Journal of Korean Library and Information Science Society
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v.51
no.4
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pp.313-332
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2020
The purpose of this study is to compare motivations for self-archiving across disciplines on an academic social networking site. We carried out an online survey with ResearchGate(RG) users, testing 18 motivational factors that we developed from a previous study (enjoyment, personal/professional gain, reputation, learning, self-efficacy, altruism, reciprocity, trust, community interest, social engagement, publicity, accessibility, self-archiving culture, influence of external actors, credibility, system stability, copyright concerns, additional time, and effort). We adapted Biglan's classification system of academic disciplines and compared motivations across different categories of discipline. First, we compared motivations across the four combined categories by the two dimensions - hard-pure, hard-applied, soft-pure, and soft-applied. We also performed a motivation comparison across each dimension between soft and hard disciplines and between pure and applied disciplines. We examined investigated statistical differences in motivations by demographic characteristics and RG usage of participants across categories as well. Findings showed that there were differences of motivations, such as enjoyment, accessibility, influence of external actors and additional time and effort, and personal/professional gains, for self-archiving across disciplines. For example, RG users in the hard-applied were more highly motivated by enjoyment than others; RG users in the soft-pure were more highly motivated by personal/professional gains than others. It is expected that findings could be used to develop strategies encouraging researchers in various disciplines contributing to share their data and publications in ASNSs.
In this study, a student participation-centered class based on student mathematical thinking as a the meaningful subject was called a student thinking-based math class. And as a way to support these classes, I paid attention to lesson design. For student thinking-based mathematics classes, it is necessary not only to anticipate student thinking and teacher feedback, but also to plan in advance how to properly arrange and connect expected student responses. The student thinking-based lesson design template proposed in this study is a modified three-step(introduction, main topic, summary) lesson design template. The reason for revising the existing design template is that it has limitation that it cannot focus on mathematical thinking. Using the conceptual framework of student thinking-based mathematics lesson as a lens, the difference between the three-step lesson design prepared by pre-service teachers and the students' thinking-based lesson design prepared by the same pre-service teachers was analyzed. As a result of planning lessons using the student thinking-based lesson design, more attention was paid to the cognitive and social engagement of students. In addition, emphasis was placed in the role of teachers as formative facilitator. This study is of significant in that it recognizes the importance of classes focusing on students' mathematical thinking and provides tools to plan math classes based on students' thinking.
This study aimed to investigate the feasibility of an interactive singing-based synchronous videoconferencing program for children with autism spectrum disorder (ASD). This study was conducted in four stages: analysis of interactive singing tasks in the literature for children with ASD, examination of differences in perception of sounds transmitted via synchronous videoconferencing platform depending on the type of singing tasks and accompaniment, construction of singing-based synchronous videoconferencing program and determination of its validity, and implementation of the constructed program with three children with ASD and confirmation of its feasibility. The results showed that different types of singing tasks and accompaniment affected perception of sounds transmitted online, which highlights the importance of considering such effects when designing synchronous videoconferencing music therapy programs. Also, increases in program engagement and singing behaviors were observed for all three participants, and their caregivers reported high levels of satisfaction with the program. The findings support the applicability of this intervention as a tele-music alternative during the COVID-19 pandemic. Clinical implications and suggestions are discussed.
The purpose of this study was to investigate how primary caregivers of children with developmental disabilities aged 6 to 18 years perceived on tele-music programs in which their children participated during COVID-19. A total of 83 caregivers who voluntarily agreed to participate in this study responded to a survey either on-line or in person and 67 questionnaires were included in the final analysis after deleting 16 incomplete responses. The results showed that tele-music programs were rated somewhat suitable for distance learning but that there was still a need for adult assistance to help children with developmental disabilities participate in the program. When comparing the perceptions of caregivers who participated in remote general education versus who participated in tele-music program, significantly higher level of program engagement and positive responses from a child were perceived with tele-music program. The caregivers who participated in tele-music program showed significantly greater willingness to participate in tele-music therapy in the future than those who did not. The findings of this study presents information on how tele-music therapy has been implemented to children with disabilities and what can be considered for the the development of a tele-music therapy program.
