• Title/Summary/Keyword: 긍정 피드백

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Development and Application of the e-learning courseware about the Earth Science I (based on the Earth Environmental Change) (지구과학 I의 e-learning 교수·학습자료 개발 및 적용 - 지구환경변화 단원을 중심으로 -)

  • Kim, Yun-Jeong;Lim, Seong-Kyu
    • Journal of Science Education
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    • v.32 no.2
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    • pp.17-32
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    • 2008
  • The purpose of this study was to analyze the use of the e-learning courseware which is about the properties of earth environmental change. I made these materials using Lectora program, and to have more visual effect, I used movies and animations as much as possible. A lot of movies and pictures are added to help student understand the geographical age. Especially the forms of performance test questions are various, and student can check the answer right after taking test. Because of this, they can get a immediate feedback. In addition, this allows you to adapt yourself to the age of information by using the internet. Every plug-in is already linked together, so you only need to once. Pictures and moving reflections can be edited with ease. I hope this study will provide valuable aid for the education of earth science and a chance to develop better materials.

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Teacher Perception and Practice on Free Semester Science Assessment (자유학기제 과학과 평가에 대한 교사의 인식과 실제)

  • Kim, Yura;Choi, Aeran
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.143-160
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    • 2019
  • This study investigated 15 science teachers' perception and practice on free semester and science assessment. We analyzed frequencies of teacher choice for closed questions and used constant comparative method for teacher description and individual interview. Most teachers determined a low ranking for changes in assessment methods and mentioned a lack of objectivity on free semester assessment, unsystematic free semester assessment, and more importance on student activity and interest in science instruction. Most teachers understood process-based assessment as a direction of free semester assessment and teachers mentioned positive aspects for students or teacher difficulties dependent on their perception on process-based assessment. Half of the teachers failed to implement student self-assessment and student peer-assessment due to subjectivity and complexity. Some teachers did not provide feedbacks to students due to a lack of time and did not use certain assessment methods due to a lack of knowledge of the assessment. Teachers who did not have an experience of discussions in a teacher learning community mentioned reasons regarding a small number of the same grade teachers and inactive attitude of colleagues. Teachers who did not participate in professional development programs mentioned a lack of teacher understanding of free semester, participation of the teacher in charge, and teacher choice of participation as reasons.

A Study on UX of Shared Electric Scooters Using Gamification: Focusing on User Engagement and Motivation (게이미피케이션을 이용한 공유 전동킥보드 서비스 UX 연구: 사용자 참여와 동기 부여 향상을 중심으로)

  • Lee, Ja-Eun;Kim, Dongwhan
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.173-186
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    • 2022
  • The purpose of this study is to investigate the influence of gamification strategies on improving participation and motivation of shared electric scooter users. To this end, this study derived the user type through the first research question of how the shared electric scooter usage behavior and pulse are, and derived user tasks and scenarios. The second research question, a shared electric kickboard app with gamification, was tested by users to see if it helps increase user participation and form motivation. As a result of the analysis, it was found that users were induced to be considerate of other users by using a combination of the motivational, relational, and self-expression strategies of gamification. Second, it was found that the use of motivation, achievement and reward, and reward visualization strategy elements promotes user's voluntary behavior. Third, through relationship, achievement, and reward strategies, users participated to create a positive culture of shared electric scooters, drawing immediate feedback, indicating that convenience has increased. In conclusion, it was found that the user helped to play a positive role in voluntary participation and motivation through the use of the shared electric kickboard service with gamification.

Effects of the Group Coaching Program for the Promotion of Growth Orientation for University Students on Growth Orientation, Life Satisfaction, Perceived Stress, Positive Psychological Capital and Interpersonal Relationships: Based on the Model of the Social-Cognitive Approach to Motivation (대학생 성장지향성 증진 그룹코칭 프로그램이 성장지향성, 삶의 만족도, 지각된 스트레스, 긍정심리자본 및 대인관계에 미치는 효과: 사회인지동기모형을 기반으로)

  • Kyung, Ilsoo;Tak, Jinkook
    • Korean Journal of School Psychology
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    • v.16 no.3
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    • pp.231-263
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    • 2019
  • The purpose of this study was to verify the effects of growth orientation, life satisfaction, perceived stress, positive psychological capital and interpersonal relationships in the group coaching program for the promotion of growth orientation for university students based on the model of the social-cognitive approach to motivation. The program consisted of eight topics: growth orientation, growth mindset and brain plasticity, self-directed goal setting, talent which is a product of ongoing effort, failure attitude and perspective change, positive emotion, thinking and behavior, value of growth orientation and self-coaching, respectively. The program comprised a total of eight sessions, 120 minutes each, and the final program was completed through a preliminary experiment with three university students. In order to verify the effectiveness of the program, 48 university students were divided into 16 in the experimental group, 16 in the comparative group, and 16 in the control group. The experimental group participated in the group coaching program to enhance the growth orientation based on the model of the social-cognitive approach to motivation developed in this study, the comparative group participated in a learning goal orientation improvement program based on an incremental implicit theory, and the control group did not carry out any program. Three groups were tested in pre, post, follow-up1(after 1 month) and follow-up2(after 3 months) in order to growth orientation, life satisfaction, perceived stress, positive psychological capital and interpersonal relationships. We performed analysis to confirm the homogeneity to the data of the three groups and to verify the interaction effects between times and groups. As a result, it was confirmed that the group coaching program to promote growth orientation, life satisfaction, perceived stress, positive psychological capital and interpersonal relationships had statistically significant effect and was more effective than the comparative program due to the larger effective size. Also, we confirmed that the coaching effect was sustained after the program was finished and more effectively maintained than the comparative program. Based on the results of this study, this study has academic implications because it verify the effectiveness of the group coaching for the promotion of the growth orientation by scient ic method.

