• Title/Summary/Keyword: experiential content

Search Result 105, Processing Time 0.02 seconds

Health Problems and Related Factors of Socially Vulnerable School-age Children in Seoul (서울지역 학령기 취약계층 아동의 건강문제와 관련 요인)

  • Kang, Kyungim;Kim, Sungjae
    • Journal of the Korean Society of School Health
    • /
    • v.30 no.3
    • /
    • pp.181-193
    • /
    • 2017
  • Purpose: This is a qualitative descriptive study with the purpose of identifyng the health problems and related factors of socially vulnerable school-age children in Seoul, South Korea. Methods: Two focus group interviews and two individual interviews were conducted with eleven participants. They were two class teachers, three school nurses and two daycare teachers working at elementary schools and three social workers and a welfare worker working at community childcare centers. Data were analyzed using qualitative content analysis. Results: The identified psychosocial problems were 'distracting and excessive behavior', 'depression and helplessness,' 'aggression and violent behaviors', and 'internet overdependence'. The revealed physical health problems were 'poor hygiene', 'obesity', and 'gastrointestinal problems'. In addition, the fact that physical and psychosocial problems are closely inter-linked was reaffirmed through practical examples. Meanwhile, socioeconomic, family environmental, social experiential and individual factors were found to affect children's health. Relationships within a family or a peer group and healthy lifestyle were considered critical issues to deal with in order to improve the childrens' health status. Conclusion: It was proved that socially vulnerable school-age children have various physical and mental health problems due to multiple factors. Therefore, it is required to design nursing approaches that help them achieve optimal health status.

Research Trend Analysis on Practical Arts (Technology & Home Economics) Education Using Social Network Analysis (소셜 네트워크 분석(SNA)을 이용한 실과(기술·가정)교육 분야 연구 동향 분석)

  • Kim, Eun Jeung;Lee, Yoon-Jung;Kim, Jisun
    • Human Ecology Research
    • /
    • v.56 no.6
    • /
    • pp.603-617
    • /
    • 2018
  • This study analyzed research trends in the field of Practical Arts (Technology & Home Economics) education. From 958 articles published between 2010 and 2018 in the Journal of Korean Practical Arts Education (JKPAE), Journal of Korean Home Economics Education Association (JHEEA), and Korean Journal of Technology Education Association (KJTEA), 958 keywords were extracted and analyzed using NetMiner 4. When the general network structure was analyzed, keywords such as practical arts education, curriculum, textbook, home economics education, and students were high in the degree centrality and closeness centrality, and textbook, practical arts education, curriculum, student, home economics education, and invention were high in the node betweenness centrality. The cluster analysis showed that a four-cluster solution was most appropriate: cluster 1, technology and experiential learning activities; cluster 2, curriculum studies and practical problem; cluster 3, relationships; and cluster 4, creativity and character education. The three journals showed differences in the knowledge network structure: The topics of JKPAE and JKHEEA focused on general content knowledge and curriculum, while the topics of KJTEA were spread across invention and creativity education, and curriculum studies.

Topic Modeling Analysis of Social Media Marketing using BERTopic and LDA

  • YANG, Woo-Ryeong;YANG, Hoe-Chang
    • The Journal of Industrial Distribution & Business
    • /
    • v.13 no.9
    • /
    • pp.37-50
    • /
    • 2022
  • Purpose: The purpose of this study is to explore and compare research trends in Korea and overseas academic papers on social media marketing, and to present new academic perspectives for the future direction in Korea. Research design, data and methodology: We used English abstract of research paper (Korea's: 1,349, overseas': 5,036) for word frequency analysis, topic modeling, and trend analysis for each topic. Results: The results of word frequency and co-occurrence frequency analysis showed that Korea researches focused on the experiential values of users, and overseas researches focused on platforms and content. Next, 13 topics and 12 topics for Korea and overseas researches were derived from topic modeling. And, trend analysis showed that Korean studies were different from overseas in applying marketing methods to specific industries and they were interested in the short-term performance of social media marketing. Conclusions: We found that the long-term strategies of social media marketing and academic interest in the overall industry will necessary in the future researches. Also, data mining techniques will necessary to generate more general results by quantifying various phenomena in reality. Finally, we expected that continuous and various academic approaches for volatile social media is effective to derive practical implications.

