• Title/Summary/Keyword: digital media education

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Effects of Smartphone Addiction on Quality of Peer Relationships among Adolescents : The Mediating Role of Depression (청소년의 스마트폰 중독이 또래 관계의 질에 미치는 영향 : 우울의 매개 역할)

  • Yesolran Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.161-166
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    • 2024
  • The current generation of adolescents stands out as the most digitally interconnected in the annals of history, navigating an era characterized by unprecedented levels of technological connectivity. This study explored the impact of smartphone addiction on the quality of peer relationships among adolescents, with a focus on the mediating role of depression. Analyzing data from 2,288 responses of 14-year-old adolescents extracted from the 2022 cross-sectional data of the Korean Children and Youth Panel Survey 2018, research questions were tested. The findings showed that smartphone addiction among adolescents exacerbates depression, consequently leading to a deterioration in the quality of peer relationships. The results contribute to expanding scholarly understanding of the intersection between digital technology and the mental and social well-being of adolescents. Furthermore, there is a call to action for parents, teachers, counselors, policy maker, and practitioner in education institutions to establish programs that monitor and intervene in cases of excessive smartphone use among adolescents.

Analysis of Consumer's Recognition and Satisfaction for the Improvement of the Doctor-Designation System (선택 진료 제도 개선을 위한 소비자 인식도와 만족도)

  • Im, Bock-Hee
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.385-396
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    • 2014
  • The purpose of this study was to examine the recognition of citizens in Busan on the doctor-designation system, the awareness of medical consumers with experience of using this system and their satisfaction in an effort to seek ways of improving this system. The subjects in this study were the selected citizens in Busan who were at the age of 20 and up. As a result, it's found that the largest group of the respondents was female, in their 20s, received college or higher education, students and in the service industry, and that the most common monthly mean income was between two and 2.99 million won. 27.7 percent were aware of the doctor-designation system, and 23.7 percent became cognizant of the system through others who had used it. The rate of knowing the rules of the doctor-designation system (the right answer) stood at 66.3 percent. They got to know about the system through mass media(31.9%), and used it since it offered highly specialized treatment(57.5%). The respondents who had used it intended to reuse it(76.3%), and the reason was that they were provided with high-class medical services (35.2%). The respondents who had used this system got a mean of 2.96 in satisfaction level, which was not high in general. They mentioned more publicity efforts(91.2%), offering information in a conspicuous place (96.7%) and cutting doctor-designation treatment fee as a means of improving this system. As for how to ensure the operating efficiency of the system, sustained publicity seem to be necessary to raise awareness of the system among patients, and it's required to take measures to relieve patients of financial burden caused by medical bills.

The Prediction of Mastery-Approach Goal Orientation, Task Value, and Self-Regulated Learning Strategy on Academic Satisfaction and Achievement of Cyber Engineering University Students (사이버대학교 공학계열 학생들의 숙달접근목표지향성, 과제가치, 자기조절학습전략의 학업만족도와 학업성취도 예측력 규명)

  • Joo, Young-Ju;Chung, Ae-Kyung;Seol, Hyun-Nam;Yi, Sang-Hoi
    • 전자공학회논문지 IE
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    • v.49 no.2
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    • pp.65-74
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    • 2012
  • The purpose of this study is to verify the prediction of mastery-approach goal orientation, task value, and self-regulated learning strategy on academic satisfaction and achievement of cyber engineering university students. For this study, 219 engineering students of H cyber university who enrolled in the spring semester of 2011 was chosen and completed web surveys. A hypothetical model proposed included mastery-approach goal orientation, task value, and self-regulated learning strategy as predictors, and academic satisfaction and achievement as criteria variables. The results of this study through multiple regression analysis indicated that task value(${\beta}$=.401) and self-regulated learning strategy(${\beta}$=.401) predicted significantly on academic satisfaction. In addition, self-regulated learning strategy(${\beta}$=.301) and mastery-approach goal orientation(${\beta}$=.196) predicted significantly on academic achievement. The result of this study suggested that mastery-approach goal orientation, task value, and self-regulated learning strategy should be considered for improving academic satisfaction and achievement in cyber engineering education.

