• Title/Summary/Keyword: 과제성향

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Problem Solving Strategy for Goldberg Machine Task According to the Cognitive Styles of Elementary Gifted Students Group (초등영재학생의 인지양식 그룹별 골드버그 장치에 대한 문제해결전략)

  • Kwon, Yong-Tae;Kang, Ho-Kam
    • Journal of Gifted/Talented Education
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    • v.25 no.1
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    • pp.77-93
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    • 2015
  • The purpose of this study was to explore the problem solving strategy for Goldberg machine tasks of the gifted students in elementary science depending on the cognitive style(tendency to field-dependent and field independent). It was aimed to provide suggestions for the features and differences of the problem solving strategies of the gifted students in elementary science according to their cognitive styles. A total of 16 students, from the gifted class of P elementary school in Hwaseong were sampled for the research, cognitive styles Test was conducted to divide the students in teams, and the teams were classified according to cognitive style tendencies to five groups of field-dependent group, weak field-dependent group, mixed group, weak field-independent group and field-independent group. The Goldberg device task given was to make a Goldberg device within the angle framework of (Figure) 1, for a bead to start from the starting point and to reach the final point the last. The results are as follows: First, regarding the plan for producing the device, the stronger the field-independent tendency, they established more specific strategy-reflected plan; the stronger the field-dependent tendency, they established less specific strategy-reflected plan. Second, all cognitive style groups took a limited period of time into consideration, to fabricate the devices for the ball to arrive the last using a fine adjustment rather than many devices. Third, the field-independent group used a lot of logical reasoning; the field-dependent group used a lot of intuitive thinking. Fourth, the field independent group properly utilized strategies such as cooperation and role allocation; the field-dependent group tried to solve the task personally rather than cooperatively with poor role allocation. Fifth, the intermediate mixed group solved the problem better than the inclined groups such as field-dependent or field-independent groups.

The Relationships between Sports Ability Beliefs, Achievement Goal Orientation, Exercise Flow, and Perceived Performance in College Golf Athletes (대학 골프선수들의 운동능력믿음, 성취목표성향, 운동몰입 및 인지된 경기력의 관계)

  • Bum, Chul-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.2
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    • pp.268-276
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    • 2017
  • The aim of this study was to verify the theoretical relationship between sports ability beliefs, achievement goal orientation, exercise flow, and athletic performance in college golf athletes. The results of the Statistical Package for Social Sciences (SPSS) 18.0 and Analysis of MOment Structures (AMOS) 18.0 performed on the data collected from 211 participants are as follows. First, hypothesis testing showed that college golf athletes with incremental beliefs set task-oriented goals (C.R.=3.780, p<.001). Second, the task-oriented goals (C.R.=4,082, p<.001) and ego-oriented goals (C.R.=3.819, p<.001) in achievement goal orientation raised the level of flow during golf. Third, in achieving goal orientation, only task orientation led to a higher perceived level of golf performance (C.R.=3.020, p<.01). Fourth, a higher level of flow led to higher levels of golf performance (C.R.=4.642, p<.001). Other sub-factors were not statistically significant in the current study. These results could be applied in the field of sports as they show what results can be achieved depending on the athlete's belief in their sports ability.

Analysis of Effects of Learning Motivation on the Interaction in Online Cooperation Learning (온라인 협력학습에서 학습동기가 상호작용에 미치는 영향 분석)

  • Lee, Eun-Chul
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.416-424
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    • 2017
  • The purpose of this study is to analyze the effects of learning motivation on interaction in online collaborative learning. The study subjects are 79 university students who take courses in teaching. Learning motivations measured the intrinsic goal orientation, extrinsic goal orientation, tasks value, control of learning beliefs, test anxiety, self-efficacy, goal orientation by MSLQ. Next, the level of interaction was measured by online collaborative tasks. The group for online cooperation tasks consisted of four to five people and random assignment. The level of interaction was used frequency and score that quantitative Value assess. The collected data were analysed using multiple regression analysis(stepwise). As a result, self-efficacy and extrinsic goal orientation, tasks value, mastery goal orientation were positive effect on frequency and score. next, test anxiety and performance avoid goal orientation were negative effect on frequency and score.

