지방자치시대의 공공보건사업 발전 전략 (Strategies for Public Health Service Development in the Times of Local Autonomy)
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- 보건행정학회지
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- 제12권3호
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- pp.1-22
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- 2002
건강은 개인과 가족의 행복, 그리고 국가 발전의 기본 조건이며 국민건강은 국력이다. 건강보호와 증진에 필수적인 의료서비스는 모든 국민이 누려야 할 기본권이며 국가는 이를 제공할 의무가 있다. 산업화로 환경오염의 심화, 국민생활수준의 향상, 생활양상의 변화, 노인 인구의 증가, 의료기술의 발달, 의료서비스에 대한 접근성 향상 등으로 감염성 질병은 감소 하고 암, 심장질환, 당뇨병과 같은 만성, 퇴행성 질환이 중요한 국민건강문제로 대두되었다. 이러한 질병들은 난치병으로 예방이 매우 중요하나 흡연, 음주, 운동, 스트레스 등 행태학적 요인이 중요한 위험인자이므로 예방을 위한 접근방법이 전염성 질병과는 다르다. 질병양상의 변화, 전국민건강보험의 도입, 의사와 의료기관의 증가로 의료공급량의 증가, 의료기술의 발달 등으로 의료이용량이 폭증하여 국민의료비가 연간 30조원을 넘어섰고, 앞으로 계속 증가할 전망이다. 정부는 국민건강수준을 향상하여 삶의 질을 높이는 것을 중요한 정책목표로 설정하였으며, 이를 위해 보건의료서비스 공급체계를 효율화하고 평생건강관리체계를 구축하고자 하였다. 이러한 목표달성을 위하여 공공보건사업을 강화하여 질병예방과 건강증진을 통하여 건강수준을 높이고, 질병치료에 필요한 의료비 증가를 억제해야한다. 주요 공공보건사업의 문제점은 공공보건사업을 위한 정책의 일관성 부재, 보건의료정보체계의 미비, 보건사업계획 및 평가의 합리성 결여, 보건요원의 업무수행능력 부족 등으로 보건사업이 비효율적으로 수행되어 자원이 낭비되고 있다. 지방자치제 하에서 광역자치단체는 능동적으로 보건시책을 세우고, 일선 보건요원들의 사없수행능력을 키우는 역할을 담당할 법적 의무가 있으므로 시 \ulcorner도보건과의 역할을 확대하고 기능을 강화해야 한다. 이를 위한 지방자치단체차원의 전략을 제시하면 다음과 같다. 광역자치단체 차원에서는
최근 국가기록원과 민주화운동기념사업회 사료관 등 한국의 주요 아카이브즈와 매뉴스크립트 보존소는 학생과 교사를 대상으로 하는 기록정보 서비스를 적극 추진하고 있다. 이에, 영국의 TNA와 미국의 NARA 및 LC에서 제공하고 있는 학생과 교사 대상의 기록정보 서비스 선진사례에 대한 분석과, 한국의 기록관리 현실 및 교육과정에 대한 분석을 기반으로 하여, 학생과 교사를 대상으로 하는 기록정보 서비스의 개발과정에서 발생할 주요 문제점을 분석하고 이의 해결방안을 제시하고자 한다. 