• Title/Summary/Keyword: 과학에 대한 흥미

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Development of STS Teaching-Learning Materials about Chemical Batteries for Specialized Vocational High School Students (특성화고 화학공업과 학생을 위한 화학전지 STS 교수-학습자료 개발)

  • Shin, Seo-Woo;Yoo, Hyun-Seok
    • 대한공업교육학회지
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    • v.43 no.2
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    • pp.24-42
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    • 2018
  • Chemical batteries are indispensable materials, and technologies related to chemical batteries are important as they are linked to various social problems; further, they directly affect our lives. Thus, the topic of chemical batteries is suitable for industrial education. However, there has not been sufficient educational use of chemical batteries in Korea, and existing research materials do not correspond with the present curriculum. The STS teaching-learning materials about chemical batteries in this study were developed by the curriculum development model (preparation, development, improvement) for chemical engineering students in specialized vocational high schools. In the preparation stage, the study topic and the learning objective were selected by analyzing previous research about the STS and chemical battery. At the development stage, STS class plan and teaching-learning materials were developed. In the improvement stage, The STS curriculum plan and the teaching-learning materials were verified by a group of specialists and a survey regarding student satisfaction was conducted. As a result of conducting the class with the teaching-learning materials developed in this study, a positive effect in terms of students' perceptions, understanding and interest.

Usability Comparison of Educational Webtoon between Touch Display and VR Device Using AttrakDiff (AttrakDiff를 활용한 터치디스플레이와 VR장비의 교육용 웹툰 사용성 비교)

  • Kim, Young-Jin;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.103-114
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    • 2022
  • Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.

Improving Work Adjustment Skills in Students with Mental Retardation Using Hydroponics Program (수경재배 프로그램을 통한 지적 장애학생의 직업적응력 증진)

  • Joo, Byung-Sik;Park, Sin-Ae;Son, Ki-Cheol
    • Horticultural Science & Technology
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    • v.30 no.5
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    • pp.586-595
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    • 2012
  • This study was conducted to determine the effects of horticultural therapy (HT) program using hydroponics on work adjustment skills of students with mental retardation. Based on the critical role transitional model and special education curriculum for agriculture, especially hydroponics, HT program (total 22 sessions) using hydroponics procedure for Lettuce (Lactuca sativa L. 'Asia Heuk Romaine') was developed. Fourteen (10 males, 4 females) graded $1^{st}$ to $2^{nd}$ with intellectual disabilities were recruited from a special education class in a high school located in Inchon, Korea and then a special farm for hydroponics in Inchon, Korea was offered for the HT program. The students with intellectual disabilities participated in the HT program for 4-month (from September to December of 2011, twice a week, approximately 60 minutes per session). Before and after the HT program, the McCarron assessment neuromuscular development, emotional behavioral checklist, interpersonal negotiation strategies, and KEPAD picture vocational interest test were performed by the teachers and horticultural therapists. As the results, the students significantly improved motor performance (p = 0.002), emotional behavioral strategies (p = 0.00), and interpersonal negotiation strategies (p = 0.05). However, no significant difference between before and after the HT program for vocational interest was observed. In conclusion, the HT program using hydroponics, consists of simple and easy tasks so that it would be applicable for the students with intellectual disabilities positively affected to work adjustment skills by improving the motor performance, emotional behavioral strategies, and interpersonal negotiation strategies. Additionally, HT programs using hydroponics with various kinds of vegetables are required to develop and to apply in practical settings for improving work adjustment skills.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.

