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      • KCI등재후보

        Perception of and attitude toward ethical issues among Korean occupational physicians

        Junghye Choi,Chunhui Suh,Jong-Tae Lee,Segyeong Lee,Chae-Kwan Lee,Gyeong-Jin Lee,Taekjoong Kim,Byung-Chul Son,Jeong-Ho Kim,Kunhyung Kim,Dae Hwan Kim,Ji Young Ryu 대한직업환경의학회 2017 대한직업환경의학회지 Vol.29 No.-

        Background: Occupational physicians (OPs) have complex relationships with employees, employers, and the general public. OPs may have simultaneous obligations towards third parties, which can lead to variable conflicts of interests. Among the various studies of ethical issues related to OPs, few have focused on the Korean OPs. The aim of the present survey was to investigate the ethical contexts, the practical resolutions, and the ethical principles for the Korean OPs. Methods: An email with a self-administered questionnaire was sent to members of the Korean Society of Occupational and Environmental Medicine, comprising 150 specialists and 130 residents. The questionnaire was also distributed to 52 specialists and 46 residents who attended the annual meeting of the Korean Association of Occupational and Environmental Clinics in October 2015, and to 240 specialists by uploading the questionnaire to the online community ‘oem-doctors’ in February 2016. The responses to each question (perception of general ethical conflicts, recognition of various ethical codes for OPs, core professional values in ethics of occupational medicine, and a mock case study) were compared between specialists and residents by the chi-squared test and Fisher’s exact test. Results: Responses were received from 80 specialists and 71 residents. Most participants had experienced ethical conflicts at work and felt the need for systematic education and training. OPs suffered the most ethical conflicts in decisions regarding occupational health examination and evaluation for work relatedness. Over 60% of total participants were unaware of the ethical codes of other countries. Participants thought ‘consideration of worker’s health and safety’ (26.0%) and ‘neutrality’ (24.7%) as the prominent ethical values in professionality ofoccupational medicine. In mock cases, participants chose beneficence and justice for fitness for work and confidential information acquired while on duty, and beneficence and respect for autonomy in pre-placement examinations. Conclusions: This study evaluated the current perception of and attitude toward ethical issues among the Korean OPs. These findings will facilitate the development of a code of ethics and the ethical decision-making program forthe Korean OPs.

      • KCI등재후보

        Impact of “The Online League of Legends (LoL) GAME School” Program on the COVID-19 Education Crisis: Focusing on Korean Students’ Affective Domain

        Junghye Fran Choi,Seungho Bang J-INSTITUTE 2021 Robotics & AI Ethics Vol.6 No.3

        Purpose: This study aims to discover the changes made to the affective domain of the students who participat-ed in “the Online League of Legends(LoL) Game School” program during the COVID-19 education crisis. The pro-gram was conducted by the Seoul Metropolitan Office of Education’s Student Education Institute from August 2020 to July 2021 for elementary school students(fifth grade onward) to juniors in high schools in Seoul. The pro-gram consisted of game English, game science, game humanities, game writing, game-related songs, game music composition, game analysis and game strategies about the online game League of Legends, and adventure-based counseling(ABC) activities. Method: Twenty-nine students participated in the survey to determine positive and negative affections, intrinsic motivation, and the most interesting and challenging activities. The PANAS scale was used to find out whether participants had positive or negative affections about the program. This survey was highly reliable, and the ques-tionnaires were scored on a 7-point Likert scale each. To examine the students’ intrinsic motivation, four intrinsic motivation factors were selected: pleasure, flow, challenge, and growth potential. The participants described the most interesting and challenging activities of the Online LoL Game School program with the help of open-ended questions. Results: The participants had strong positive affections for the program(PA: 5.3928) instead of negative affec-tions(NA: 1.9598), and experienced “flow”(5.26) the most among the four factors. Also, the most interesting and challenging activity of the program was game English. Conclusion: These study findings revealed that 1)the students had positive affections about the Online LoL Game School program, 2)among the four intrinsic motivation factors, pleasure, flow, challenge, and growth po-tential, the students experienced flow the most, 3)the most interesting and challenging activity was game English. This study uncovered that the Online Game School program influenced the students’ positive affections and in-trinsic motivation. Online education programs related to games, in which many students showed interest, can be triggers for students to engage in active learning and reconsider their growth and future careers. The study find-ings and attempts can help create a positive school climate and bring about social change to provide Generation Z students with a pleasurable and meaningful learning experience.