The Effect of Achievement Goal Orientation and Enjoyment of Winter Sports Participants on Participation Satisfaction (동계스포츠 참여자의 성취목표성향이 재미요인 및 참여만족에 미치는 영향)

  • Seok-Yeon Cho;Dae-Hoon Kim
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.5
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    • pp.1092-1103
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    • 2023
  • This study is a study to investigate how the achievement goal orientation of domestic winter sports participants has an effect on fun factors and participation satisfaction. A total of 326 questionnaires were used in this study, SPSS(Version 27.0) was used as a data processing method, and frequency analysis, reliability analysis, exploratory factor analysis, correlation analysis, and multiple regression analysis were used as statistical methods. The results of verifying the statistical effects of achievement goal tendency, fun factors, and participation satisfaction are as follows. First, as a result of verifying the effect of achievement goal orientation on fun factors, self-goal orientation and task goal propensity, which are sub-factors of achievement goal orientation, had significant effects on exercise ability, exercise utility, promotion of friendship, and self-satisfaction factors. Second, self-goal and task goal propensity, which are sub-factors of achievement goal orientation, had significant effects on facilities, costs, classes, interpersonal relationships, and health factors. Third, the sub-factors of fun factors such as exercise ability, exercise utility, promotion of friendship, and self-satisfaction had significant impacts on facilities, costs, lessons, interpersonal relationships and health factors.

A Study on Developing and Using Mathematics Learning Program which can be used to Connect Schooling and Home Education for the other days of 5 days-schooling - Centered on Project Learning - (주 5일 수업제 시행에 따른 학교와 가정을 연계한 수학학습프로그램 개발과 활용에 관한 연구 - 프로젝트형 과제를 중심으로 -)

  • Nam, Seung-In;Ryu, Sung-Rim;Baek, Seon-Su
    • School Mathematics
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    • v.10 no.1
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    • pp.79-103
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    • 2008
  • The purpose of this study is for developing and using project tasks which can be used to connect schooling and home education for the other days of 5days-schooling; to promote students' mathematical ability and to let students have positive cognitions toward mathematics and self-controled learning attitudes. For this study, two classes of 4th graders(56 students) were sampled from a school in D city. Half of them were assigned to the experiment group(EG) and the other to comparison group(CG). In the experiment group, students completed 16 project tasks and we investigated whether there is an effect on students' academic achievement and mathematical disposition. Two kinds of test instruments, pre-test and post-test were used. The pre-test scores guaranteed that both groups were homogeneous. Post-test scores were used to identify three effects and the post-test scores were analyzed by t-test. The result of this study is as follows: (1) There was significant difference between EG and CG in academic achievement (p=0.010). (2) There was significant difference between EG and CG in mathematical disposition(p=0.007). (3) There was no significant difference between EG's pre-test and post-test in mathematical disposition at the 5% significant level. But the average score of mathematical disposition improved from 3.3333 to 3.5375. Mathematical disposition was composed of 6 factors. One of them was mathematical value and there was significant difference between EG's pre-test and post-test at the 5% significance level(p=0.030). But other factors were not. The average scores of mathematical reflection improved a little. So we can say that the activities with project tasks brought an positive influence on students' mathematical disposition.

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The research about the analysis group pattern and their relationship between the staff's performance and the contribution of the group. (IT 환경에서 기업구성원의 업무실적과 회사 기여도와 관계 및 기업 성향 분석)

  • Yu, Sun-Deok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.1041-1042
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    • 2010
  • 본 연구 과제에서 살펴보고자 하는 내용은 기업을 운영하는 구성원의 능력을 평가하는 방법을 통해 업무능력과 평가결과와의 연관성을 분석하여 살펴보고자 한다. 본 연구에서는 특정기업이 활용하는 직원평가 프로그램에 대해 분석하고 그 프로그램에 의해 수개월동안 축적된 자료를 분석하여 업무평가결과와 기업 구성원의 성향 및 매출 기여도를 분석 하였다. 본 연구에서 채택한 방법은 군집 분석 방법 중의 하나 인 다층전방향 신경망 분석을 이용하였다. 본 연구결과는 평가에서 우수한 점수를 받은 기업 구성원은 기업 전반을 운영하는 운영진에 위치해 있는 경향을 보이고 매출과의 연관성에서 다른 직원 대비 우수하게 나왔다. 본 연구는 특정집단을 대상으로 한 것으로서 한계성을 가지며 여러 집단을 같은 프로그램으로 운영시 나오는 결과를 살펴보는 것을 향후 과제로 남겨 놓았다.

