• 제목/요약/키워드: participation experiences

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사회 변화를 촉구하는 기능성 게임의 이론적 배경 (Theoretical Background of Games for Social Change)

  • 주진호
    • 한국게임학회 논문지
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    • 제22권1호
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    • pp.55-64
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    • 2022
  • 기능성 게임(serious game)은 특정 목적을 위해 제작된 게임을 일컫는다. 본 연구는 사회 변화를 촉구하는 기능성 게임의 이론적 배경을 연구함으로써 다양한 시도를 위한 토대를 제공하고자 한다. 먼저 게임의 요소와 게임 관련 이론들을 살펴봄으로써 서사적 몰입과 비판적 참여라는 상반된 참여 방식이 공통적으로 역할 놀이(role play)를 통해 이루어지고 있음을 설명하였다. 나아가 교육 이론을 바탕으로 역할 놀이가 인지 및 행동 변화를 촉구할 수 있다는 점에서 사회 문제를 다루는 기능성 게임의 전략으로 활용할 것을 제안하였다. 국내 기능성 게임의 사례 조사를 통해 역할 놀이가 어떠한 방식으로 구현되었는지 살펴보았으며 이를 토대로 역할 놀이가 상황적 맥락에 참여하도록 한다는 것을 그 공통적인 요소로 도출하였다.

공공플랫폼 구축사업의 거버넌스: 경기도 배달플랫폼 '배달특급'의 사례를 중심으로 (Governance of A Public Platform Project in the Context of Digital Transformation Focusing on the 'Special Delivery')

  • 서정원
    • 한국IT서비스학회지
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    • 제21권5호
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    • pp.15-28
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    • 2022
  • Recently, government agencies are actively adopting the platform model as a means of public policy. However, existing studies on the public platform are minimal and have focused on user experiences or the possibility of public usage of the platform model. Now the research concerning building governance structure and utilizing network effects of the platform after adopting the platform model in the public sector is keenly required. This study intended to ignite academic dialogue on the governance of public platforms in the context of digital transformation. This study focused on a case of the 'Special delivery,' a public delivery app established by Gyeonggi-do. In order to analyze the characteristics of the public platform and its governance structure, data were collected from press releases, policy reports, and news articles. Data was analyzed using the frame of Hagui's platform design factors and Ansell & Gash's collaborative governance model. The results of the public platform analyses showed 1) incompleteness in the value trade-off accounting, which was designed for platform business based on general cost-benefit analysis, and 2) a closed governance structure that limits direct participation of diverse user groups(i.e., service provider, customer) in order to enhance providers' utility by preventing customers' excessive online activities. The results of this study provided theoretical and policy implications regarding designing the strategy for accounting for value trade-offs and functioning governance structure for public platforms.

Establishing Online Meeting Climate Types and Developing Measurements: Impact on Meeting Satisfaction

  • Jin, Xiu;Zheng, Fusheng;Hahm, Sangwoo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제16권8호
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    • pp.2751-2771
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    • 2022
  • In the post covid-19 era, organizations will experience a new environment. Advances in technologies such as AI and big data, and new experiences such as online meetings and lectures, will increase the use of online communication. Businesses will increasingly engage in online-based information sharing, virtual team operations, and online meetings. This study focuses on meeting climate and satisfaction, to improve the performance of online meetings. Existing studies on meeting climate presuppose off-line situations. Offline and online communication methods and meeting formats are different. This paper proposes new climate types to develop an appropriate climate for online-based meetings. To apply these climates in online meetings, a measurement scale was developed and the impact on online meeting satisfaction was verified. As a result of the study, it was found that the creativity-oriented meeting climate was the most important, and relation-oriented and participation-oriented meeting climates also had a significant effect, while the direction-oriented and task-oriented climates were relatively less important. This study develops new variables and measurements for online meeting climates, and explains their importance. Companies will be able to leverage the appropriate climates for online meetings to improve performance.