      • KCI등재후보

        The Effects of Immersive Learning for Poetry Writing via a VR GAME for Generation Z Students’ Creativity: Focusing on “Forum VR: Artist of Oz”

        Junghye Fran Choi J-INSTITUTE 2021 Robotics & AI Ethics Vol.6 No.4

        Purpose: This study aims to examine and understand the effect of immersive learning in poetry writing by using VR games to enhance the creativity of Generation Z. Method: To examine and understand which emotions among the positive and negative emotions the participating students experienced with respect to playing the VR games, the PANAS scale was used for the investigation. Also, this case study was carried out where a semi-structured interview was conducted to examine and understand the effect of immersive learning for poetry writing to foster creativity via VR games. Results: As a result of the investigation conducted via the PANAS scale, it turned out that the Generation Z students experienced positive affection(PA) for the immersive learning via the VR games, and experienced nearly no negative affection(NA). Plus, a semi-structured interview was conducted to examine and understand the immersive learning effect of the participating students. Keywords were extracted from the transcribed interview details by the inducive coding. The extracted themes are 1 fun, 2)collaborative problem solving, and 3)creativity. Conclusion: As the interest in the “metaverse”, which refers to the world of virtual reality has heightened, many of Generation Z are visible as they engage in even economic activities there. It is necessary to pay more attention to designing the learning experience of Generation Z by combining the unique experiences of virtual reality with creativity education. In this respect, it would be worth noting that the opportunities for research findings that the powerful experiential learning provided through immersive learning had a positive effect on the creative poetry writing activity in this study, and such discovery opportunities are quite educationally meaningful.

      • KCI등재후보

        Development of GAMIFICATION Model for Flipped Learning

        Junghye Fran Choi,Jeongbin Choi J-INSTITUTE 2021 International Journal of Crisis & Safety Vol.6 No.2

        Purpose: This study aims to develop a gamification model for flipped learning for the systematization and simplicity of gamified teaching and learning design for teachers and for learners’ enjoyable, self-directed learning during the pre- and post-classes. As the world has recently experienced a crisis in the form of the COVID-19 pan-demic, teaching and learning environments have changed a lot. Flipped learning can be used as an alternative strategy for improving educational effectiveness while considering the issue of learners’ safety in crisis situations. Flipped learning enables mastery learning and improves learning effects with a learning style that suits students and increases learner participation. Method: To verify the validity of the gamification model for flipped learning derived through FGI , the content validity and face validity were verified by a group of experts using a testing tool. The criteria established for selecting the group of experts were those who had a doctorate degree in a major field or had more than ten years of educational experience and who are currently teaching in universities or public educational sectors. The validity test criteria consisted of ‘validity,’ ‘utility,’ and ‘usefulness’ as a class design model, and ‘understanding’ and ‘value’ for the explanation , and they were each scored on a 5-point Likert scale. Results: The average value of the validity for each evaluation item was found to be within the range of 4.2 to 4.6, indicating that all the elements of the model were properly recognized. The calculations for each evaluation factor also show that the ratio(CVR) was distributed within the range of 0.75 to 1.00. A final model for flipped learning classes incorporating gamification was derived, validated, and verified. The four procedural elements of flipped learning using gamification are navigate(N), aim(A), build(B), and implement(I). Conclusion: A gamification model for flipped learning, consisting of navigate, aim, build, and implement(NABI) procedures, was developed and has been proven to be valid. A strategic approach was needed to improve the current state of flipped learning, and gamification, which can lead to the active participation of participants, was necessary. These attempts will serve as a significant opportunity to implement flipped learning more dynamically. It is also expected that gamification will be a catalyst for learners’ enjoyable, effective, memorable, sustainable and meaningful learning experiences inside and outside the classroom.

      • KCI등재

        청소년 게임 과몰입 해소를 위한 e-스포츠 온라인 수련활동 프로그램 효과성 연구 : ‘온라인 롤(League of Legends: LoL) 게임학교’를 중심으로

