Kim-Su Jin;Yoon So Yeon;Lee Bo Ram;Hong Jin Ha;Hwang Do Hyeon;Yoo Seul Gee;Shin-Na Yeon
Journal of Digital Policy
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v.2
no.3
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pp.25-32
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2023
This study was done clarify the concept of clinical nurse's self-efficacy. This study was conducted using Walker & Avant's concept analysis framework, There were five aspects of the concept of Clinical Nurse's Self-Efficacy: To have faith and expectation that nurses can overcome stress and adversity in the clinical environment, To have a clear direction by believing that nurses themselves have the ability to perform nursing tasks, Allowing nurses to continue their work by believing that they have appropriate judgment to control various situations in clinical practice, Having a challenging sense of goal and motivating for the future through active participation in nursing work, and influencing various aspects from individual nurses to patients and hospital organizations. This conceptual analysis of clinical nurses' self-efficacy can recognize the need to prepare an educational system to improve nurses' self-efficacy and conduct related research.
Journal of the Korea Society of Computer and Information
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v.28
no.8
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pp.195-204
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2023
In this study, prompt engineering that improves prompts was explored to improve the performance of teaching and learning materials recommendations using generative artificial intelligence such as GPT and Stable Diffusion. Picture materials were used as the types of teaching and learning materials. To explore the impact of the prompt composition, a Zero-Shot prompt, a prompt containing learning target grade information, a prompt containing learning goals, and a prompt containing both learning target grades and learning goals were designed to collect responses. The collected responses were embedded using Sentence Transformers, dimensionalized to t-SNE, and visualized, and then the relationship between prompts and responses was explored. In addition, each response was clustered using the k-means clustering algorithm, then the adjacent value of the widest cluster was selected as a representative value, imaged using Stable Diffusion, and evaluated by 30 elementary school teachers according to the criteria for evaluating teaching and learning materials. Thirty teachers judged that three of the four picture materials recommended were of educational value, and two of them could be used for actual classes. The prompt that recommended the most valuable picture material appeared as a prompt containing both the target grade and the learning goal.
Viewing and approaching problems based on computational thinking can be improved through informatics education, which is essential for students to live in a future society. The purpose of this study is to analyze the operation status of informatics subjects that have become general electives in the 2015 revised curriculum, and to contribute to enhancing the effect of future informatics subject. To achieve this goal, a questionnaire was conducted for 400 students who graduated from high school in 2015-2016, and five students and five informatics subjects teachers were interviewed. Operation period of Infomatics subject, contents, method and evaluation method were analyzed. As a result, the operation of informatics subjects varied greatly from the second semester of the first year to the second semester of the third year. The most common method was teaching type, but the percentage of self-study was high in the second semester of the third year. The contents of the study did not learn all the contents, and the use rate of textbooks was low in the class. This study confirmed that the informatics subject class did not proceed in the form of observing the curriculum similarly to other subjects excluded. It is also significant that for the first time, the operational status of informatics subjects was analyzed.
This study analyzed successful cases of using metaverse in a reality where interest in metaverse is increasing. The use of Metaverse is mainly used in companies to explore its industrial potential or government agencies strive for policy support, but the possibility of application in educational institutions has another meaning. We tried to find the success factors and future implications by analyzing actual cases of using metaverse at university entrance ceremonies. As a result of analyzing the case of S University in Asan, Chungcheongnam-do's metaverse entrance ceremony, it was determined that the university's first metaverse entrance ceremony could be counted as a very meaningful success story. Specifically, on the technical level, it stood out that the existing metaverse technology and the new technology for the event were properly harmonized. At the organizational level, it is meaningful that the internal organization's resources were efficiently utilized based on previous experiences. On the environmental level, the COVID19 environment and the MZ generation. It was analyzed that the social change of going to college contributed to the planning and success of the metaverse entrance ceremony. As a result, it is judged that the successful use of the resources possessed by a clear goal is the success factor of the metaverse entrance ceremony.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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v.6
no.4
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pp.279-288
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2016
This study compares interagency linkage in the area of the elementary child care policy in korea and japan and derives the implications related to the elementary child care classes of korea. This study researches linkage method between the ministries in korea and japan focused on the background, the process, the current operating system. The elementary child care service policies of the korea & japan are analysed comparatively in terms of background, budget, goal, linkage ministries, basis of law, administrative units and on the basis of those analyses, the implications related to the elementary child care service policy of korea are derived. The derived implications are as follows : first the sound development of the child becomes the foundation of the development of school and community. Community and school have to strengthen cooperation. Second, child care policy is not the alternatives for overcoming fragmentary problems but has to be carried out considering them variously in broad prospective. Third, korea has to find the effective linkage method between the ministries. Fourth, find the way which interagency policy can be merged as a hub for school. Fifth, korea has to find the way transferring the central operating body from the principal in school to the local government to operate the elementary child care classes successfully. Sixth, positive interest and continuous support of the top policy makers is needed.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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v.7
no.9
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pp.289-296
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2017
Anger cause heart disease and domestic violence and recently there have been an increasing number of media reports of crimes committed because of their inability to control their anger. Anger has been reported to cause massive financial losses due to heart disease and domestic violence. Therefore, since anger raises serious social problems and social costs, it is necessary to take active intervention methods to alleviate inappropriate anger coping. A variety of methods such as cognitive and emotional approach, psycho-mechanical approach, psycho-educational approach, relaxation therapy, cognitive behavior-art therapy, and stress immunization are being explored and utilized for presenting effective anger-coping intervention alternatives. In this manner, information and communication technology is likely to be used as an effective means for this, and various researches are being conducted. The purpose of this study is to develop an anger coping service technology using ICT (Information & Communication Technology) technology as an effort to improve anger coping ability. In other words, the goal is to develop a technology that delays anger and evokes the surroundings by providing location-based services to recognize anger situations and facilitate anger. This research is about the technology which intervene directly the anger situation to resolve it using location information and introduce the base technology to realize it.