초등 6학년을 위한 교육용 AR 과학실험 애플리케이션 설계 (A Design of AR Science Experiment Application for Education of 6th graders)

  • 권기은;김도희;박경민;전도연;허원회
    • 한국인터넷방송통신학회논문지
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    • 제23권2호
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    • pp.193-199
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    • 2023
  • 본 논문은 수업 시간에 AR 과학 실험을 활용함으로써 실험 교육의 어려움을 해소하고, 안전사고를 방지하며, 다자간 경험을 통해 몰입도를 극대화하여 능동적 참여를 끌어내는이끌어 내는 것에 목적이 있다. 현재 개발된 교육용 실감형 콘텐츠의 문제는 (1) 수업에서 실질적으로 활용할 수 있는 탐구형 콘텐츠가 없는 문제, (2) 대부분의 애플리케이션이 일회성 콘텐츠로 끝나는 문제, (3) 교사와 학생 간의 상호작용이 불가능한 문제가 있었다. 이러한 문제점을 해결하기 위해 교육과정에 따른 AR 실험을 개발한다. 교사가 학생을 관리할 수 있는 기능을 통해 교사와 학생이 함께 사용할 수 있도록 개발한다.

지방공무원의 직무스트레스와 음주, 흡연 행태에 관한 연구 (A Correlational Study of Job Stress, Drinking and Smoking of Local Government Staffs)

  • 김은주;임지영
    • 동서간호학연구지
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    • 제16권1호
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    • pp.61-69
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    • 2010
  • Purpose: The aim of this study was to identify the correlation among job stress, drinking, and smoking of local government staff. Methods: The participants of this study were 205 government staffs working in a local government office. The data were collected by self-report using questionnaires from March 2 to April 30, 2009. The data were analyzed using t-test, Chisquare test, ANOVA, and Man-Whitney test. Results: Physical stress was the highest in job stress components. Majority of the participants (96%) had drinking experiences more than once per month. 25.4% of respondents reported they drank more than 10 glasses each time. Smoking was habitual in 36.6% of the subjects and 28% of subjects had participation in a smoking cessation program. Respondents who reported high job stress had a longer history of smoking. Conclusions: Job stress was highly associated with drinking and smoking. Stress control programs and smoking and alcohol cessation/moderation programs could be beneficial for the health of government staffs.

원예 기반 힐링형 VR 콘텐츠 개발 연구 (A Study on the Development of Healing VR Content Based on Horticulture)

  • 황민경;김정이
    • 문화기술의 융합
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    • 제9권4호
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    • pp.681-686
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    • 2023
  • 이 연구는 원예 기반 VR 콘텐츠를 개발하여 사용자들이 혼란스러운 일상에서 쉼을 찾을 수 있도록 하는 것을 목표로 한다. 텔레포트, 식물도감, 인벤토리, NPC 기능, 그림 그리기 게임 등을 활용하여 사용자의 참여도와 몰입감을 높이고, 감정적 안정감을 제공하며, 창의성과 집중력을 향상시키는 힐링 콘텐츠를 구현하였다. VR 기술을 이용한 정원 관람 콘텐츠는 현실과의 차이를 극복하기 위한 기술적인 연구와 개발이 필요하며, 이를 통해 콘텐츠의 현실성과 체험의 완성도를 높일 수 있다. 높은 해상도의 디스플레이, 고성능의 프로세서, 센서 등을 사용하여 VR 체험의 현실성을 증대시키고, 사용자 피드백을 수집하여 지속적으로 개선할 예정이다. 이를 통해 사용자들이 스트레스를 해소하고 감정적인 안정감을 느끼며, 현실에서 불가능한 경험을 제공함으로써 새로운 방법을 제시한다.

Designing Video-based Teacher Professional Development: Teachers' Meaning Making with a Video Annotation Tool

  • SO, Hyo-Jeong;LIM, Weiying;XIONG, Yao
    • Educational Technology International
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    • 제17권1호
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    • pp.87-116
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    • 2016
  • In this research, we designed a teacher professional development (PD) program where a small group of mathematics teachers could share, reflect on, and discuss their pedagogical knowledge and practices of ICT-integrated lessons, using a video annotation tool called DIVER. The main purposes of this paper are both micro and macro: to examine how the teachers were engaged in the meaning-making process in a video-based PD (micro); and to derive implications about how to design effective video-based teacher PD programs toward a teacher community of practices (macro). To examine teachers' meaning-making in the PD sessions, discourse data from a series of 10 meetings was segmented into idea units and coded to identify discourse patterns, focusing on (a) participation levels, (b) conversation topics, and (c) conversation depth. Regarding the affordance of DIVER, discourse patterns of two meetings, before and after individual annotation with DIVER were compared through qualitative vignette analysis. Overall, we found that the teacher discourse shifted the focus from surface features to deeper pedagogical issues as the PD sessions progressed. In particular, the annotation function in DIVER afforded the teachers to exercise descriptive analyses of video clips in a flexible manner, thereby helping them cognitively prepared to take interpretative and evaluative stances in face-to-face discussions with colleagues. In conclusion, deriving from our research experiences, we discuss the possibilities and challenges of designing video-based teacher PD in a school context.

