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강지혜 한국문헌정보학회 2016 한국문헌정보학회지 Vol.50 No.3
As new technologies change a society, librarians need to understand and adapt to technology innovations. However, most innovations that librarians are supposed to adopt are government-driven or top-down changes; and there have been very few studies conducted to identify any patterns or consistencies in librarians’ perceptions of innovation. This paper, therefore, has two research purposes. First, it introduces the Concern Based Adoption Model (CBAM) as one method to gain a deeper understanding of how librarians see such changes. Second, this study identifies school librarians’ concerns regarding digital textbooks in South Korea applying the CBAM theory. The test signifies that school librarians present a typical non-user profile, and the pattern anticipates a potential resistance to digital textbooks. Also, it discovers the less experienced and innovator librarians had higher concerns across every stage. The findings underscore a need of various interventions. The CBAM theory suggests, in terms of intense Stage 0 and 1, it is required for school librarians to have events to gain information about digital textbook implementation. Regarding targeted interventions, since the biggest gaps occurs in Stage 4, Consequence and Stage 5, Collaboration, according to school librarians’ experience and adoption style, new school librarians need stronger engagement with the community, which including associations, mentors or peer support, and collaborating with public libraries; innovator school librarians require opportunities to test and present their use of digital textbooks (Hall and Hord 1987).
중환자실 간호사의 좋은 죽음과 연명의료결정에 대한 인식이 임종간호태도에 미치는 영향
강지혜,이윤미,이현주,Kang, Ji Hye,Lee, Yun Mi,Lee, Hyeon Ju 한국중환자간호학회 2019 중환자간호학회지 Vol.12 No.2
Purpose : The purpose of this study was to identify the extent to which intensive care unit (ICU) nurses' perceptions of life-sustaining treatment decisions and "a good death" affect attitudes toward terminal care. Method : Participants included 109 ICU nurses from three university hospitals. Data were collected using structured questionnaires, and collected data were analyzed using a t-test, ANOVA, the $Scheff{\acute{e}}$ test, Pearson correlation coefficients, and a multiple regression analysis (SPSS 24.0 program). Results : Perceptions of life-sustaining treatment decisions and a sense of closeness (a constituent for the awareness of "a good death") were positively correlated with terminal care attitudes. The factors affecting terminal care attitudes were a clinical career in ICU (${\beta}=.20$, p =.035), a sense of closeness(${\beta}=.19$, p =.041), and the perception of a life-sustaining treatment decision (${\beta}=.22$, p =.017). This finding indicates that more than 10 years of experience in ICU, a greater sense of closeness, and a higher view of life-sustaining treatment decisions results in more positive attitudes toward terminal care. The explanatory power of these variables on terminal care attitudes was 14% (F=6.84, p < .001, Adj $R^2=.140$). Conclusion : A sense of closeness and the perception of life-sustaining treatment decisions were identified as the factors affecting terminal care attitudes. Thus, various programs must be developed to raise awareness among ICU nurses of "a good death" and perceptions of life-sustaining treatment decisions.
강지혜 동양고전학회 2011 東洋古典硏究 Vol.43 No.-
오늘날의 디지털 문화는 다양한 매체들을 통해 실현되어 왔으며 지금 도 변화⋅발전해 나가고 있다. 이전의 디지털 문화가 인터넷⋅모바일 등의 테크놀로지를 통해 실현되었다면 현재는 이와 같은 다양한 매체들 을 이용하여 새롭게 재탄생 시키는 콘텐츠화까지 포함하고 있다. 이러 한 디지털 기술적 측면과 문화가 접합되는 순간 문화콘텐츠라는 새로운 장르가 탄생된다. 이러한 문화콘텐츠는 오늘날처럼 빠르게 진보하는 디지털 세계에서 고전이 사람들에게 다가갈 수 있는 하나의 방법이라고 볼 수 있다. 고전 을 문화콘텐츠하기 위해서는 기본적 서사 구조가 중요하다. 고전에는 당대의 역사와 그 시대를 살아간 사람들의 의식 및 인간이 살아가며 겪 게 되는 통과의례적인 내용이 담겨있다. 이러한 점은 고전이 단순이 전 시대의 문화유산이 아닌 현대인들과의 공감대를 형성할 수 있는 가능성 을 지니고 있다는 것으로 해석할 수 있다. 본고는 우리의 고전인 <구운몽>, <옥루몽>과 같은 몽자류소설을 문 화콘텐츠화할 가능성이 있는 대상으로 보고 이를 어떻게 문화콘텐츠화 할 것인가에 대한 문제를 다루고자 하였다. 문화콘텐츠화하기 위해서는 스토리텔링(storytelling)이 매우 중요하다. 따라서 먼저 몽자류소설의 구 조 및 특징을 살펴보고 이를 토대로 시놉시스(synopsis)를 만들어 보았다. 또한 몽자류소설이 콘텐츠화 된 작품들이 있는지 살펴보고, 각각의 작품들이 얼마나 활성화되었고 얼마만큼의 파급효과를 얻어냈는지를 알 아보았다. 만약 각각의 작품들이 2, 3차의 파급효과를 거두지 못했다면 그 문제점이 무엇인지 살펴보고 해결방안을 제시하고자 하였다. Today’s digital culture has been realized through various media, and even now, is changing and growing. If the previous digital culture was actualized through technologies such as the Internet, mobile devices etc., today it includes even things that give new life to contents using various medialike this. The moment this digital technical aspect is grafted into culture, a new genre called ‘Cultural Contents’ is born. Such cultural contents can be seen as a way for classics to approach people in a digital world that is evolving fast like today. To make classics into a cultural content, its basic narrative structure is important. Classics contain the history at the time, the awareness of people who lived at the time and the detailed rite of passage people experienced. This point can be interpreted as classics not just a cultural heritage of the previous era, but having the functionality that can form a consensus of modern people. This thesis views our classic novels of Mongcha group such as ‘Guwunmong’ and ‘Okrubong’ as a potential subject of cultural contents, and the problem of how it can be made into a cultural content. To make a cultural content, storytelling is very important. Therefore, the structure and characteristics of novels of Mongcha group was examined, and a synopsis was made based on this. Furthermore, it examined if there are novels of Mongcha group made into contents, and how each work was vitalized and how much ripple effect it had achieved. If each work did not achieve a second or third ripple effect, it examined what the problem was and tried to offer a solution.
