• Title/Summary/Keyword: 구성 수준

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Creative Ability Factors Influencing Nursing Students' Problem Solving Process (간호학생의 문제해결과정에 영향을 미치는 창의적 능력요인)

  • Kang, So-Young;Kim, Hyun-Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.3
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    • pp.1122-1128
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    • 2012
  • This study was aimed at identifying the factors of creative ability influencing problem-solving skills for University students majoring in nursing science. A descriptive study was conducted with a sample of 248 students enrolled in a 4-year undergraduate academic program for nursing in one University located in an urban area of Korea. This study used: (a) 25 items of Process Behavior Survey, and (b) 35 items of the Integrative Creativity Scale. The data were collected from Nov. 8th toward Nov. 26th, 2010; the research was conducted through voluntary participation after an explanation about the research. The data were also analyzed with SPSS 18.0 program, using Pearson correlation and stepwise multiple regression methods. Mean score of the level of problem-solving process was 3.62(${\pm}.448$). Problem-solving process was significantly related to creative ability(p<.01). Problem-solving process was significantly influenced by flexibility and elaboration in account for 42.4%. These results imply that in order to foster problem-solving ability, nursing professors need to develop nursing students' creative ability and its factors.

Examining City Image from the Application of Country Image: The Case of Daegu City (국가이미지를 응용한 도시이미지 연구: 대구시를 중심으로)

  • Park, Kyung-Ae
    • Journal of the Korean association of regional geographers
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    • v.10 no.1
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    • pp.96-109
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    • 2004
  • Applying the construct of country image this study examined city image for Daegu in Korea. Study 1 measured the city image for Daegu and Seoul, identified the city image dimensions, and compared the images of the two cities. Study 2 confirmed the city image dimensions and examined the Daegu image by residency and demographic characteristics of respondents in Daegu and Seoul regions. The study extracted 4 dimensions of city image including economy, people, conservatism, and development capability. High conservatism and low economic prosper represented the image of Daegu while the opposite did of Seoul. Regardless of residency, single and Young respondents with high income and education had negative images for Daegu, and residents in Daegu rather than in Seoul had more negative images.

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Effect of Physical Fitness Improvement Program on Work Intensity of Adults With Down Syndrome (신체능력향상프로그램이 다운증후군 성인의 작업강도에 미치는 영향)

  • Kim, Eun-Joo;Lee, Ki-Eop;Park, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.252-260
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    • 2009
  • The purpose of this study was to examine the effect of physical fitness improvement program on work intensity of persons with Down syndrome. For this, 8 adults with Down syndrome participated in program and were evaluated. The physical fitness improvement program consisted of grasp, lifting, carrying exercise for 12 weeks, 1 day a week for 2 hours per session. Compared with pre-program conditions, participants in program improved significantly in right grasp power, lifting ability but there was not significant improvement in carrying ability. In view of work intensity, work intensity level of two subjects was changed from average to hard in lifting. One subject was changed from very light to average and two subjects was changed from light to average in carrying. This results suggested that physical fitness improvement program was helpful for promotion the intensity of adults with Down syndrome.

Definition and Application of a Layered Avatar Behavior Script Language for Reusability and Simplicity (재사용성 및 용이성을 위한 계층적 아바타 행위 스크립트 언어의 정의)

  • Kim Jae-Kyung;Choi Seung-Hyuk;Sohn Won-Sung;Lim Soon-Bum;Choy Yoon-Chul
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.8
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    • pp.455-476
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    • 2006
  • An avatar script language consists of commands set which is used to control avatar behaviors in cyberspace. The script language should be abstract from complex low-level concepts, so that a user can write down a scenario script easily without concerning about physical motion parameters. Also, the script should be defined in a standard format and structure to allow reusing in various implementation tools. In this paper, a layered script language is proposed for avatar behavior representation and control, which consists of task-level behavior, high-level motion and primitive motion script language. The script language of each layer represents behavior elements for a scenario scripting interface, an avatar motion sequence, and geometric information of implementation environment, respectively. Therefore, a user can create a scenario script by abstract behavior interface and a script can be applied to various implementations by the proposed translating process. A presentation domain is chosen for applying the proposed script language and the implementation result shows that the script is flexibly applied in several applications.