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.
This study analyzed how K-MOOC was used and identify the academic achievements in higher education. The participants who completed the survey questionnaire were composed of 379 students who were in curriculum-related extra-curriculum using K-MOOC. Results show that the participation rate in individual learning activities was high, thus indicating the activities were perceived positively. In addition, students perceived positively their academic achievements of receiving, valuing, and responding in affective area, as well as synthesis and evaluation of knowledge in cognitive area. Students were also satisfied that they had no psychological burden to the credit of the course and they could take a course from another college. By contrast, platform instability, too much online content, and tedious activities in the lessons were perceived negatively. Nonetheless, the group assessment results suggested that the students taking a course related to their major had further engagement in discussions, and their academic achievement was higher. Based on the foregoing findings, the study proposed developing a subject matter with various theme, utilization plans, interaction reinforcement, and quality management by supporting instructional design strategies in order to expand the use of K-MOOC both as a general education and a major curriculum. The results obtained in this study represent baseline data that may assist in the decision making for university system and operation plan.
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.
Journal of Korean Library and Information Science Society
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v.52
no.1
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pp.129-154
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2021
The purpose of this descriptive correlational study was to explore the effect of knowledge of evidence-based practice (K-EBP) and organizational culture on the innovation behavior of university librarians in South Korea. The structured survey questionnaire consisted of four sections and 60 items. The four sections were concerned with K-EBP, organizational culture, innovation behavior, and EBP-related activities and demographic. The respondents were librarians working in 101 university libraries in South Korea. The results of this study were as follows. First, K-EBP indicated that the respondents had excellent practical skills, but their ability to appraise critically, apply knowledge and to conduct research was weak. Second, the questionnaire scores for K-EBP were significantly positively correlated with those for organizational culture and innovation behavior. Higher K-EBP scores corresponded to higher scores for relation-, innovation-, and task-oriented organizational culture. Third, K-EBP outcomes differed significantly by age group, education level, employment type, job title/seniority, reading of academic journal articles, and attendance at conferences. Organizational culture differed significantly with age. Innovation differed significantly with both age and conference attendance. Fourth, in the hierarchical multiple regression analysis, factors predicting K-EBP scores were education level and reading academic journals. Fifth, the multiple regression analysis identifying factors predicting innovation revealed statistically significant regression coefficients for overall K-EBP and for innovation- and hierarchy-oriented organizational culture. The regression coefficient for perception of a hierarchy-oriented organizational culture was negative. To promote innovation behavior of librarians, we need to foster an innovative organizational culture characterized by communication and cooperation, and improve the ability of librarians to engage in EBP. Educational programs that promote librarian engagement in research-related activities are needed.
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.
This study empirically analyzes the factors that affect the people's enjoyment of pure culture and arts, especially art exhibitions. We use 56,588 sample data from the "The Survey of Cultural Enjoyment" collected by the Ministry of Cultrure, Sports and Tourism over the last 10 years and perform multiple regression and Multi-Way ANOVA to analyze the effect of individual's cultural experience on art exhibit visits. The results of the analysis show that the experience of participating in culture and arts events, culture and arts education, and participation in culture and arts clubs have a positive effect on the art exhibition visits. We also identify the positive interaction effects between the three independent variables. In other words, it was found that the average number of visits to art exhibitions was higher for groups who had experience of participating in culture and arts events, culture and arts education, and culture and arts clubs. This study provides a first empirical analysis on personal factors influencing art exhibition visits in Korea and lays the groundwork for future studies in developing a comprehensive predictive model for cultural art visits. In addition, we give policy implications and suggestions specifically, mid-term policies related to promoting art exhibition visits as an extension of individual's engagement with pure culture and arts through big data analysis.
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