The Impact of Online Reviews on Hotel Ratings through the Lens of Elaboration Likelihood Model: A Text Mining Approach

  • Qiannan Guo;Jinzhe Yan
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.17 no.10
    • /
    • pp.2609-2626
    • /
    • 2023
  • The hotel industry is an example of experiential services. As consumers cannot fully evaluate the online review content and quality of their services before booking, they must rely on several online reviews to reduce their perceived risks. However, individuals face information overload owing to the explosion of online reviews. Therefore, consumer cognitive fluency is an individual's subjective experience of the difficulty in processing information. Information complexity influences the receiver's attitude, behavior, and purchase decisions. Individuals who cannot process complex information rely on the peripheral route, whereas those who can process more information prefer the central route. This study further discusses the influence of the complexity of review information on hotel ratings using online attraction review data retrieved from TripAdvisor.com. This study conducts a two-level empirical analysis to explore the factors that affect review value. First, in the Peripheral Route model, we introduce a negative binomial regression model to examine the impact of intuitive and straightforward information on hotel ratings. In the Central Route model, we use a Tobit regression model with expert reviews as moderator variables to analyze the impact of complex information on hotel ratings. According to the analysis, five-star and budget hotels have different effects on hotel ratings. These findings have immediate implications for hotel managers in terms of better identifying potentially valuable reviews.

Development of environmental education virtual content using VR devices: Focusing on household waste separation methods (VR 기기를 활용한 환경교육 가상 콘텐츠 개발 : 생활폐기물 분리수거법을 중심으로)

  • Ye-ram Lee;Su-ah Lee;Sangyoon Kang;Junbae Kim;Seong-hwan Jeon;Seok-Hun Kim
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2024.01a
    • /
    • pp.241-242
    • /
    • 2024
  • 환경오염으로 인한 문제는 매년 발생하고 있다. 그러나 환경오염의 심각성을 인식하고 있는 비율에 비해 환경보호 실천보다 생활의 편리함이 더 중요하다고 생각하는 비율이 높으며, 올바른 환경보호 지식을 습득하고 있는 수가 적다. 유년기, 청소년기에 초중고교에서의 교육을 통해 올바른 환경 지식을 습득하고 환경을 보전하려는 태도를 갖추는 것이 중요한데, 환경 교과목을 채택한 교육기관의 수는 14.1%로 절반도 채 되지 않는다. 본 논문은 가상공간 내에서 올바른 분리수거 방법을 습득하고, 학습자가 이를 실생활에 적용하기 용이한 게임기반의 체험형 VR 환경교육 콘텐츠를 제시하고자 한다.

  • PDF

Research on Education Conditions of Basic Clothing Patterns in Korean Colleges & Universities (국내 대학 의류패션계열학과 의복원형설계 교육실태 조사)

  • Oh, Song-Yun;Choi, Hei-Sun
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.36 no.3
    • /
    • pp.346-359
    • /
    • 2012
  • This study provides basic guidelines to enrich lecture content and teaching methods for university lecturers about basic clothing construction (flat pattern making). The survey was conducted from October $13^{th}$ to December $20^{th}$ 2010 by mail and e-mail on 96 selected clothing departments in Korean universities to investigate the content, method and condition of the course of basic pattern making. A total of 63.3% of survey respondents were PhD graduates, 80 percent majored 'Apparel Science and Technology', average of total teaching experience was 12.84 years and 40 percent had studied abroad. The surveyed universities were 4 year universities (70%), 2-3 year tenure colleges (27%), and Cyber Universities (3%). The average number of students in a class was 28.08 and the lab space and equipment was evaluated positively only when the number of students was 20 or less. The type of measurements for basic pattern drafting were 'individual student's sizes' (62%), 'ready-made clothes sizing system' (25%), 'professor's experiential sizes' (5%), 'dress form sizes' (3%). In addition, the percentage of using 'ready-made clothes sizing system' increased 13% over the previous study (Lee, 2000). At a basic pattern drafting stage, 'the error of body measurements' in the case of using individual student's sizes, 'the poor results of fitting for students who deviate from standard body size' in the case of using ready-made clothes sizing system, 'the lack of education about fitting' in the case of using dress form sizes had been pointed out as shortcomings. A total of 66% of survey respondents carried out muslin fitting; however, a lack of students and teacher feedback about fitting & alteration of paper patterns remained a problem.

