical personnel who make a living as tattoo artists reject the characterization of the procedure as a form of medical treatment and demand the decriminalization of tattooing by non-medical practitioners. Nevertheless, tattooing can cause health- and hygiene-related dangers when it is not performed by medical professionals because it involves penetration into the skin using needles. Hence, stringent management is necessary for infection prevention. The gap between reality and the law gives rise to the need for proactive thinking about the institutionalization of tattoo practice by non-medical personnel. Policymakers should reflect on the fact that only minimal tattooing services are currently performed by medical staff while also accounting for health and safety. On this basis, this study examined tattoo-related legislation in South Korea to determine whether the procedure corresponds to medical practice and identify ways to solve problems that occur from the perspective of health care. As a response that promotes safety and reflects reality, this research proposed a three-phase approach.

ENACT Project: Promoting Pre-Service Science Teachers' Views on the Social Responsibility of Scientists and Engineers (ENACT 프로젝트에 참여한 예비 과학교사들의 과학기술자의 사회적 책임에 대한 인식 변화 탐색)

  • Lee, Hyunju;Ko, Yeonjoo;Hong, Jiyeon
    • Journal of The Korean Association For Science Education
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    • v.42 no.1
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    • pp.111-125
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    • 2022
  • This study aims to investigate the effects of the ENACT project on promoting pre-service science teachers (PSTs)' views on the social responsibility of scientists and engineers. The ENACT project was designed to cultivate the social responsibility by integrating the theoretical framework of socioscientific issues (SSIs) education with problem-based inquiry approaches for the resolution of the issues. Thirty-two PSTs voluntarily participated in the project and completed the five stages over three months. Data was collected through a questionnaire to measure PSTs' view of the social responsibility of scientists and engineers (VSRoSE) and focus-group interviews. Results indicate that the PSTs presented statistically significant changes in their views of the social responsibility after the ENACT project. The mean scores of the five sub-dimensions of VSRoSE significantly increased. The interviews also supported that the PSTs had opportunities to seriously consider the social responsibility of scientists and engineers through epistemological exploration of science and technology (Cycle I), and problem-solving and action-taking (Cycle II). In particular, they agreed more on such responsibilities as consideration of societal needs and demands, pursuit of the common good, civic engagement and services using their expertise, communications with the public regarding potential risks, and participation in policy decision-making related to science and technology advances. Educational implications for SSI education and teacher education were suggested.

Environmental analysis and strategy to jointly host the 2027 Chungcheong Summer World University Games (2027 충청 하계세계대학경기대회 공동유치를 위한 환경분석 및 전략)

  • Lee, Jong-Hyun;Kim, Hwa-Ryong;Jeon, Sang-Wan
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.333-346
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    • 2022
  • This study proposes a strategy to attract visitors by analyzing the justification for hosting the 2027 Summer World University Games in Chungcheong, Korea, as well as by assessing the internal and external factors to promote regional development. Using Environmental Analysis as the diagnostic approach, we focus on strength/opportunity (SO), strength/threat (ST), weakness/opportunity (WO), and weakness/threat (WT) analyses. SO analysis show that a matching strategy of mid- to long-term cooperation among the four cities and provinces in Chungcheong and development of local sports by promoting its linkages to science, and industry offer best strategic use-value. ST analysis shows that optimal infrastructure development and establishment of competition management strategies in preparation for non-face-to-face engagement make balanced regional development possible. WO analysis shows the need for rearrangement and renovation of outdated sports facilities, development of programs linked to convergence sports tourism products, efficient and strategic attraction activities, and promoting sustainable development of bed town cities. WT analysis suggests that the imbalance in regional development due to expansion of sports facilities, insufficient cultural contents in tourism, and tourism demand fluctuation are potential problems. Follow-up studies can focus on deeper analysis of the possibility and attractiveness of hosting the Summer World University Games in Chungcheong, Korea using qualitative methods such as focus group interviews and in-depth interviews with stakeholders and local residents.