학생과 교사 대상의 기록정보 서비스는 '서비스 개발을 통한 이용 활성화'와 '기록관리 품질의 점진적 향상'이라는 목적하에 진행되어야 한다. 고객군은 '한국사 교수 학습 당사자로서의 학생과 교사'로 세분화하여 식별할 수 있다. 교육과정과 교육환경을 분석한 결과, 기록정보는 교수 학습자료용으로 개발되어야 하며, 이를 위해서는 기록정보를 콘텐츠화할 필요가 있다. 따라서 서비스의 성격은 '교수 학습자료용 기록정보 콘텐츠 서비스'로 개념화할 수 있다. 콘텐츠 서비스를 개념화하고 구성한 후 실제로 개발하는 전 과정에서는 다음의 사항이 핵심적이다. 첫째, 고객 중심의 서비스로 개발되어야 한다. 둘째, 기록관리의 체계화와 전통적인 기록관리 서비스의 활성화에도 기여할 수 있는 방향으로 개발되어야 한다. 셋째, 교육용 서비스 담당자를 중심으로 한 협업체계가 구축되어야 한다. 넷째, 기록정보와 주제별 교수 학습활동이 연계될 수 있도록 개발되어야 한다. 다섯째, 콘텐츠의 수량보다 콘텐츠의 품질을 우선으로 해야 한다. 여섯째, 다른 기관과의 서비스 제휴를 적극적으로 모색해야 한다. 한편, 초 중 고 교육과정이 개정되어 2011년에는 모든 국사 교과서가 새로운 내용으로 보급될 예정이고, 서책형 교과서뿐만 아니라 디지털 교과서도 개발되고 있는 상황에 비추어볼 때, 이 시기에 학생 교사 대상의 서비스가 획기적으로 발전된다면, 기록문화의 창달에 큰 도움이 될 것이다. 이 시기를 적극 활용하여, 한국사를 교수 학습하는 430만명의 학생과 1만 4천명의 교사가 한 학기에 한 번 이상 교수 학습자료용 기록정보 콘텐츠 서비스로 교수 학습하게 한다는 비전을 수립하고, 교수 학습자료용 기록정보 콘텐츠 서비스를 성공적으로 개발 보급하기 위해 다음과 같은 사항을 추진할 것을 제언한다. 첫째, '고객 중심의 서비스' 개념을 확립하고 체계화해야 한다. 둘째, 교육과정과 교과서를 심도 깊게 분석해야 한다. 셋째, 교육용 기록정보 콘텐츠 서비스 방법론을 개발해야 한다. 넷째, 기록관리 전문가집단과 교사집단의 전략적 협력체계를 수립해야 한다. 다섯째, 2011년까지의 단계별 추진 과제와 추진 일정을 수립해야 한다. 기록문화의 창달을 위한 알찬 씨앗이 초 중 고등학교에도 하루빨리 뿌려지기를 기대한다.
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.
본 연구의 목적은 가정과교육에서 창의 인성 교육에 대한 가정과 교사의 관심 단계와 실행 수준, 그리고 실행 실태를 알아보는데 있다. 연구 자료는 전국의 중학교 가정과 교사를 대상으로 체계적 표집과 편의 표집을 하여 우편과 이메일을 통해 설문지를 배포하고 회수된 187부를 최종 분석에 사용하였다. 조사 도구는 주로 Hall(1987)이 개발한 혁신에 대한 교사의 관심도와 실행 수준에 대한 질문지를 수정 보완하여 사용하였고 그 외는 선행연구를 기초하여 개발하였으며 타당도와 신뢰도를 검증하였다. 자료는 SPSS/window(12.0) 프로그램을 이용하여 빈도, 백분율, 평균, 표준편차, t-test, ANOVA를 실시하였다. 본 연구를 통해 밝혀진 결과를 요약하면 다음과 같다. 