Evaluation of Urban Roadway Service Quality Using Modified-IPA Technique (변형된 IPA 분석기법을 활용한 도시부 도로 서비스 질 평가)

  • Kim, Tae-Ho;Yun, Sang-Hun;Go, Jun-Ho
    • Proceedings of the KOR-KST Conference
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    • 2007.11a
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    • pp.574-583
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    • 2007
  • The quality of service on urban roadways have been evaluated mainly based on such quantitative measures as travel speed and delay. However, in addition to the quantitative aspects, drivers traveling on urban roadways are subject to be influenced by qualitative measures such as aesthetic aspects of the roadway and other drivers' violation of traffic laws. Based on this notion, this study attempts to identify roadway service quality indices, considering both qualitative and quantitative aspects and evaluate the quality of service using the modified Importance-Performance Analysis (IPA), a technique often applied in the field of marketing. The modified IPA is proposed in this study as a way to evaluate the service quality, reflecting the relative performance between study areas and performance indices. A case study is implemented over the Gangnam and Gangbuk areas in Seoul, resulting in identifying the items needed to be improved for each study area.

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Development of Debugging Tasks and Tool for Process-centered Assessment on Software Education (소프트웨어 교육에서 과정중심 평가를 위한 디버깅 과제 및 도구 개발)

  • Lyu, Kigon;Kim, Soohwan
    • The Journal of Korean Association of Computer Education
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    • v.23 no.4
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    • pp.61-68
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    • 2020
  • The purpose of this study is to develop a debugging task to support process-centered assessment on software(SW) education and to develop a service site. Achievement criteria for programming in elementary and middle school SW curriculum consists of control structures such as repetition and condition, and elements such as variables and input/output. In order to apply the process-centered assessment presented by the Ministry of Education, it is necessary to present tasks that can be used in the actual classroom environment and to consider connection with achievement levels. Therefore, in this study, 12 tasks for elementary school and 15 tasks for middle school were developed as debugging tasks and their validity was verified. As a result of conducting Delphi verification for validity, it was found that the level and content of the debugging task are appropriate. In addition, as a result of verifying the usability of the debugging challenge site by applying a heuristic evaluation method, it was found that it is suitable for use in the real educational field.

The Effect of the Youth perceived importance of Entrepreneurship Education on the self-leadership strategy (청년층의 창업교육 인지도가 셀프리더십 전략수준에 미치는 영향)

  • Kim, Yeon-Jeong
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.77-85
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    • 2014
  • This study investigate the youth perceived importance of entrepreneurship education program on the self leadership strategy. The findings are as follows: First, the creativity category of entrepreneurship education were positively related with behavior focused self leadership, natural reward self leadership strategy and constructive thought self leadership. Second, the management category of entrepreneurship education were positively related with natural reward self leadership strategy. Third, the patent category of entrepreneurship education were positively related with behavior focused self leadership and constructive thought self leadership. Consequently, when the youth recognized the importance of management, creativity and patent category, the level of self control, self reward and self efficacy were increased.

Estimation of Embodied Technological Progress in Korean Manufacturing (한국 제조업 사업체의 체화 기술진보율 추정)

  • LEE, Siwook
    • KDI Journal of Economic Policy
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    • v.34 no.1
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    • pp.53-85
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    • 2012
  • This paper empirically investigates the rates of embodied technological change and their relative contributions to total factor productivity growth for manufacturing, using the Korean plant-level manufacturing data for the period of 1985-2003. We adopt a production-based estimation method proposed by Sakellaris and Wilson (2004) in order to examine the marginal productivity increase of each vintage of equipment over time. We find that the rate of embodied technological progress of Korea's manufacturing sector maintains the annual average level of 13.7 percent from 1985 to 2003, slightly lower than 16.9 percent of the U.S., estimated by Sakellaris & Wilson (2004). While the rate recorded a remarkable increase after the 1997 financial crisis, IT-producing and IT-using industries achieved higher rates of embodied technological progress than non-IT counterparts.

