본 연구는 청년구직자들의 학력수준에 따라 직무만족과 어떤 관계가 있는지 인적자본이론을 중심으로 연구를 목적으로 한다. 한국고용정보 원의 최근 자료인 “대졸자 직업이동 경로조사 2019년” 자료를 활용하 여 이항로지스틱 회귀분석을 통해 분석하였다. 분석결과 청년근로자의 적정한 학력수준은 직무에 만족할 가능성이 높다는 것을 확인하였고 전공계열에서는 인문계열과 교육계열이 예체능계열보다 직무만족도가 낮다는 것을 확인하였다. 우리나라의 과잉학력 현실을 보여주는 것으로 교육열풍이 높은 시대 아직 과잉학력 문제는 연구가 활발히 진행되지 못하고 있는 실정이다. 향후 청년들의 일에 대한 선택과정에서 어떤 요 인들이 직무만족과 밀접한 관계가 있는지 종단적으로 분석할 필요가 있다.
This study aimed to verify the validity of the evaluation items and weight determination of the indoor environmental safety area, which has the most frequent accidents, among the safety certification evaluations of educational facilities by the Ministry of Education of the Republic of Korea, which has been conducted since May 2021. As a preceding study, the evaluation items of the school safety evaluation checklist being implemented in the US state of Vermont were compared, and the causes of accidents judged by teachers in the accident experiences written by 200 Korean teachers were compared with the safety certification evaluation items belonged to the Ministry of Education. In addition, research literature using the AHP analysis technique on safety risks of elementary and secondary schools in China and safety evaluation index study cases of 539 elementary school children in Indonesia were analyzed. Through these preceding studies, measures to add and adjust evaluation items were derived and the validity and importance rankings of evaluation items were calculated through AHP questionnaires to teachers and safety experts. In addition, a survey was conducted on 104 ordinary people to verify the results of expert analysis. As a result of expert AHP analysis, 'safety education and disaster response training (.396)' was the highest priority for the relative importance of the first layer, followed by 'safety measures (.387)' and 'building materials'. Safety (.216)' was found to be the highest priority. In the overall importance ranking of the 13 second-tier screening items, safety accident prevention education had the highest priority and disaster preparedness training ranked second, proving that the Ministry of Education's review weight was underestimated. In addition, slip and collision accident countermeasures, which were not in the existing Ministry of Education review items, ranked 4th, laboratory practice room safety measures ranked 6th, and sanitation, cleanliness, hazardous substance management, and cafeteria/cooking room safety measures ranked 9th, indicating a significant level of importance. Referring to the importance ranking, which is the result of this study, it is suggested that it is necessary to review the weight of each review item again.
Although the educational facility are an important considerations on a social equity standpoint, educational environment in rural areas has been continuously deteriorated by numerous social problems such as decreasing birth rate and increasing of local school closing. The purpose of this study is to evaluate the accessibility of educational environment in rural areas on village level. First, we evaluate physical accessibility based on legally defined commuting distance. Second, the implication of village population of potential accessibility is analyzed. Lastly, the facility centrality index of each village is estimated for assessing the relations of educational accessibility. The main results of this study are as follows; (1) The accessibility of most villages in Pyeongchang-gun is vulnerable that 81.10% for elementary school, 73.17% for middle school, and 82.32% for high school, respectively; (2) The average commuting distance per student considering estimated number of students for each educational facilities indicated 2.75km for elementary school, 4.37km for middle school, and 5.79km for high school; (3) the facility centrality index is highly correlated to educational facilities but not to village population.
본 연구는 새로운 교육적 패러다임의 변화를 주고 있는 게임의 교육적인 활용방안을 목적으로 진행되었다. 이와 관련하여 현 시대의 학습개념에 부합되는 자기조절학습과 지식구성과정(Knowledge Construction Process)에 관한 연구가 함께 병행되었다. 구체적으로 살펴보면, 학습자가 자기조절학습 수준에 따라 교육용 온라인 게임 활동 속에서 어떻게 지식을 구성하는지 그 유형을 분석하고, 자기조절 학습 하위영역은 각 수준별 지식구성과정 유형과 어떠한 관련성이 있는가를 알아봄으로써 교육용 온라인 게임의 설계 방향과 활용 방안에 대한 이론적 제안을 하고자 하는 것이었다. 그 결과, 교육용 온라인 게임에서의 지식구성과정 유형은 오프라인 상태에서의 지식구성과정과는 다소 다른 유형을 보였다. 전반적으로 정보의 습득과 변형, 새로운 지식의 창출이라는 커다란 틀에는 변함이 없었으나, 자기조절학습의 수준에 따라 지식구성과정 유형이 다름을 알 수 있었다.