첫째, 창의 인성 교육에 대한 가정과 교사의 관심 단계는 정보적 관심 단계(85.51)가 가장 높았으며 다음으로 개인적 관심 단계(85.18), 운영적 관심 단계(81.88), 지각적 관심 단계(82.15), 강화적 관심 단계(68.80), 협동적 관심 단계(61.97), 그리고 결과적 관심단계(59.76)의 순으로 나타났다. 둘째, 창의 인성 교육에 대한 가정과 교사의 실행 수준은 기계적 실행 수준(수준 3; 21.4%)이 가장 많았으며, 다음으로 탐색 수준(수준 1; 20.9%), 정교화 수준(수준 5; 17.1%), 사용하지 않는 수준(수준 0; 15.0%), 준비 수준(수준 2; 10.2%), 통합 수준(수준 6; 5.9%), 갱신 수준(수준 7; 4.8%), 일상화 수준(수준 4; 4.8%) 순이었다. 셋째, 창의 인성 교육에 대한 가정과 교사의 실행 실태를 조사한 결과, 반 이상의 가정과 교사(56.1%)는 가정과 수업에서 인성 교육에 치중하고 있으며, 31.0%의 교사는 창의 인성 교육을 모두 실행한다고 응답하였다. 반면 소수의 교사(6.4%)는 창의성 교육을 실행한다고 응답하였고 같은 수의 교사(6.4%)는 창의성과 인성 교육 어느 것도 실행하지 않는다고 응답하였다. 가정과 교사의 창의 인성 교육 요소의 실행 정도를 조사한 결과, 창의 인성 교육 요소의 실행은 평균은 5점 만점에서 3.76이었고 창의성 요소의 평균은 3.59, 인성 요소의 평균은 3.94로 보통보다 높았다. 창의성 교육 요소의 실행 정도에 대해서, 개방성/민감성(3.97)을 가장 많이 실행하였고 다음으로 문제해결능력(3.79), 호기심/흥미(3.73), 비판적 사고(3.68), 논리/분석적 사고(3.63), 문제발견능력(3.61), 독창성(3.57), 유추성(3.47), 유창성/융통성(3.46), 정교성(3.46), 상상력(3.37), 몰입/공감(3.37)의 순으로 실행하였다. 인성 교육 요소는 실천력(4.07)을 가장 많이 실행하였고, 다음으로 협동/배려/공정(4.06), 자기관리능력(4.04), 시민의식(4.04), 진로개발능력(4.03), 환경친화능력(3.95), 책임(감)/소유(3.94), 의사결정능력(3.89), 신뢰/정직/약속(3.88), 자율성(3.86), 글로벌역량(3.55)의 순으로 실행한 것으로 나타났다. 창의 인성 교육을 실행할 때 어려운 점으로, 많은 가정과 교사(64.71%)는 창의 인성 교육을 실행할 수업 자료가 부족한 데 있다고 하였으며, 40.11%의 교사는 창의 인성 교육의 연수 기회가 적은데 있다고 응답하였다. 한편 38.50%의 가정과 교사는 창의 인성 교육에 대한 평가 기준을 설정하거나 평가 도구를 개발하는 것이 어렵다고 응답하였고, 25.67%의 교사는 창의 인성 교육 방법을 모른다고 응답하였다. 창의 인성 교육 실행을 위해서 필요한 지원에 대해서, '창의 인성 교육과 관련된 학생들의 체험활동의 확대'(4.34), '창의성과 인성을 중시하는 가정과 수업 문화 조성'(4.29), '학생 발달 단계에 적합한 창의 인성 교육 내용'(4.27), '창의 인성 교육을 담당할 교수 인력 확보'(4.21), '창의 인성 교육의 개념과 가치 확립'(4.09), '지역 사회 기업 등과 연계한 창의 인성 교육 추진'(3.94)의 순으로 응답하였다.