A Study on the Change of the View of Love using Text Mining and Sentiment Analysis (텍스트 마이닝과 감성 분석을 통한 연애관의 변화 연구 : <공항가는 길>과 <이번 주 아내가 바람을 핍니다>를 중심으로)

  • Kim, Kyung-Ae;Ku, Jin-Hee
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.285-294
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    • 2017
  • In this study, change of the view of love was analyzed by big data analysis in TV drama of married person's love. Two dramas were selected for analysis with opposite theme of love story. The sympathy of audience for the one month period from the end of the drama was analyzed by text mining and sentiment analysis. In particular, changes in the meaning of home meaning are identified. Home is not 'a place where a husband and wife play a social role', but 'a place where they can share real sympathy and one can be happy'. If individuals are not happy, they need to break their homes. In this study, the current divorce rate and the question regarding the matter should be considered. But based on Google Trends, in Korean society, interest in marriage were still higher than romance. It means that people prefer to 'a love to get marriage' in Korean modern society, than 'love for love affair'. It seems to be reflection of cognition change, marriage should be based on true love. This study is expected to be applied to the study of trend change through social media.

Study on 3D Printer Suitable for Character Merchandise Production Training (캐릭터 상품 제작 교육에 적합한 3D프린터 연구)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.455-486
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    • 2015
  • The 3D printing technology, which started from the patent registration in 1986, was a technology that did not attract attention other than from some companies, due to the lack of awareness at the time. However, today, as expiring patents are appearing after the passage of 20 years, the price of 3D printers have decreased to the level of allowing purchase by individuals and the technology is attracting attention from industries, in addition to the general public, such as by naturally accepting 3D and to share 3D data, based on the generalization of online information exchange and improvement of computer performance. The production capability of 3D printers, which is based on digital data enabling digital transmission and revision and supplementation or production manufacturing not requiring molding, may provide a groundbreaking change to the process of manufacturing, and may attain the same effect in the character merchandise sector. Using a 3D printer is becoming a necessity in various figure merchandise productions which are in the forefront of the kidult culture that is recently gaining attention, and when predicting the demand by the industrial sites related to such character merchandise and when considering the more inexpensive price due to the expiration of patents and sharing of technology, expanding opportunities and sectors of employment and cultivating manpower that are able to engage in further creative work seems as a must, by introducing education courses cultivating manpower that can utilize 3D printers at the education field. However, there are limits in the information that can be obtained when seeking to introduce 3D printers in school education. Because the press or information media only mentions general information, such as the growth of the industrial size or prosperous future value of 3D printers, the research level of the academic world also remains at the level of organizing contents in an introductory level, such as by analyzing data on industrial size, analyzing the applicable scope in the industry, or introducing the printing technology. Such lack of information gives rise to problems at the education site. There would be no choice but to incur temporal and opportunity expenses, since the technology would only be able to be used after going through trials and errors, by first introducing the technology without examining the actual information, such as through comparing the strengths and weaknesses. In particular, if an expensive equipment introduced does not suit the features of school education, the loss costs would be significant. This research targeted general users without a technology-related basis, instead of specialists. By comparing the strengths and weaknesses and analyzing the problems and matters requiring notice upon use, pursuant to the representative technologies, instead of merely introducing the 3D printer technology as had been done previously, this research sought to explain the types of features that a 3D printer should have, in particular, when required in education relating to the development of figure merchandise as an optional cultural contents at cartoon-related departments, and sought to provide information that can be of practical help when seeking to provide education using 3D printers in the future. In the main body, the technologies were explained by making a classification based on a new perspective, such as the buttress method, types of materials, two-dimensional printing method, and three-dimensional printing method. The reason for selecting such different classification method was to easily allow mutual comparison of the practical problems upon use. In conclusion, the most suitable 3D printer was selected as the printer in the FDM method, which is comparatively cheap and requires low repair and maintenance cost and low materials expenses, although rather insufficient in the quality of outputs, and a recommendation was made, in addition, to select an entity that is supportive in providing technical support.

Funology Body : Classified Application System Based on Funology and Philosophy of the Human Body (Funology Body : Funology와 '몸의 철학' 이론을 바탕으로 한 어플리케이션 분류 검색 체계 연구)

  • Kihl, Tae-Suk;Jang, Ju-No;Ju, Hyun-Sun;Kwon, Ji-Eun
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.635-646
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    • 2010
  • This article focuses on Funology and a new classified application system based on concept of language and thought which are formed by body experience. It is defined by Funology Body as that. Funology Body is classifying and searching system which are consisted of a body, world (environment), and device tool. The body is sectioned by Brain, Eyes, Ears, Nose, Mouth, Hand, Torso, Feet, and Heart according as parts of the human body. This allows intuiting and experience searching as making classified system connected to the application relationship with concept of an each part of body. The Brain of the body is sub-classified by Book, Account, Business, Memory, Education, Search, and Aphorism to imply the application with thought. The Eyes take Video, Photography, and Broadcast for visibility. The Ears is categorized as Music, Instrument, Audio, and Radio for hearing. The Nose gets Perfume, Smell for olfactory sense. The Mouth is sectioned by Food, SNS, Chatting, Email, and Blog for eating and communication. The Hand sorts into Games, Kits, and Editing to handle, create, and play. The Torso is grouped by Health, Medical, Dance, Sport, Fashion, and Testyuorself related by protecting internal and meaning of the body core. The Feet is classified by Travel, Transportation, Map, and Outdoor for moving and concept of expanding the terrain. The Heart is consisted of Fear, Anger, Joy, Sadness, Acceptance, Disgust, Expectation, and Surprise for a human feeling. Beyond that, the World takes News, Time, Weather, Map, Fortune, and Shop, and Device tool gets Interface, Utilities. The Funology Body has a unique characteristic of giving intuitive and sensuous pleasure and reflection of users' attitude and taste for changing application flexibly.