        최정혜(Junghye Fran Choi),방승호(Seungho Bang) 한국게임학회 2021 한국게임학회 논문지 Vol.21 No.5

        본 연구는 청소년 게임 과몰입 해소를 위한 e-스포츠 온라인 수련활동 프로그램인 ‘온라인 롤(League of Legends: LoL) 게임 학교’에 대한 효과성을 조사하였다. 서울시교육청 학생교육원에서 주관한 온라인 롤 게임학교는 e-스포츠게임을 전문적으로 배울 수 있는 다양한 활동과 관련 진로를 탐색해 볼 수 있는 수련활동이 학생들에게 긍정적인 정서를 제공하였고, 내재적 동기 유발에도 긍정적인 영향을 준 것으로 나타났다. 디지털 환경에 익숙하고 이색적인 경험을 추구하는 Z세대 청소년들에게 e-스포츠 교육 콘텐츠가 건강한 게임 문화를 이해하는데 직접적인 도움이 되고, 자신의 진로와 삶에 대한 건설적인 생각을 할 수 있는 계기를 만드는데 기여할 것으로 전망한다. This study investigated the effectiveness of ‘League of Legends (LoL) game school’, an e-sports online training program for relieving youth game over-flow. The Seoul Metropolitan Office of Education’s Student Education Institute ran the program. Through this study, it was found that various activities to learn an e-sports game professionally and to explore career paths regarding game had positive effects on students’ affections and intrinsic motivation. This study may contribute to helping youth as generation Z understand a healthy game culture.

      • 디지털 오링 테스트를 통한 체질별 의복색 적합성 평가

        최계연,김정혜,조자영,조길수 한국정신과학학회 2002 韓國精神科學學會誌 Vol.6 No.1

        체질은 개체의 형태적, 기능적 특성이며, 자신의 체질에 맞는 생활을 통해 건강을 유지하는 것이 가능하다 본 연구는 각 오행체질별로 6 명씩 총 30 명으로 구성된 신체 건강한 20 대 여대생을 대상으로 음양오행이론에 근거한 전통색인 오방색 즉, 황색, 백색, 흑색, 적색, 청색을 의복과 직물에 적용한 설험을 통하여 각 체질과 색의 관계를 고찰함으로써, 체질에 따른 색의 적합성을 평가하고자 하였다. 실험복을 입은 피험자의 악력을 디지털 오링테스터를 이용하여 2회 측정하였으며, 수연대로 눈을 가리고 실험복과 동일한 소재의 시료를 손에 쥔 채 오링테스트를 하여 실험복 착용 시의 악력 측정 결과와 비교하였다 오령테스트 결과, 착용한 의복의 색에 따라 채질별로 약력이 유의하게 변화하였다 구체적으로 목형은 청색, 화형은 적색, 금형 은 백색, 수형은 흑색에서 악력이 감소하여, 각 체질에 적합하지 않은 색이라고 판단되었다. 이와 반대로, 악력을 증가시켜 체질에 적합한 것으로 판단된 색은, 옥형은 황색, 화형은 백색, 금형은 청색, 수형은 적색이었다. 또한 수면대로 눈을 가리고 실험복과 통일한 소재의 시료를 손에 쥔 채 오링테스트를 하였을 경우에도 실험복을 입고 악력을 측정하였을 때와 유사한 결과를 나타내어, 색이 인체에 영향을 마치고 있다는 것을 나타냈다 하지만 색에 따른 체질집단별 악력을 분석한 결과, 의복을 착용하였을 경우보다 수연대를 하고 시료를 쥐고 악력측정을 하였을 경우에 체질에 따른 색의 상생 상극의 관계가 오행의 속성과 더욱 유사한 정향을 나타냈다. 이것은 피험자가 색을 인지하는지의 여부가 악력측정에 영향을 마쳐 , 오링테스트에 의한 체질적합성 평가에 신뢰성을 저하시킨 것으로 판단된다.

      • SCIESCOPUSKCI등재
      • KCI등재

        Comparison of vertical bone resorption following various types of autologous block bone grafts

        Hyejin Koo,Junghye Hwang,Byung-Joon Choi,Jung-Woo Lee,Joo-Young Ohe,Junho Jung 대한악안면성형재건외과학회 2023 Maxillofacial Plastic Reconstructive Surgery Vol.45 No.-

        Background This study aims to measure and compare the differences in vertical bone resorption after vertical augmentation using different types of autologous block bone. Methods Data were collected from 38 patients who had undergone vertical ridge augmentation using an autologous block bone before implant insertion. The patients were divided into three groups based on the donor sites: ramus bone (RB), chin bone (CB), and iliac crestal bone (IB). Results The surgical outcome of the augmentation was evaluated at the follow-up periods up to 60 months. In 38 patients, the mean amount of vertical bone gain was 8.36 ± 1.51 mm in the IB group, followed by the RB group (4.17 ± 1.31 mm) and the CB group (3.44 ± 1.08 mm). There is a significant difference in vertical bone resorption between the groups (p < 0.001), and the RB group demonstrated significantly lower resorption than the CB and IB groups (p = 0.011 and p < 0.001, respectively). The most common postoperative complications included neurosensory disturbance in the CB graft and gait disturbance in the IB graft. Out of the 92 implants inserted after augmentation, four implants were lost during the study period, resulting in an implant success rate of 95.65%. Conclusions The RB graft might be the most suitable option for vertical augmentation in terms of maintaining postoperative vertical height and reducing morbidity, although the initial gain was greater with the IB graft compared to other block bones.