An Exploratory Study of Indifference toward Fine Arts among Korean Middle-Class through a Ground Theory Method (순수예술 무관심 현상에 대한 탐색적 연구 - 근거이론 분석방법을 통한 접근법 -)

  • Park, Min-gwon;Hyun, Eunjung
    • Korean Association of Arts Management
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    • no.52
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    • pp.5-37
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    • 2019
  • Despite a copious volume of work on the relationship between social class and cultural consumption, scholars have paid scant attention to the increasingly apparent observation that a vast majority of the population exhibits indifference toward fine arts regardless of one's socio-economic status. Much of the prior literature on cultural consumption has treated the public's indifference to fine arts not as a distinct analytical category that deserves an explanation of its own, but simply as the opposite of "likes" or the act of consumption, let alone being disentangled from the concept of "dislikes" in taste-formation and consumption behavior. In this paper, we suggest that the seemingly increasing trend toward indifference to fine arts, especially among those who are part of the well-educated and economically well-off, merits close scholarly attention on its own term. As an initial step toward this endeavor, we explore the factors behind indifference toward fine arts among Korean middle-class, using the ground theory method. Our interview findings reveal that much of indifference toward fine arts is attributable to the lack of tastes in fine arts and artistic competence. Our results suggest that research drawing on Bourdieu's theory and Peterson's omnivore hypothesis needs to be further revised through an in-depth investigation of the institutional and societal contexts where art education takes place in Korea. We discuss the implications of our findings for policy-making in the cultural and artistic sphere.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

Feasibility of a Parent-Led Home-Based Music Program to Enhance Parental Competence and the Parent-Child Relationship for Parents of Children With ASD (자폐스펙트럼장애 아동 부모의 양육효능감 및 부모-아동 관계 증진을 위한 부모 주도 가정 기반 음악프로그램의 실행 가능성)

  • Yang, Hye young
    • Journal of Music and Human Behavior
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    • v.20 no.2
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    • pp.89-113
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    • 2023
  • This study aimed to assess the feasibility and impact of a 5-week parent-led home-based music program for parents of children with autism spectrum disorder (ASD). The program aimed to enhance the parents' sense of competence and their relationships with their child. Each week for 5 weeks, 10 parents of 10 children with ASD (aged 3 to 9 years) received weekly 30-minute personalized lessons on how to implement the home-based music program and implemented the educated music program at home with activities involving receptive and active engagement. On average, the parents conducted the music program 2.5 times a week for about 9.2 minutes per session. At the end of the 5 weeks, parents reported increased comfort and effectiveness in interacting with their child through music. In addition, positive changes were noted on the Parenting Sense of Competence Scale and the closeness aspect of the parent-child relationship. Participants affirmed the program's feasibility, emphasizing its potential for supporting families with children with ASD. These results provide foundational data for future home-based music activities and programs, emphasizing the importance of tailoring interventions to the unique needs of families with children with ASD.

A Validation Study of the Korean Version of the Workplace Intergenerational Climate Scale(K-WICS) (한국판 세대친화적 조직문화척도(K-WICS) 타당화 연구)

  • Seoyeong Jeong;Hee Woong Park;Young Woo Sohn
    • Korean Journal of Culture and Social Issue
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    • v.29 no.4
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    • pp.429-453
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    • 2023
  • Due to recent demographic changes, employees from diverse generations now work together in organizations. Thus, there is a need for research on intergenerational cooperation. However, the lack of valid and reliable measures to capture intergenerational climate in the workplace is an obstacle to research. Therefore, we translated the Workplace Intergenerational Climate Scale(WICS) into Korean and validated it with a sample of 1,052 Korean full-time employees. Firstly, we conducted an exploratory factor analysis by using sample 1(N = 460) and revealed a five-factor solution. Secondly, the confirmatory factor analysis(sample 2; N = 592) showed a good model fit of the correlated five-factor model. Thirdly, the scale's discriminant and convergent validity was supported by negative correlations with four types of existing ageism scales and by positive correlations with trust, organizational commitment, work engagement, psychological safety, intention to remain, job satisfaction, and communication satisfaction. Moreover, it further demonstrated significant incremental validity in predicting positive outcome variables even when controlling for pre-existing agism scales. Lastly, we confirmed strict measurement invariance of the scale between the age groups(below 40 versus above 40). The findings support the reliability and validity of the Korean version of WICS among Korean employees. The scale will be broadly applied to measure intergenerational climate of organizations and provide practical implications for HR management.