The proposition of cosine net confidence in association rule mining (연관 규칙 마이닝에서의 코사인 순수 신뢰도의 제안)

  • Park, Hee Chang
    • Journal of the Korean Data and Information Science Society
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    • v.25 no.1
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    • pp.97-106
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    • 2014
  • The development of big data technology was to more accurately predict diversified contemporary society and to more efficiently operate it, and to enable impossible technique in the past. This technology can be utilized in various fields such as the social science, economics, politics, cultural sector, and science technology at the national level. It is a prerequisite to find valuable information by data mining techniques in order to analyze big data. Data mining techniques associated with big data involve text mining, opinion mining, cluster analysis, association rule mining, and so on. The most widely used data mining technique is to explore association rules. This technique has been used to find the relationship between each set of items based on the association thresholds such as support, confidence, lift, similarity measures, etc.This paper proposed cosine net confidence as association thresholds, and checked the conditions of interestingness measure proposed by Piatetsky-Shapiro, and examined various characteristics. The comparative studies with basic confidence and cosine similarity, and cosine net confidence were shown by numerical example. The results showed that cosine net confidence are better than basic confidence and cosine similarity because of the relevant direction.

The effect of the human voice that is consistent with context and the mechanical melody on user's subjective experience in mobile phones (휴대전화 상황에서 맥락과 일치하는 사람음과 단순 기계음이 사용자의 주관적 경험에 미치는 영향)

  • Cho, Yu-Suk;Eom, Ki-Min;Joo, Hyo-Min;Suk, Ji-He;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.531-544
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    • 2009
  • In the past, objective usability was one of the most important aspects when user used system. But nowadays user's subjective experiences are getting more critical element than objective usability in HCI(human-computer interaction). Most people own their mobile phone and use it frequently these days. It is especially important to make user's subjective experiences more positive when using devices like mobile phones people frequently carry and interact with. This study investigates whether the interfaces which express the emotion give more positive experiences to users. Researchers created mobile phone prototypes to compare the effect of mechanical melody feedback(the major auditory feedbacks on mobile phones) and emotional voice feedback(recorded human voice). Participants experienced four kinds of mobile phone prototypes(no feedback, mechanical melody feedback, emotional voice feedback and dual feedback) and evaluated their experienced usability, hedonic quality and preference. The result suggests that person's perceptional fun and hedonic quality were getting increased in the phone which gave the emotional voice feedback than the mechanical melody feedback. Nevertheless, the preference was evaluated lower in the emotional voice feedback condition than the others.

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The Effects of Flash Panorama-based Virtual Field Trips on Middle School Students' Spatial Visualization Ability, Conceptual Understanding, and Perceptions (플래시 파노라마 기반 가상야외답사의 활용이 중학생의 공간 시각화 능력, 개념 이해와 인식에 미치는 영향)

  • Lee, Ki-Young
    • Journal of the Korean earth science society
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    • v.34 no.2
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    • pp.162-172
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    • 2013
  • The purpose of this study is to investigate the effects of flash panorama-based virtual field trips (VFT) as a supporting tool for geological field activity on middle school students' spatial visualization ability, conceptual understanding, and perceptions. A total of 17 middle school students participated in a three day long actual geological field trip around Jeju Island where a three-phase instructional model is applied for utilization of flash panorama-based VFT, which was proposed by Kim and Lee (2011). With one-group pretest-posttest pre-experimental design, data were collected using questionnaire and were analyzed to find out a change in students' spatial visualization ability and volcanic concept understanding, and their perceptions about the utilization of flash panorama-based VFT. Findings are as follows: First, the effect of utilizing flash panorama-based VFT in actual field trip revealed that there was meaningful increase in 'spatial relation' category of spatial visualization ability and 'knowledge' and 'comprehension' domains of volcanic concept understanding. Second, majority of students showed positive gain index in both spatial visualization ability and volcanic concept understanding. Lastly, participating students showed much interest and high satisfaction, and positive perception on the use of VFT. They also perceived that the utilization of flash panorama-based VFT could help in carrying out an actual field trip in terms of cognitive and geographical factors.

