• Title/Summary/Keyword: 난이도 요인

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Factors of Predicting Difficulty of Mathematics Test Items in College Scholastic Ability Test (고등학교 수리영역 시험의 난이도 예측 요인 분석)

  • Ko, Ho-Kyoung;Yi, Hyun-Sook
    • Journal of the Korean School Mathematics Society
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    • v.10 no.1
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    • pp.113-127
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    • 2007
  • This study explored the possibility of building a statistical model predicting difficulty of mathematics test items through the analysis of nation-wide scholastic ability test results for the past 5 years. Multiple linear regression analysis was conducted in predicting difficulty of mathematics test items. We adopted three major areas for independent variables: the content area, the behavior area, and the test item format area, each of which was categorized into more detailed sub-areas. For the dependent variable, the proportion of correct answer was used to represent the item difficulty. Statistically significant independent variables were included in the regression model based on the stepwise selection method. Several important factors affecting difficulty of mathematics test items for each area were identified. R-squares for the final regression model were fairly high, implying that the regression equation can be used to predict difficulty of test items at an acceptable level. Lastly, the regression model was cross-validated using independently collected data. We believe that this study will provide basic but very critical information for predicting the proportion of correct answer by showing the factors that should be considered for developing mathematics test items for the college entrance examination or high school classroom test.

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A Development of Project Performance Predicting System(PPS) considering Construction Project Characteristics (건축 프로젝트의 특성을 고려한 성과 난이도 예측 시스템 개발)

  • Ko, Young-Jin;Cha, Hee-Sung
    • Korean Journal of Construction Engineering and Management
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    • v.12 no.1
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    • pp.62-72
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    • 2011
  • Currently, The failure of construction project is increasing to be caused by a changing construction environment. According to this circumstances, Researches of project success factors affecting performance have been presented to develop strategies for efficient construction project management in the construction industry. However, Conducting efficient construction project management is difficult because project manager could not know which project success factors can be improved or not. Especially, although the project characteristics were derived the level of difficulty for performance, research of the project characteristics which could not be improved as influence factor to performance is lacking. Therefore, This paper has developed the Performance Predicting System(PPS) with Fuzzy set theory to establish. PPS has been developed to establish efficient project management strategies and to save time and effort. As Contractor inputs the project characteristics, PPS can predict the level of difficulty of performance.

Case analysis for constructing a homogeneous learning group in programming lessons for non-specialists (비전공자를 대상으로 한 프로그래밍 수업에서 동질적 학습 집단 구성을 위한 사례 분석)

  • Lee, Kyung-Sook
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.59-65
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    • 2019
  • The purpose of this study is to investigate the effects of the learning environment on the learning achievement of the learners and to improve the learning achievement of the learners while accepting the fact that it is difficult to change the class environment in which the middle and large group. Among the learner's positive and cognitive factors, we examined the factors that can classify learners into homogeneous groups in programming learning. The difficulty level of the learning contents influenced factors that classify the homogeneous group, and the factors were analyzed by dividing the intermediate difficulty and the final achievement. In addition, we examined the factors that affect the difference between two grades in order to analyze factors affecting steady learning regardless of difficulty level. It was found that the learners' personal motivation influenced the learning achievement of easy learning contents, and the performance self - efficacy had influence on the learning achievement and achievement of difficult learning contents.

A Study on Cases of Difficulty Variables in High School Mathematics Items (고등학교 수학 문제의 난이도 요인 분석을 위한 사례 연구)

  • Lee, Kwang-Ho;Ko, Ho-Kyoung
    • Journal of the Korean School Mathematics Society
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    • v.13 no.2
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    • pp.323-343
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    • 2010
  • The purpose of the study was to analyze difficulty analyzed through a quantitative method examining rate of correct answerers to each questions in the side of difficulty that students solving questions felt by finding variables to predict difficulty of questions in an objective way, not in an intuitive way, and examining what variables difficulty that each student solving questions felt depended on. The study divided 6 students in the 3rd grade of a high school into a two-person group or a three-person group and observed their question-solving process the total 11times for three months from March, to May. The study an alyzed what variables difficulty that each student felt depended on through semi-structuralized interview. As a result, the study could see that difficulty of questions depended on contents, strangeness of material, behavioral range, type of questions and complexity of questions.