중국 대학생의 창업 의도에 관한 연구 (Study on Entrepreneurial Intention of Chinese University Students)

  • 권기환
    • 무역학회지
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    • 제45권1호
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    • pp.65-82
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    • 2020
  • Due to their participation in commercial activities between countries, many small and medium-sized trading companies are more of a born-global venture. The entrepreneurial intention is one of the key drivers impacting the formation of this born-global venture. In recent the importance of venture founding has been emphasized on a global scale. How to revitalize venture founding is becoming a nation-wide challenge in emerging economies as well as advanced countries. In particular, under the banner of 'Many people founding venture, Many people creating innovation', a new-coined word 'Choangker', an innovative founder of a venture, appeared in China. Existing studies have focused on entrepreneurial intention as a key driver that could affect whether a latent entrepreneur would actually found a venture or not. In this paper, we wanted to investigate what factors influence the entrepreneurial intention of the Chinese university students. Results of statistical analysis show that self-efficacy, personal experiences, supporting activities for venture founding, and social networks have positive effects on entrepreneurial intention of the Chinese university students. These results are similar to the claims of previous studies on the factors that influence the entrepreneurial intention of university students. In the future, researches on the entrepreneurial intention of the Chinese university students should be carried out to reflect the institutional characteristics at the national level.

가톨릭대학교 의과대학 진로지도 교육체제 (Career Path Education System at the College of Medicine, The Catholic University of Korea)

  • 유동미;강화선
    • 의학교육논단
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    • 제26권1호
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    • pp.19-26
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    • 2024
  • This study examines a systematic and effective approach to career guidance in medical education, with a particular focus on the 6-year integrated career guidance education framework implemented at the College of Medicine, The Catholic University of Korea. Based on the "New SLICE" educational development principles, this framework comprehensively addresses the needs of medical students in career planning and development. It is structured into three phases: understanding yourself, exploring options, and choosing a specialty. The first phase, understanding yourself, helps students to recognize their strengths, weaknesses, aptitudes, and potentials, thereby setting the direction for future career choices. This phase includes various psychological tests and Self-Development and Portfolio courses. The second phase, exploring options, enables students to engage in related activities such as research and practical training, providing direct and indirect experiences across various fields. This phase offers courses including Medical Field Experience, Career Guidance through the Learning Community & Advisory Professors, and Student Participation in Professor Research Projects. The final phase, choosing a specialty, involves students making decisions based on in-depth self-assessment and exploration of majors, with a capstone project being a significant component. Maximizing the efficiency of career decision-making requires integration between the basic medical curriculum and postgraduate education. Including the period up to residency entrance in the framework is necessary for effective career guidance education.

A comparative study of the Metaverse platforms through college students'experiences using the Metaverse

  • Sanghui Park;Kiyoon Kim
    • International Journal of Advanced Culture Technology
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    • 제12권2호
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    • pp.110-118
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    • 2024
  • This study was conducted to analyze the metaverse usage behavior of college students through in-depth interviews and to explore the characteristics of the major metaverse platforms with a focus on keywords. This study derived elements such as metaverse participation activities, real-world order, metaverse system, presence, and self-expression from previous research. This study examined how college students who use the metaverse perceive these variables. We present the following research results: First, the college students who participated in the study showed interest in content with many interactive elements on the metaverse platform and appeared to participate more actively in such content. Second, college students cited the ability to engage in economic activities in the metaverse as their greatest strength. It was expected that social norms applied in the real world would also be applied in the metaverse. Third, the Metaverse system, such as the Metaverse UI, UX, and servers, was found to be a factor that needs to meet users' expectations and hinders immersion. In this study, the characteristics of the metaverse platform were analyzed, focusing on essential keywords from in-depth interviews. The analysis results are as follows: It was expressed with keywords such as Zepeto has 'avatar' and 'personality expression,' Ifland has 'free decoration' and 'communication convenience,' Gathertown has 'movement convenience' and 'video chat.' Roblox has 'game-based' and 'dynamic.'