The Effects of Expectancy-Disconfirmation of Attraction Affecting Visitor's Satisfaction in Natural Recreation Forests - Focused on Recreational Resources and Facilities - (자연휴양림(自然休養林) 매력물(魅力物)의 기대불일치(期待不一致)가 이용만족도(利用滿足度)에 미치는 영향(影響) - 자연휴양림의 휴양자원과 시설을 중심으로 -)

  • Lee, Ju-Hee;Bae, Min-Ki
    • Journal of Korean Society of Forest Science
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    • v.95 no.4
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    • pp.459-467
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    • 2006
  • The purpose of this study was to identify the effects of expectancy-disconfirmation (ED) of attraction affecting visitor's satisfaction in natural recreation forest (NRF). After reviewing the literature about recreational resources (RRs), facilities, ED, and visitor's satisfaction in NRF, this study analogized 11 attractions of NRF and constructed the conceptual framework. This study had obtained data through a questionnaire, which surveyed 415 visitors at 3 NRFs in 204 summer season. This study found that 1) The expectancy-performance of visitor's interesting resources is the highest among RRs, 2) There was mean difference between expectancy and performance of attraction at one percent significant level, 3) Safety facility had the highest ED value and plant resources had the lowest ED value, 4) The higher ED value of attractions, the lower value of visitor's satisfaction, 5) in multivariate analysis, such variables as physical resource, social culture resource, lodging facility, foundation facility, safety facility, sanitary facility, and education facility have been turned out be statistically significant at one percent level, 6) The relative contribution of the ED of foundation facility, lodging facility, and education facility on visitor's satisfaction have ben determined to have respectively 2.50, 1.48, and 1.88 times more important than that of physical resources.

Default Voting using User Coefficient of Variance in Collaborative Filtering System (협력적 여과 시스템에서 사용자 변동 계수를 이용한 기본 평가간 예측)

  • Ko, Su-Jeong
    • Journal of KIISE:Software and Applications
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    • v.32 no.11
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    • pp.1111-1120
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    • 2005
  • In collaborative filtering systems most users do not rate preferences; so User-Item matrix shows great sparsity because it has missing values for items not rated by users. Generally, the systems predict the preferences of an active user based on the preferences of a group of users. However, default voting methods predict all missing values for all users in User-Item matrix. One of the most common methods predicting default voting values tried two different approaches using the average rating for a user or using the average rating for an item. However, there is a problem that they did not consider the characteristics of items, users, and the distribution of data set. We replace the missing values in the User-Item matrix by the default noting method using user coefficient of variance. We select the threshold of user coefficient of variance by using equations automatically and determine when to shift between the user averages and item averages according to the threshold. However, there are not always regular relations between the averages and the thresholds of user coefficient of variances in datasets. It is caused that the distribution information of user coefficient of variances in datasets affects the threshold of user coefficient of variance as well as their average. We decide the threshold of user coefficient of valiance by combining them. We evaluate our method on MovieLens dataset of user ratings for movies and show that it outperforms previously default voting methods.

The Structures of the Koryo Buddhist Canon (the Koreana Tripitaka) Printing Wood Blocks - A Preliminary Result (고려팔만대장경 경판의 구조)

  • Do, Choon H.;Lee, Tae Y.
    • Journal of Conservation Science
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    • v.7 no.2
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    • pp.80-85
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    • 1998
  • The structure, dimensions, condition and other characteristics of the Koryo Buddhist Canon (the Koreana Tripitaka) Printing Wood Blocks stored at the Haein-sa Monastery were surveyed to obtain basic data needed for the conservation of the Wood Blocks. The dimensions of the Wood Blocks Were measured and we could figured out the blueprint designed at the time of the carving the Wood Blocks. The dimensions of the wooden board were as follows: width, 8'chi'('cun' in Chinese, 24 cm);thickness, 1 'chi' (3 cm); length, 2'cha' ('chi' in Chinese) and 3 'chi' (68 cm) or 2 'cha' and 6 'chi' (78 cm). The dimensions of the end pieces were as follows: width, 1 'chi' and 5 'fun' (4.5 cm; thickness, 1 'chi' and 4 'fun' (4 cm); length, 8 'chi' and 2-4 'fun' (24.6-25.2 cm). There were 6 types of metal strips and the length of the nails employed was 1 'chl' (3 cm). Investigation on the differences in the length of the wood Blocks and the shapes of the metal strips will be of interest. Since we surveyed only small portion of the Wood Blocks. the result may be different if entire Wood Blocks were examined. The data acquisition of the entire Wood Blocks will be the basis to the conservation of the Wood Blocks.

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