      • KCI등재후보

        Impact of Career Path-Related Education on Learning Self and Career Efficacy: A Performance Analysis of Content-Related Vocational Education Considering Student PROTECTION

        Minchul Kim,Junghye Fran Choi J-INSTITUTE 2021 Protection Convergence Vol.6 No.4

        Purpose: This study seeks to examine whether the students who experience difficult vocational curricula can form a healthy vocational mindset and career efficacy based on teachers’ support and career path-related counseling. Moreover, it aims to determine whether students undergoing the vocational education consignment course do, in fact, take up a related career. Method: A total of 624 senior students participated at Ahyeon Industrial Information School. The questionnaire survey was conducted twice. A total of four questions regarding career path counseling were asked, to be scored on a 6-point scale; a total of six questions regarding teachers’ support and another four regard-ing the learning self were asked, both scored on a 5-point scale; and four questions were asked about career efficacy, to be scored on a 4-point scale. Results: According to the results of the statistical model based on the social cognitive theory, career path counseling and teachers’ support, which correspond to environmen-tal factors, seem to influence the formation of the learning self. The teachers’ support and career path-related counseling influenced career efficacy; however, when the learning self question was added, the relevant effect was not directly demonstrated. Conclusion: The career path-related counseling and teachers’ support also had an effect on the formation of the learning self, and the learning self which was formed had a large effect on the development of career efficacy. Furthermore, career efficacy had a significant effect on career path maturity, mastery approach goal, and performance approach goal, suggest-ing that it is a powerful factor in helping students make their career path decisions. This study is expected to make a meaningful contribution to reminding them of the need for teachers’ support and career path counseling to help improve students’ learning self and career efficacy when designing game-related content vocational education programs.

      • KCI등재

        이중초음파에서 관찰된 경동맥갈퀴막: 4례

        Minho Han,Kangsik Seo,Junghye Choi 대한임상검사과학회 2020 대한임상검사과학회지(KJCLS) Vol.52 No.1

        Carotid web is a disease that is rarely found in patients with ischemic stroke, whereas it is more frequently observed in cryptogenic stroke patients. Fibromuscular dysplasia is known as the cause of carotid web, and it has been reported that carotid web causes blood flow disturbance, resulting in both thrombus and embolic stroke. Carotid web is confused with carotid dissection because fibromuscular dysplasia causes relatively rigid fibrous structures to grow into the lumen of the carotid artery and this creates a double lumen that is seen on duplex sonography. In addition, carotid web is web-shaped and may be confused with other carotid artery diseases such as ulcerative plaque. However, carotid web tends to be thicker at the beginning and thinner at the end, and it also has no flutter. Therefore, this study reports on four cases of carotid web with the overall description of the carotid web and the characteristic findings of duplex sonography in patients with carotid web. 경동맥갈퀴막은 전체 뇌졸중 환자에서 매우 드물게 발견되는희귀한 질환이며, 원인불명뇌졸중(cryptogenic stroke) 환자에서 다른 뇌졸중 아형에 비해 빈번하게 관찰되는 특징이 있다. 혈관 내막의 섬유근이형성증(fibromuscular dysplasia)이 경동맥갈퀴막의 원인으로 알려져 있고, 경동맥갈퀴막은 혈관 내혈류의 교란을 야기하여 혈전을 만들고 색전성 뇌졸중을 일으킬수 있다고 보고되었다. 경동맥갈퀴막은 섬유근이형성증으로 인해 비교적 딱딱한 섬유성 구조물이 혈관의 내강으로 뻗어 나오게 되고, 이중초음파에서 이중 속공간(double lumen)을 만들기 때문에 경동맥박리와 혼동하기 쉽다. 또한, 경동맥갈퀴막은갈퀴막(web) 모양이기 때문에 궤양성죽상판과 같은 다른 경동맥질환과 혼동할 우려가 있다. 하지만, 경동맥갈퀴막은 시작 부위가 굵었다가 끝으로 갈수록 가늘어지는 경향이 있고, 박동성혈류에 의한 펄럭임이 없는 것이 특징이다. 따라서, 본 연구는 총4개의 경동맥갈퀴막 증례를 가지고, 질환에 대한 전반적인 설명과 함께 이중초음파의 특징적인 소견에 집중하여 보고하고자 한다.

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