이현경 교수
Hyun-Kyung Lee
연세대학교 융합인문사회과학부 · 사회과학
연구실 소개
이현경 교수의 연구실은 디지털 전환 시대의 인간 중심 교육과 문화 콘텐츠 혁신을 중심으로 연구를 전개하고 있습니다. 특히 온라인 학습 환경에서의 자율학습 역량 강화, 메타버스 기반 박물관 콘텐츠의 청소년·MZ세대 유입 전략, 그리고 인공지능을 활용한 예술·디자인 자료의 정서적 의미 기반 아카이빙 시스템 개발에 초점을 맞추고 있습니다. 기술적 요소와 인간관계적 요소가 결합된 학습 성공 모델링도 핵심 연구 주제입니다.
연구 현황
연구 성과 추이
표시된 성과는 수집된 데이터 기준으로 산출되며, 일부 차이가 있을 수 있습니다.
주요 논문
15Purpose: The purpose of this study was to examine the relationship between self-efficacy, social support, sense of community andhealth-related quality of life (HRQoL), including the direct and indirect effects of the variables on HRQoL. Methods: A cross-sectional surveywas conducted with a convenience sample of 249 middle-aged and elderly residents living in a rural community in A-County, K Province. The structured questionnaire included 4 scales from the Euro Quality of life-5 Dimensions (mobil
This paper presents a marketing study of the metaverse's potential audience, particularly focusing on museums' use of cyberspace and how some of their physical functions can be replicated online. Among digital transformations, the metaverse has become one of the most significant alternatives to offline events, with museum exhibitions highly representative of it. However, existing virtual museums fail to attract the MZ generation despite the opportunities arising from their contactless lifestyle.
This study aims to identify practical issues and concerns about collaborative learning in the workplace. For this purpose, the study examines perceptions of corporate personnel including learning managers and instructional designers related to workplace collaboration and associated technology tools that might foster or enhance it. First, we identify future research interests and concerns related to collaboration and collaborative tools as revealed from an online survey of 97 respondents. Second,
The purpose of this study is to examine which, and how, reflective practices as instructional strategies affect students’ self-directed learning (SDL) competencies in second language university classes. To answer the research questions, an explanatory mixed-methods approach was used to extend quantitative research through qualitative research. Based on the 28-item SDL Competency Scale, a survey was conducted of students enrolled in one of two different classes titled “Advanced Listening & Speaki
This study proposes a new museum archiving system that uses artificial intelligence (AI) technology. It suggests a new retrieval interface to extract emotional characteristics of the design work to enrich the archiving database. A virtual curation was organized to showcase the proposed archiving system. We focused on finding emotional signals with advanced technology because humans build trust and connect with each other through emotional cues. There are numerous characteristics of a single work
This study examines how technological and relational factors independently and interactively predict the perceived learning success of doctoral students enrolled in online-based leadership programs offered in the United States. The 73-item Online Learning Success Scale (OLSS) was constructed, based on existing instruments, and administered online to collect self-reported data on three primary variables: student learning success (SLS), relational factors (RF), and technological factors (TF). The
To be digitally responsible, one should be aware of the current issues in the digital world; therefore, raising awareness on digital responsibility and data privacy is important in the public and private sectors. This study aimed to raise awareness on digital responsibility and help students understand the importance of utilizing the design thinking process for generating creative ideas. The authors facilitated a design thinking workshop where 62 students from different cultural backgrounds (Kor
Purpose The purpose of this paper is to investigate the relationship between social learning constructs and perceived learning performance in corporate informal Web-based learning environments. The study aims at providing significant implications for corporate educators who have worked on designing social learning environments in the workplace. Design/methodology/approach To identify the casual relationship of the proposed research model, data collected from 523 South Koreans who were corporate
User-oriented community engagement can reveal insights into ways of improving a community and solving complex public issues, such as natural resource scarcity. This study describes the early process of co-designing a novel, waterless toilet to respond to the water scarcity problem in the Republic of Korea. It presents how we designed a toilet focusing on three factors—a sanitization function, an ergonomic posture, and clean aesthetics—by conducting focus group interviews as part of a user engage
이 연구의 목적은 대학 교양교육의 교수학습 방법이 지나치게 강의식 교수법에 의존하고 있고 대부분의 교양교육 과정이 학습자 보다는 교수자의 의도에 따라 교수학습이 이루어지고 있다는 문제의식에 따라 이를 해결하기 위한 체제적 교수학습 실천 방안을 제안하는 데 있다. 전통적인 방식에서의 교수학습 방법만을 중요시하는 것이 아니라 교육공학적 관점에서의 체제 접근을 중심으로 교양교육의 교과 특성에 따라 교수학습을 설계하고학습자간 협력적 지식창출 과정을 포함한 혼합학습 방법을 통해 교양교육의 교수학습 내용과 방법을 구성하는 것이 필요하다. 또한 평가에 있어서 교양교육의 목적이 학습자의 단순 지식 획득에만 있는 것이 아니라 대학이 배출하는 인재가 갖추어야 할 교양 및 전문인으로서의 자질을 양성해야 한다는 점을 고려하여 교육 후 학습자의 만족도나 성취도 등 양적인 결과 평가에만 의존할 것이 아니라 교수학습 목적과 연계하여 교수학습이 진행되는 동안 학습자의 교수학습 활동, 태도의 변화 등을 평가하는
Purpose: This study was to explore situations that might put the middle-aged Korean-Chinese female migrant workers at risk for work-related musculoskeletal diseases (WMSDs). At the development phase of a continuing health project, the study aimed to clarify health promotion program needs of the migrant population. Methods:A qualitative description research design was used with three focus groups of 23 Korean-Chinese female migrant workers. Each focus group interview was conducted for 70-minutes
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