문헌정보학에서 문제중심학습(Problem-Based Learning) 적용 연구 I - 설계 모형 적용과 성찰일지 분석을 중심으로 -
강지혜 한국비블리아학회 2017 한국비블리아학회지 Vol.28 No.4
The purpose of this study is to design a teaching model applying a problem-based learning model and to analyze the educational benefits that students felt. This study initiated a problem-based learning model from an analysis of existing studies. Through the consultation of experts, the scenario was modified. The problem was designed according to the design stage activity (problem analysis, PBL class suitability judgment, contents analysis, learner analysis, environment analysis, PBL operating environment decision, PBL class) and Strategic Design (problem situation design, learning resource design, Facilitation design, operational strategy design, evaluation design, PBL operating environment design). Based on the initial scenarios, the researcher analyzed the results of the problem - based learning through learners’ reflective diaries. The researcher was able to confirm that the critical thinking and creativity were improved in the first PBL problem situation, and the method for smooth communication and cooperation was utilized. The results on analyzing the effects of education about the first problem-based learning and students' opinions about modification will be used for the second revision and supplement of the course design. This study introduces a case of PBL course development and expects further application and research. 본 연구는 국내 문헌정보학 수업에서 문제중심학습(Problem-Based Learning) 모형을 활용할 수 있는 수업 모형을 설계하였으며, 실제 강의실 현장에서 적용한 뒤 학생들이 느끼는 교육적 효과를 분석하였다. 본 연구는 기존 연구 분석을 통하여 문제해결 방안 초안을 작성하였다. 전문가의 자문을 통해 시나리오 수정하는 단계를 거쳤다. 문제는 분석단계활동(요구분석, PBL 수업적합성 판단, 내용분석, 학습자분석, 환경분석, PBL 운영환경 결정, PBL 수업형태 결정)과 설계단계활동(문제상황설계, 학습자원설계, 문제해결과정촉진설계, 운영전략설계, 평가설계, PBL 운영환경설계)을 통해 도출되었다. 초기 설정된 시나리오를 바탕으로 1차 문제상황 수업을 진행한 뒤 학습자들의 성찰일지를 통해 문제중심학습의 결과를 일차적으로 분석하였다. 학습자들의 성찰일지를 통해 연구자는 첫번째 PBL 문제상황에서 비판적 사고력과 창의력이 증진되었음을 확인할 수 있었으며, 원활한 의사소통과 협력의 방법이 고안/활용되었음을 알 수 있었다. 첫 번째 문제 상황 수업 후 교육 효과를 분석하고 수정사항을 수렴한 연구 결과는 교과설계의 2차 수정 및 보완에 활용할 예정이다. 본 연구는 PBL 모델 개발 사례를 소개하여 향후 후속 수업적용과 연구를 기대하게 한다.
강지혜 한국문헌정보학회 2015 한국문헌정보학회지 Vol.49 No.2
Despite the continuous efforts of academic libraries to develop various user-centered outreach programs, services and new processes, library anxiety still remains a threat to university students’ full use of academic library resources. Meanwhile, a new generation of students, called the “Net Generation,” has grown up with developed information and communication technology enter university and must be persuaded to turn to the library. To serve this new group of patrons better, libraries need to adopt new technologies. However, since an initial introduction cost and labor efforts are involved in the integration of the technology, identifying the right time for introduction and the right scope of innovation is essential but difficult. The study proposes a not-yet-well-known, novel experimental design, Regression Point Displacement (RPD), to evaluate an orientation program applying Mobile Augmented Reality (MAR) for STEM students. Since this RPD design requires only one treatment group, the model is expected to be the incomparable and rational way to evaluate the new MAR technology. In the context of an informal learning experience, the findings of the study will determine the effectiveness of an orientation employing the MAR technology.