The primary goal of this study is to examine the factors that affect how satisfied sexual minorities are with their lives. This study focuses on how sexual minorities perceive social stigma, the social influences involved in its perception, and the effects this perception has. Using stress-coping theory, this study looks at how social stigma, as a perceived stress, affects social support and self-esteem, how the stigma influences the degree to which individuals "come out" in an effort to cope, and the resultant effects of this coping mechanism on life satisfaction. The data used if from a sample of 478 individuals who self identify as gay, lesbian or bisexual. It was collected through an online survey. Using SEM, the quality was evaluated by analyzing the measurement model, and the relationship of the variables included in the theoretical model was verified by analyzing the structural model. The results of this study show that social stigma directly affects the life satisfaction of Korean sexual minorities. It significantly influences the social support they receive(from family and sexual minority peers), and their self-esteem. The degree to which the individual "comes out" is shown to affect life satisfaction as well. In contrast, the mediating effect of heterosexual support is shown to be insignificant. Based on the analyses, practical strategies regarding social stigma, social support, self-esteem, and "coming out" are suggested for sexual minorities. The social stigma should be reduced and society-scaled campaigns promoted in order to improve their level of life satisfaction. In addition, institutional protection should be developed and specialized educational courses on human rights provided which will empower these minorities with self-help mechanisms. Furthermore, issues such as establishing support system and providing a social welfare system for the sexual minority community are discussed.
Journal of The Korean Association For Science Education
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v.44
no.3
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pp.273-299
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2024
This is a qualitative research study in which three families focused on scientific culture and conducted the process of forming a family fandom using ethnography. The ultimate goal of science education is the "cultivation of scientifically literate persons.", The researcher examines families who regularly participate in informal science educational programs, such as those offered by the National Marine Biodiversity Institute of Korea, to understand the cultural ans sociological significance of these activities as part of their daily routines. This study analyzes and summarizes the experiences of three families in different home environments as to the completion of the family fandom through the process of self-sustaining cultural practice formation through family education activities, and science activities. This study found that the process tword completion is more meaningful than the completion itself, in the context of science, culture, family and fandom. The findings of this study are as follows: 1) The process of forming a family fandom began with the individual purpose of each family member. 2) The process of fandom formation was created in an organic relationship through the interaction between parents and children, and the self-sustaining cultural practice strengthened the bond and expanded the consensus on scientific culture. 3) Parents and children together share scientific culture, and unique culture in the form of sharing in their own cultural life as becoming scientifically literate people. The self-sustaining cultural practice of selecting and enjoying these scientific activities is not simple consumption of popular culture, but the role of parents as cultural designers. This has conducted experiential consumption as "refined (or sophisticated) cultural consumers," and family leisure activities as meaning production of family members so it has social and cultural implications that can be developed into a scientific culture.
The Journal of the Convergence on Culture Technology
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v.10
no.4
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pp.285-294
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2024
This study aims to enhance learners' creative and integrative thinking through the use of a practical music education program, facilitating high-quality artistic activities and the integration of various disciplines. To achieve this, a practical music education program incorporating the PDIE model was designed, and the content validity of the developed program was verified. Through this process, We have researched and described methodologies for multidisciplinary research that can be applied in practical music education. This paper focuses on the fourth session of the study, which deals with the creative and integrative education of practical music and mathematics. The mathematical theory of interest in this research is the Fibonacci sequence, fundamental to the golden ratio in art. The goal is to enable balanced and high-quality creative activities through learning and applying the Fibonacci sequence. Additionally, to verify the validity and effectiveness of the instructional plan, including the one used in the 15-week course, we have detailed the participants involved in the content validation, the procedures of the research, the research tools used, and the methods for collecting and analyzing various data. Through this, We have confirmed the potential of creative and integrative education in higher practical music education and sought to develop educational methodologies for cultivating various creative talents in subsequent research.
Recently, unmanned terminals (kiosks) have greatly increased their scope of use by allowing orders or payments to be made efficiently while replacing existing manpower. With the acceleration of digital transformation, the rate of kiosk installations has soared, making it an important task to help all age groups easily use kiosks. In this study, based on the function of the game engine and Hand Tracking technology, we developed content that can conduct kiosk education in a virtual world. The goal of this content is to help users unfamiliar with kiosks confidently cope with real-world situations by experiencing visual and auditory stress caused by waiting guests in virtual reality. To this end, two VR contents were developed. One is a simple kiosk experience content, and the other is specialized content that causes visual and auditory stress. The experiment was divided into two groups: one group experienced general VR content, while the other group experienced specialized VR content. After the experience, both groups proceeded to place orders in an actual store. Survey results showed that 85% of the experimental group and 95% of the control group were satisfied with the training. This confirms that the specialized experience described in this paper is effective for kiosk education.
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