The Effects of Formative Assessment Using Mobile Applications on Interest and Self-Directedness in Science Instruction (모바일을 활용한 형성평가가 과학수업의 흥미성과 자기주도성에 미치는 영향)

  • Kwak, Hyoungsuk;Shin, Youngjoon
    • Journal of The Korean Association For Science Education
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    • v.34 no.3
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    • pp.285-294
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    • 2014
  • This study investigates the effects of formative assessment utilizing mobile applications on interest and self-directedness in science instruction. The study subjects are two 6th grade classes from H elementary school located in Incheon, and the experimental group and the comparative group are composed of 21 students, respectively. The students from the experimental group have been taught with mobile devices while the comparative group has been taught in methods consistent with the current teaching standards. For the sake of research, the results of the method applied to the mobile device focus group have been edited using Google Drive Forms, entered as QR codes and stored in order for them to later be utilized for teaching and learning process. In the process, the teacher has provided the students with feedback based on their answers. The students of comparative group are to solve the same formative assessment in paper. As a result, the teacher of the mobile device focus group has been able to go through twenty-nine questions on formative assessment in the teaching and learning process, confirm the correct answers five times and provide feedback twenty-five times for additional explanation. In the inquiry about interest, the mobile device group scored 4.64 points and the standard one scored just 1.99 points (p<0.01). Fifteen students answered in the interview that and the major reason why they scored high has been because it was fun to study with mobile devices. When it comes to self-directedness over the process of teaching and learning, the mobile device focus group has answered positively but the standard group has scored relatively low (p<0.01).

The Effect of the Integrated Therapy of Neurofeedback, Brain Gymnastics, and Oriental Herbal Tea on the Improvement of Brain Functions and the Quality of Life of Elders living alone (뉴로피드백·뇌체조·한방차를 병행한 통합요법이 독거노인의 뇌기능 향상 및 삶의 질에 미치는 영향)

  • Jeong, Eun-sil;Lee, Jung-eun;Jung, Hyun-mo;Kim, Soo-Kyung;Youn, Mee-Kyung;Lee, Eun-han
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.12
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    • pp.569-581
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    • 2016
  • This experimental study employs a pretest -posttest method concerning the integrated therapy of neurofeedback training, brain gymnastics, and oriental herbal tea effects on seniors living alone. The purpose of the study is to identify effects on brain functions and quality of life. The study participants included 23 seniors living alone (male 10, female 13), ranging in age from 65~90. The experiment lasted 8 weeks, from December 22, 2014, to February 28, 2015. The neurofeedback training utilized the 2 Channel neurofeedback system by Braintech Corporation and was conducted a total of 16 times over 8 weeks, having two sessions per week lasting for 30 minutes focusing on relaxation, concentration and memory. Brain gymnastics, developed by the Korean Science Institute of Psychiatry, ran for 30 minutes, twice a week for a total of 16 sessions administered over 8 weeks. Participants were required to drink 3 cups of oriental herbal tea developed according to Donguibogam for 8 weeks. The results of applying integrated therapy found positive effects on brain function resulting from changes in level of tension and anti-stress quotient. Quality of life, daily life basic measurements, and depression symptoms were significantly influenced by decreases in blood pressure and blood sugar. Results of this study find the integrated therapy of neurofeedback training, brain gymnastics, and oriental herbal tea can significantly enhance brain functions and quality of life within seniors living alone. Therefore integrated therapy involving neurofeedback, brain gymnastics, and oriental herbal tea is a necessary intervention to improve the quality of life of seniors living alone, and will improve the quality of life through healing both mind and body in a more practical and systematical manner.

Android-Based Synchronous Mobile Distance Learning System with Session Recording and Replay Support (세션 레코딩과 리플레이를 지원하는 안드로이드 기반 동기식 모바일 원격 교육 시스템)

  • Sung, Dae-Hyun;Lee, Jang-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.6
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    • pp.1369-1380
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    • 2011
  • Most existing mobile distance learning systems are asynchronous ones that allow students to download lecture video and presentation material. However, there are a few synchronous real-time mobile distance learning systems that support slide, annotation, feedback from student, and lecture video and audio at the same time. These live mobile distance learning systems have an advantage of supporting real-time interaction between students and a lecturer thereby making students understand the lecture better. But, they also have a disadvantage in the sense that they don't allow students to experience the past lecture. This problem can be solved by recording and replaying lecture session. So far, there are few mobile distance learning systems that support session recording and replay. This paper presents a synchronous mobile distance learning system that supports video and audio, slide with annotation, and real-time feedback from students, as well as session recording and replay, which is not supported by the existing mobile distance learning systems. The evaluation of the system among students shows that 61.3% of them were satisfied while 3.2% weren't.