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A Study on Analysis of Importance-Performance on Teacher Librarians' Competencies (사서교사 직무 역량에 대한 중요도·만족도 분석)

  • Lee, Seung-Min;Lim, Jeong-Hoon;Kang, Bong-Suk;Lee, Byeong-Kee
    • Journal of Korean Library and Information Science Society
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    • v.52 no.3
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    • pp.177-196
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    • 2021
  • The purpose of this study is to analyze priorities of competencies and to find the direction of development of teacher librarian training and retraining program. A total of 238 subjects were used for the final analysis. They were analayzed using IPA, Borich's needs analysis and the Locus for Focus model. As a result, First, teacher librarians perceived that the importance and performance of teacher and manager competency were higher than information specialist and cooperative leader. Second, they needed competencies of data-science, coding, Internet of Things in the field of information specialist as changing educational environment. Third, they needed competencies of information ethics, copyright instruction, and digital and media literacy education in the field of teacher. Fourth, they needed competencies of facility designing for future education, online and offline school library marketing skills, and establishment of makerspaces and learning commons in the field of ibrary manager. Fifth, they needed competencies of library based instruction, library cooperative instruction, and building a collection related to subject in the field of cooperative leader. Sixth, the highest required competency for teacher librarians was suggested for teacher librarians' role area.

A Study on the Current Status and Educational Needs of Low-experienced Teacher Librarians' Instructional Expertise (저경력 사서교사의 전문성 영역에 대한 교육적 요구도 분석)

  • Jeong-Hoon, Lim;Byoung-Moon, So
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.1
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    • pp.167-188
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    • 2023
  • This study reviewed the current status of low-experienced teacher librarians with less than 5 years and attempted to identify their educational needs through IPA analysis, Borich Priority Formula, and The Locus for Focus Model. A survey was conducted on low-experienced teacher librarians with less than 5 years of experience to analyze their process in the pre-service teacher training and experiences before an appointment and to identify teacher librarians instructional expertise. The results of the analysis of the study are as follows. First, there was a statistically significant difference between the importance and performance in all areas of instructional expertise of low-experienced teacher librarians. Second, 'reading education-practice progress' was recognized as a 'Keep up good work' with high importance and satisfaction, and 'library-based instruction planning, progress evaluation', 'information literacy-curriculum design', and 'digital and media literacy education-progress and evaluation' were recognized as areas of 'Concentrate here' through IPA analysis. Third, In the Borich Priority Formula, 'teaching-learning evaluation', 'teaching-learning progress', and 'teaching-learning plan' in the Library based instruction area showed the highest educational needs. Fourth, the library-based instruction was shown to the high discrepancy/high importancy area as same as the Borich Proity Formula. The results of this study can provide implications for improving the instructional expertise of teacher librarians.

A Study on the Research Trends on Literacy in Library and Information Science (문헌정보학 분야의 리터러시 연구 동향 분석)

  • Jang, Su Hyun;Nam, Young Joon
    • Journal of the Korean Society for information Management
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    • v.39 no.3
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    • pp.263-292
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    • 2022
  • The purpose of this study is to identify the topics of research related to the concepts of literacy in the field of Library and Information Science which is related to user education in libraries. Data were collected from the WoS and KCI databases, and complementary keyword analysis and topic modeling analysis techniques were used to identify topics of literature-related research articles in the field of Library and Information Science. Findings presented that there was a difference in keywords and topics between the two databases. Literacy-related topics identified from the KCI database were classified into three groups through topic modeling. Also, it was analyzed that there is a difference between the overall literacy-related research trend, the timing of the surge in research volume, and key frequent keywords in the Library and Information Science field confirmed in the study. In particular, in the study of literacy in all fields, a number of words such as 'literacy', 'education', 'media', and 'digital' were derived. However, in literature research in the field of Library and Information Science, keywords such as 'information utilization ability' and 'school library' appeared. Based on this, it was concluded that research on the ability to develop an evaluative eye for information is needed in line with today's information environment, where information is rapidly increasing in Korea in the future.

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.