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Application of Blended learning in human anatomical education for Nursing science students (간호학과 학생들을 위한 해부학 교육에서 혼합강의의 적용)

  • Kim, Jee-Hee;Kim, Kyeong-Uoon;Park, Jeong-Hyun
    • Proceedings of the KAIS Fall Conference
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    • 2011.12a
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    • pp.163-165
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    • 2011
  • 본 연구에서는 해부학강의에 있어 혼합강의의 적용가능성을 평가하였다. 2007~2009년 매 1학기동안 강원대학교 의과대학 간호학과 학생(n=143)을 대상으로 해부학강의를 가상강의 9회, 면대면 강의 3회, 사체해부실습 2회로 구성된 혼합강의로 실시한 후 설문을 통해 자기평가요인(만족도, 난이도, 흥미도, 유용성, 평가의 적절성, 학업성취도, 운영의 적절성, 이론실습연계성), 학업성취별 자기평가요인, 자기평가요인간의 상관관계를 분석하였다. 자기평가요인의 난이도는 평균$2.96{\pm}0.63$점으로 전반적인 강의수준은 적절했던 것으로 나타났고 나머지 모든 요소들은 평균 3.82~4.21점 사이로 평가되어 간호학과에서 해부학강의를 위한 혼합강의의 적용이 매우 긍정적인 것으로 나타났다. 학기종료 후 화보한 최종성적을 기준으로 세 그룹(상위, 중위, 하위)으로 나누어 자기평가요인과의 관계를 분석한 결과, 모든 요소에서 통계적으로 유의하지 않았다(p>0.05). 자기평가요인 간의 상관관계는 난이도와 전공연계성의 유용성(r=0.300, p<0.0003),혼합강의의 유용성(r=0.210, p<0.0137), 평가의 적절성(r=0.323, p<0.0001), 이론실습연계성(r=0.216 0.0097)이 높을수록 상관성을 보였다, 만족도, 전공연계성의 유용성, 혼합강의의 유용성, 이론실습연계성에서는 학업성취도를 제외한 모든 요소에서, 흥미도는 난이도와 학업성취도를 제외한 모든 요소에서 유의성 있게 높은 상관성을 보였다. 하지만 학업성취도에서는 평가의 적절성을 제외한 다른 요소에서는 연관성을 보이지 않아 성적과 관련해 영향을 미치는 요소가 없다는 것으로 판단되어지며 본 연구를 위해 도입된 강의구성이 해부학의 균형 있는 학업성취를 유도할 수 있는 수업방식이라 판단되었다. 결론적으로 본 연구를 통해 해부학강의에 있어 혼합강의의 우수한 교육효과를 알 수 있었고, 간호학과만이 아닌 최근 급증하고 있는 의료-보건계열의 다양한 전공자를 위한 적용, 확대로 해부학지식의 질적 향상과 강의수요에 비해 부족한 해부학 전공 교수진들의 교육 부담을 경감할 수 있는 효과적인 교수법으로 활용가치가 있다고 사료된다.

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A Study on the Influence of the Flow by the Presence and Satisfaction Factors - Focused on Online Game - (실재감요인과 만족감요인이 몰입에 미치는 영향에 관한 연구 - 온라인게임을 중심으로 -)

  • Jo, Jin-Wan;Lee, Jong-Ho
    • Proceedings of the Korea Database Society Conference
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    • 2008.05a
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    • pp.87-106
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    • 2008
  • This study identified the properties of online game, and analyzed existing studies on the impact of the properties of online game on flow. As a result, graphics, sounds, scenarios, game speed, manipulability, and item difficulty were identified as properties of online game, which were influential factors to flow. As a result, the hypotheses on scenarios, game speed, and item difficulty were adopted as significantly influential factors to flow, Attribute of online game. Meanwhile, the hypotheses on graphics, sounds, and manipulability, which were expected to significantly impact flow, were rejected.