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The Effect of the Action Levels of Educational Game on the Intrinsic Motivation of the Learners by their Personality Types (교육용 게임의 액션수준이 성격유형에 따라 내적동기에 미치는 효과)

  • Park, Hyung-Sung;Wee, Nam-Hwan
    • Journal of The Korean Association of Information Education
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    • v.11 no.3
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    • pp.259-266
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    • 2007
  • Much efforts to use educational games for students' learning is being made actively at home. In this study the action levels of the educational game and the learners' personality types are main variables to be explored. It is expected that the results of this study would suggest how to utilize educational games in teaching and learning. The above is the result of the research about the level of action of educational games, the type of the personality, and the intrinsic motivation. It is considered that the result can be enough information for learners, parents of students and teachers who try to use and develop educational games. For example, it can be an idea to construct menus considering characteristics of learners in various steps of designing and developing educational games. And it can help to improve learners' intrinsic motivation especially if games are developed, distinguishing games for extrovert learners from those for introvert learners.

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The Effects of Fun Sound and User Interface on ATVM's usability (소리의 재미수준과 사용자 인터페이스가 승차권 자동발매기 사용성에 미치는 영향)

  • Tae, Eun-Ju;Kim, Jong-Wan;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.526-534
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    • 2007
  • 사용성의 주관적인 판단기준으로써 재미(Fun)라는 요소는 사용성 지각에 있어 중요한 역할을 할 수 있다는 논의는 제기된 반면 개념자체의 모호성과 객관적인 측정의 어려움으로 인해 실증적인 연구가 많이 이루어지지 못했다. 재미와 관련된 기존의 연구들은 시각적인 요인에만 국한되었다. Shneiderman(2004)은 재미를 설계하기 위한 5가지 fun-feature 중 하나로 만족스러운 소리(satisfying sound)를 제시하였는데, 시각적인 요인 못지않게 청각적인 요소는 인간-컴퓨터 상호작용에서 사용자에게 과제를 적절하게 수행해나가고 있는지에 대한 하나의 피드백으로도 작용할 수 있고, 즐거움을 줄 수 있다. 본 연구에서는 승차권 자동발매기를 중심으로 소리의 유무와 소리의 재미수준이 사용성에 어떤 영향을 미치는지 알아보고자 소리가 없는 조건, 재미없는 소리 조건, 재미있는 소리 조건에 따라 사용성을 다르게 지각할 것이라고 가정하였다. 또한 모형의 사용성 수준이 매개 변인으로 작용할 수 있다고 보고 사용하기 좋은 모형과 좋지 않은 모형 두 가지를 제시하였다. 참가자들은 두 가지 모형에 대해 각각의 소리조건에 따라 과제를 수행하고 모형과 소리 조건에 대해 집단 면접을 실시하였다. 실험 결과 재미있는 소리조건에서는 정답률이 다른 소리 조건들에 비해 더 높았으며 총클릭수는 더 적었다. 면접 결과에서는 좋지 않은 모형에 재미있는 소리는 긍정적으로 인식되지 않음을 발견하였다. 이는 Davis(1992)가 사용성이 뒷받침 되지 않은 상황에서 재미는 긍정적인 요인으로 작용하지 않는다는 주장을 지지한다. 본 연구는 재미의 한 구성 요소인 소리를 통해서 사용성에 있어 재미가 중요한 역할을 할 수 있다는 것과 사용성을 전제하지 않은 것에 있어 재미요소의 적용은 부정적으로 인식될 수 있다는 점을 제안하였다.

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