The relationship between autistic features and empathizing-systemizing traits (자폐성향과 공감-체계화능력 간의 관계)

  • Cho, Kyung-Ja;Kim, Jung-K.
    • Science of Emotion and Sensibility
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    • v.14 no.2
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    • pp.245-256
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    • 2011
  • This study consists of two sections to figure out the relationship between autistic features and empathizing-systemizing traits. For the first section, the research involved 355 university students to measure their EQ, SQ-R and AQ. As a result, it is found that AQ was negatively correlated to EQ, and D score(relative difference between EQ and SQ-R of the individuals), but it was not significantly related to SQ-R. It means that the subject has high AQ if he has relatively lower EQ than SQ-R. For the second section, the subjects were divided into two groups based on their AQ score; the subjects who had a tendency of autism and the subjects who did not. The test measured how these two groups were different in terms of facial expressions' recognition according to the tendency of autism, facial expression presenting areas(whole face, eyes-alone, mouth-alone) and different types of emotions(basic and complex emotions). As a result, the subjects who had a tendency of autism were lower at judging facial expressions than the subjects who did not. Also, the results showed that the subjects judged better on the condition of basic emotions more than complex emotions, the whole face more than eyes-alone and mouth-alone. Especially, for the eyes-alone condition, the subjects who had a tendency of autism were lower at judging facial expressions than the subjects who did not. This study suggests that empathizing traits and facial expressions' recognition are related to the tendency of autism.

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EEG Signal Analysis for Relativity between Musical Stimulus and Arithmetical Brain Activity (음악적 자극과 산술적 두뇌활동과의 상관성에 대한 뇌파분석)

  • Jang, Yun-Seok;Yoon, Hong-Joo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.2
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    • pp.481-486
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    • 2018
  • In this paper, we aimed to analysis EEG signals related to the relativity between musical stimuli and human brain activity for the arithmetical calculation and present the experimental results. We use two kinds of musical stimuli, one is a sedative tendency music and the other is a stimulative tendency music. The SMR wave and Mid-beta wave are analyzed because of the concentration. In our results, the sedative tendency music is not more interfere with human brain activity for the arithmetical calculations than the stimulative tendency music.

The Relationships between Parental Perfectionism, Academic Stress, and Life Satisfaction (고등학생이 지각한 부모의 완벽주의 성향과 학업스트레스 및 삶의 만족도의 관계)

  • Jo, So Hee
    • Korean Educational Research Journal
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    • v.40 no.1
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    • pp.43-57
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    • 2019
  • The purpose of this study is to analyze the relationship between parental perfectionism, academic stress, and life satisfaction among high school students. For this purpose, 290 high school students from the P region were surveyed. We performed a t-test to see if there were significant differences in students' life satisfaction and perceived academic stress between the low parental perfectionism group and the high parental perfectionism group. The results of the study are as follows. First, the low parental perfectionism group reported a significantly higher level of life satisfaction than high parental perfectionism group. Second, the relationship between perceived parental perfectionism and students' academic stress was significant, which shows that the high parental perfectionism group perceived a higher level of academic stress than the low parental perfectionism group. The results indicate that parents' perfectionistic tendencies can lead to higher levels of academic stress of their children, which also can reduce their life satisfaction.

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Daily Quest Design for Mobile Arcade Games -The Effect of Player's Tendency on Motivation- (모바일 아케이드 게임의 일일 퀘스트 디자인 연구 -플레이어의 성향과 동기를 중심으로-)

  • Ahn, Sihyeong;Lee, Sangwon
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.83-91
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    • 2019
  • These days, virtually every mobile game has a daily quest system. Daily quest is a great tool that can attract game players by providing daily rewards as the player conducts designated missions. However, conducting similar tasks repeatedly has a risk of becoming tedious duties, and maintaining an enjoyable daily quest is critical in enhancing the overall experience of a game. Based on the awareness on the need for academic research on daily quest systems, this study categorized the types of quests systems implemented in the current mobile games, observed how preferred type differs by player's propensity, and analyzed how motivation of a player can be improved using quest types. The results are (1) the staged rewards after each clearance of a task improve a player's motivation, (2) players with high autonomy should be given a freedom to choose their own quests, and (3) players who values their playing skills higher are motivated by providing a feedback on the completion of a task.