Realtime Tidal Flat Modeling using Procedural Generation Method (절차적 생성 방법을 이용한 실시간 갯벌 모델링)

  • Park, Sang-Hyun
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.16 no.5
    • /
    • pp.947-956
    • /
    • 2021
  • As an interest in metaverse increases, there are many studies to apply virtual reality to indirect experiences. Virtual reality is increasingly being used not only for entertainment such as games but also for educational content. A key technology of indirect experience is modeling an object to provide a realistic experience to the user. Natural environments such as tidal flats change with time, and many living things also live there. In this paper, we propose a method for creating experiential content that accurately models the ecological environment of tidal flats. The proposed method explains how to naturally model the temporal change of tidal flats. We also explain how to model a crab, a creature that inhabits the tidal flat, in the forms of an NPC using the behavior tree. Implementation results show that the proposed method uses simple algorithms but expresses the shapes of tidal flats well.

A Study on the Major Perception of Nursing Freshmen (간호학과 신입생의 전공 인식에 관한 연구)

  • Jung Hyo Ju
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.3
    • /
    • pp.145-151
    • /
    • 2023
  • This study was attempted to provide basic data for the development of the nursing major curriculum and the admission strategy for attracting new students by identifying the perception of the nursing major among freshmen in the nursing department. Participants in this study were 40 freshmen who agreed to participate in the study among freshmen in the department of nursing who completed self-exploration, a required liberal arts course for freshmen opened in the first semester of 2021. Data collection was a study diary written by participants after 15 weeks of class, and the traditional content analysis method suggested by Heieh and Shannon was applied to data analysis. As a result of the study, three themes were derived: 'motivation for entering the nursing major', 'value of the nursing major', and 'obstacles to the nursing major'. Therefore, colleges and departments need to strengthen their entrance examination strategies to develop and conduct field trip programs for experiential departments linked to middle and high schools and It is necessary to solve the difficulties in taking major courses by providing subject and extracurricular programs targeting students who lack basic learning ability.

A Study on the Analysis and Implementation of Teaching-Learning Methods for the Curriculum in the Generative AI Era : Focusing on the Particles and Waves of Light Unit in Science (생성형 AI 시대의 교과 교육과정을 위한 교수-학습 방법 분석 및 실행 방안 연구 : 과학과 빛의 입자와 파동 단원을 중심으로)

  • Park Somin;Hong Hoojo
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.20 no.3
    • /
    • pp.37-59
    • /
    • 2024
  • The current application of Generative AI in education requires enhancing skills and competencies for both instructors and students in the Age of Digital Formation. The knowledge, skills, and attitudes necessary for individualized education should be cultivated in schools, along with the ability to develop AI-compatible learning resources. Today's educational environment aligns with the demands of the Generative AI Era. Consequently, there is a need for an educational system that promotes critical thinking and creativity while connecting students to the global context. This study examined the teaching and learning processes, along with educational exploration, to understand the properties of light particles and waves within a competency-based science curriculum. The analysis and research findings aimed at devising a competency-based teaching-learning method for students' understanding of light particles and waves are as follows: First, unit analysis confirmed the significance of competency-oriented education and facilitated the structuring of units on light and waves. Second, qualitative content analysis outlined the procedures for applying conceptual knowledge and functions in experiential learning, as well as the process of feedback delivery. Third, the study highlighted the need for a meticulous approach to inducing problem recognition through inquiry and discussion activities, ensuring that students, when exploring and recognizing problems independently, do not develop misconceptions.

Analysis of Barrage Culture and User Analysis in New Media Content in the Chinese Market

  • Pan, Yang;Kim, KiHong;Li, SuoWen
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.14 no.3
    • /
    • pp.115-130
    • /
    • 2022
  • Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.