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Design of the Adaptive Quiz Server based on Difficulty Prediction (난이도 예측 기반 적응형 퀴즈 서버의 설계)

  • Kim, Yeun-Jung;Kwak, Mi-Ra;Cho, Dong-Sub
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11c
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    • pp.2471-2474
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    • 2002
  • 인터넷 사용자의 증가와 더불어 온라인 게임 사용자가 늘어나고 있으며 이러한 온라인 게임 사용자의 관심을 끌기 위한 여러 종류 게임들이 생겨나고 있다. 그 중에서도 온라인 퀴즈 게임은 네티즌을 끌어들이기 용이하게 구성된 솔루션으로 평가되어진다. 또한 퀴즈게임은 온라인 게임 장점을 가장 잘 반영하고 있는 게임이라고 해도 과언은 아닐 것이다. 현재 대부분의 퀴즈 출제 방법처럼 난이도의 변화를 고려하지 않는 단순히 반복적이고 랜덤하게 문제를 제출하는 것은 퀴즈게임의 흥미를 잃어버리게 하는 요인이 된다. 이러한 단점을 보안하는 사용자 수준과 난이도에 맞는 문제를 온라인에서 제공하는 시스템을 필요로 한다. 이 문제를 해결하기 위해 현재상태 따라 그 문제에 대한 난이도를 예측할 수 있는 난이도 예측 기반 적응형 퀴즈 서버의 알고리즘을 제안한다.

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A Study of Project Characteristics and Project Performance Level of difficulty (건설 프로젝트 특성과 프로젝트 성과 난이도 도출에 관한 연구)

  • Cho, Young-Seon;Cha, Hee-Sung
    • Korean Journal of Construction Engineering and Management
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    • v.11 no.6
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    • pp.78-88
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    • 2010
  • Since the larger and complex construction projects are performed, project performance measurement is highlighting the importance to eliminate inefficiencies and plan to reasonable management practices. So many researchers are conducting research about the project critical sucess factor. But, these factors are mixed both management practices to improve performance and native project characteristics. Therefore performance measurement data couldn't apply to another project successfully. And the project characteristics affect project performance. But contractor couldn't change characteristics. This study provides a project characteristics's definition and classification. This study provides a quantitative level of performance improvement difficulty through out project manager survey. The contractor can estimate a level of performance difficulty through initial project information. With this, project contractor can more efficiently manage project.

An Explanatory Study on Factors Affecting the Purchase of Smart Device Game Applications in the framework of Contents Characteristic Factors (콘텐츠 특성요인에 따른 스마트기기 게임 앱 구매결정에 관한 탐색적 연구)

  • Lee, Jungmann;Park, Boyoung
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.353-361
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    • 2013
  • In this study, to analyze the factors affecting the purchase of smart device applications, research model based on AHP(Analytic Hierarchy Process) model was employed and derived consumers' priorities of smart device game applications in the framework of contents characteristic factors. Survey was conducted with 10 experts who are involved in the smart game industry. The empirical result showed that the most important purchasing factor was story(0.217). And fame(0.171), graphics(0.134), operability(0.111), information(0.093), difficulty(0.085), speed(0.068), characters(0.053), price(0.042), genre(0.028) are presented in order in terms of the importance. The order of consumers' preferences to smart device game application was RPG, Tycoon, action, simulation, sports/leisure, quiz/puzzle/board, etc. gamble. It suggested that under the environment of smart devices consumers could enjoy not only simple puzzle and board game but also complicated and difficult games such as RPG and tycoon game due to the development of smart devices.

A case study of learning attitude change according to programming learning experience (프로그래밍 학습 경험에 따른 학습 태도 변화 사례 연구)

  • Lee, Kyung-Sook
    • Journal of the Korea Convergence Society
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    • v.12 no.9
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    • pp.93-98
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    • 2021
  • The change of programming language learning experience on learning motivation was analyzed. Learning a programming language is generally evaluated as a difficult process even for majors. Measuring psychological changes related to programming learning at this point in expanding to non-majors is necessary for learner analysis. The overall learner attitude change was investigated by measuring achievement goals, academic interest, academic self-efficacy, cognitive involvement, and academic self-regulation, which are motivation-related factors. All factors related to learning attitude showed a decrease in the post-test results. This result is interpreted that the difficulty of the learning process decreased the motivation to learn programming. It was found that the greater the difficulty perceived by the learner, the greater the decrease in the motivation to learn. Based on the results of this study, it has implications that a learning environment and learning process that can give feedback and a situation that can reduce the level of learning difficulty felt by learners should be systematically given.