Development and Practical Application of Relaxation Training Contents for Middle and High School Archery Players (중.고교 양궁선수용 이완훈련 콘텐츠 개발 및 현장 적용)

  • Hong, Kil-Dong
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.237-246
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    • 2008
  • The purpose of this study was to develop relaxation training contents for middle and high school archery players with considering the ecological validity of social, cultural, and sports environment in Korean but also examine the effect of developing relaxation training contents through case study approach and interviews. The relaxation training contents was based on previous researches about relaxation program. In addition, in order to develop the program 3 archery experts and 2 sport psychologists had meetings. The relaxation training contents categorized as orientation, breathing regulation, progressive relaxation training, cognitive restructuring, meditation, heart rate biofeedback training, autogenic training, behavior therapy, self regulation. The experimental group were 6 male Korean national archery substitute players, who were selected in 2007. The effects was examined on competitive state anxiety inventory-2, heart rates, archery score and interviews. As the result of applying the developed program of this study on the field, competitive state anxiety, somatic state anxiety and heart rate were decreased. In the interviews athletes told that they were relaxed psychologically and physically. This result demonstrated the relaxation training program were effective.

One-key Keyboard: A Very Small QWERTY Keyboard Supporting Text Entry for Wearable Computing (원키 키보드: 웨어러블 컴퓨팅 환경에서 문자입력을 지원하는 초소형 QWERTY 키보드)

  • Lee, Woo-Hun;Sohn, Min-Jung
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.21-28
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    • 2006
  • Most of the commercialized wearable text input devices are wrist-worn keyboards that have adopted the minimization method of reducing keys. Generally, a drastic key reduction in order to achieve sufficient wearability increases KSPC(Keystrokes per Character), decreases text entry performance, and requires additional effort to learn a new typing method. We are faced with wearability-usability tradeoff problems in designing a good wearable keyboard. To address this problem, we introduced a new keyboard minimization method of reducing key pitch. From a series of empirical studies, we found the potential of a new method which has a keyboard with a 7mm key pitch, good wearability and social acceptance in terms of physical form factors, and allows users to type 15.0WPM in 3 session trials. However, participants point out that a lack of passive haptic feedback in keying action and visual feedback on users' input deteriorate the text entry performance. We have developed the One-key Keyboard that addresses this problem. The traditional desktop keyboard has one key per character, but the One-key Keyboard has only one key ($70mm{\times}35mm$) on which a 10*5 QWERTY key array is printed. The One-key Keyboard detects the position of the fingertip at the time of the keying event and figures out the character entered. We conducted a text entry performance test comprised of 5 sessions. The participants typed 18.9WPM with a 6.7% error rate over all sessions and achieved up to 24.5WPM. From the experiment's results, the One-key Keyboard was evaluated as a potential text input device for wearable computing, balancing wearability, social acceptance, input speed, and learnability.

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A Usability Testing on the Tablet PC-based Korean High-tech AAC Software (태블릿 PC 기반 한국형 하이테크 AAC 소프트웨어의 사용성 평가)

  • Lee, Heeyeon;Hong, Ki-Hyung
    • Journal of the HCI Society of Korea
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    • v.7 no.2
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    • pp.35-42
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    • 2012
  • The purpose of this study was to evaluate the usability of the tablet PC-based Korean high-tech AAC(Augmentative Alternative Communication System) software. In order to develop an AAC software which is appropriate to Korean cultural/linguistic contexts and communication needs of the users, we examined the necessity and ease of use for the communication functions that are required in native Korean communication, such as polite expressions, tense expressions, negative expressions, subject-verb auto-matching, and automatic sentence generation functions, using a scenario-based user testing. We also investigated the users' needs, preferences, and satisfaction for the tablet PC-based Korean high tech AAC using a semi-structured and open questionnaires. The participants of this study were 9 special education teachers, 6 speech therapists, and 6 parents whose children had communication disabilities. The results of the usability testing of the tablet PC-based Korean high-tech AAC software presented positive responses in general, by indicating overall scores of above 4 out of 5 except in tense and negative expressions. The necessity and ease of use in the tense and negative expressions were evaluated relatively low, and it might be related to the inconsistent interface with the polite expressions. In terms of the user interface(UI), there were users' needs for clear visual feedback in the symbol selection and display, consistent interface for all functions, more natural subject-verb auto-matching, and spacing in the text within symbols. The results of the usability testing and users' feedback might serve as a guideline to compensate and improve the function and UI of the existing AAC software.

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