This project was a service-cum-research effort with a quasi-experimental study design to examine the health benefits of an integrated Family Planning (FP)/Maternal & Child health (MCH) Service approach that provides crucial factors missing in the present on-going programs. The specific objectives were: 1) To test the effectiveness of trained nurse/midwives (MW) assigned as change agents in the Health Sub-Center (HSC) to bring about the changes in the eight FP/MCH indicators, namely; (i)FP/MCH contacts between field workers and their clients (ii) the use of effective FP methods, (iii) the inter-birth interval and/or open interval, (iv) prenatal care by medically qualified personnel, (v) medically supervised deliveries, (vi) the rate of induced abortion, (vii) maternal and infant morbidity, and (viii) preinatal & infant mortality. 2) To measure the integrative linkage (contacts) between MW & HSC workers and between HSC and clients. 3) To examine the organizational or administrative factors influencing integrative linkage between health workers. Study design; The above objectives called for quasi-experimental design setting up a study and control area with and without a midwife. An active intervention program (FP/MCH minimum 'package' program) was conducted for a 2 year period from June 1982-July 1984 in Seosan County and 'before and after' surveys were conducted to measure the change. Service input; This study was undertaken by the Soonchunhyang University in collaboration with WHO. After a baseline survery in 1981, trained nurses/midwives were introduced into two health sub-centers in a rural setting (Seosan county) for a 2 year period from 1982 to 1984. A major service input was the establishment of midwifery services in the existing health delivery system with emphasis on nurse/midwife's role as the link between health workers (nurse aids) and village health workers, and the referral of risk patients to the private physician (OBGY specialist). An evaluation survey was made in August 1984 to assess the effectiveness of this alternative integrated approach in the study areas in comparison with the control area which had normal government services. Method of evaluation; a. In this study, the primary objective was first to examine to what extent the FP/MCH package program brought about changes in the pre-determined eight indicators (outcome and impact measures) and the following relationship was first analyzed; b. Nevertheless, this project did not automatically accept the assumption that if two or more activities were integrated, the results would automatically be better than a non-integrated or categorical program. There is a need to assess the 'integration process' itself within the package program. The process of integration was measured in terms of interactive linkages, or the quantity & quality of contacts between workers & clients and among workers. Intergrative linkages were hypothesized to be influenced by organizational factors at the HSC clinic level including HSC goals, sltrurture, authority, leadership style, resources, and personal characteristics of HSC staff. The extent or degree of integration, as measured by the intensity of integrative linkages, was in turn presumed to influence programme performance. Thus as indicated diagrammatically below, organizational factors constituted the independent variables, integration as the intervening variable and programme performance with respect to family planning and health services as the dependent variable: Concerning organizational factors, however, due to the limited number of HSCs (2 in the study area and 3 in the control area), they were studied by participatory observation of an anthropologist who was independent of the project. In this observation, we examined whether the assumed integration process actually occurred or not. If not, what were the constraints in producing an effective integration process. Summary of Findings; A) Program effects and impact 1. Effects on FP use: During this 2 year action period, FP acceptance increased from 58% in 1981 to 78% in 1984 in both the study and control areas. This increase in both areas was mainly due to the new family planning campaign driven by the Government for the same study period. Therefore, there was no increment of FP acceptance rate due to additional input of MW to the on-going FP program. But in the study area, quality aspects of FP were somewhat improved, having a better continuation rate of IUDs & pills and more use of effective Contraceptive methods in comparison with the control area. 2. Effects of use of MCH services: Between the study and control areas, however, there was a significant difference in maternal and child health care. For example, the coverage of prenatal care was increased from 53% for 1981 birth cohort to 75% for 1984 birth cohort in the study area. In the control area, the same increased from 41% (1981) to 65% (1984). It is noteworthy that almost two thirds of the recent birth cohort received prenatal care even in the control area, indicating that there is a growing demand of MCH care as the size of family norm becomes smaller 3. There has been a substantive increase in delivery care by medical professions in the study area, with an annual increase rate of 10% due to midwives input in the study areas. The project had about two times greater effect on postnatal care (68% vs. 33%) at delivery care(45.2% vs. 26.1%). 4. The study area had better reproductive efficiency (wanted pregancies with FP practice & healthy live births survived by one year old) than the control area, especially among women under 30 (14.1% vs. 9.6%). The proportion of women who preferred the 1st trimester for their first prenatal care rose significantly in the study area as compared to the control area (24% vs 13%). B) Effects on Interactive Linkage 1. This project made a contribution in making several useful steps in the direction of service integration, namely; i) The health workers have become familiar with procedures on how to work together with each other (especially with a midwife) in carrying out their work in FP/MCH and, ii) The health workers have gotten a feeling of the usefulness of family health records (statistical integration) in identifying targets in their own work and their usefulness in caring for family health. 2. On the other hand, because of a lack of required organizational factors, complete linkage was not obtained as the project intended. i) In regards to the government health worker's activities in terms of home visiting there was not much difference between the study & control areas though the MW did more home visiting than Government health workers. ii) In assessing the service performance of MW & health workers, the midwives balanced their workload between 40% FP, 40% MCH & 20% other activities (mainly immunization). However,