• Title/Summary/Keyword: 몰입증진

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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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Live Book Service System Mixed Analog and Digital Contents (아날로그와 디지털 콘텐츠를 혼합한 라이브 북 서비스 시스템)

  • Lim, Chul-Su;Choi, Jong-Ho;Choi, Jae-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.9
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    • pp.97-105
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    • 2011
  • This paper proposes a new "Live Book Service" that is combined the analog contents such as paper books and digital contents with various digital multimedia elements, and this service can project the additional digital multimedia contents on the analog paper. Also, we developed a monolithic stand type system which is composed of camera and pico projector, so that it can demonstrate the proposed contents. We also devised the low computational cost algorithm in bare-hands recognition which can be used as the interface between the system and users. In addition, to recognize the bare-hands which can be used as the interface between the digital and users, we make the low cost algorithm. Therefore this can be the interaction between the system and users. As a result, our proposed system can be used as a useful tool for various e-book or u-learning fields that requires high efficiency and much immersion.

A Study on the Introduction of MBO and its Effectiveness : Focusing on the railroad-related R&D Organizations (목표관리제도(MBO) 도입과 그 효과성에 관한 연구 : 철도관련 조직을 중심으로)

  • Bae, Moon-Sook;Shin, Taek-Hyun
    • Proceedings of the KSR Conference
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    • 2007.11a
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    • pp.1760-1767
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    • 2007
  • In Korean railroad-related Organizations facing turbulent environmental change and growth, the introduction of MBO has long been a full-fledged trends. The main reason for this trends is that they need to adapt their system to their vision, mission, value, and strategy in order to gain a sustainable competitive advantage. The purpose of this article is to depict the effectiveness of MBO in railroad-related organizations based on the cognitive response of employees. To attain this purpose, several aspects of current MBO system are surveyed through questionaire and analyzed by SPSS. And some implications will be supposed.

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Evaluating User Experience of Smart Television Using Emotional Representation Language (감정표현어를 이용한 스마트TV의 사용자경험 평가)

  • Byun, Dae-Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.132-141
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    • 2015
  • Smart television(TV) is replacing the traditional television model and the importance of user experience(UX) is rising. User experience evaluates the emotion state of users such as immersion, pleasure, and interest. User experience together with usability is a principle to be considered as for designing a smart television. It contributes to improve user satisfaction and lead to the long-term purchase. User experience is more difficult to measure than usability, because UX evaluation requires to biological and psychological techniques. However, the disadvantages of these physiological and psychological techniques require high experimental costs and the restriction of experimental environment. The objective of this paper is first to review conventional methods regarding UX evaluation and suggests a new method for measuring the UX of smart TV which detects keywords related emotional representation. The text is acquired from purchase postscripts of smart TV in the Internet shopping malls. This method costs less than the questionnaire survey to detect emotion.

Motivation and Meaning of the Elderly Women's Line Dance Experience (여성 노인의 라인댄스 체험 동기와 의미 탐색)

  • Kim, Young-Mee;Oh, Jin-Sook
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.471-479
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    • 2021
  • The purpose of this study is to find out what meanings would be brought to the old females' lives, who took part in the line dance as programs for senior's health. 6 the old females were selected. Research materials were gathered from in-depth interviews and observations by researcher. As a result of content analysis, the following conclusions were drawn. First, elderly's motives for participation in line dance were found to be solicitation of the surroundings, recovery and maintenance of health, and participation in pursuit of happiness. Second, the elderly's line dance experience was changed the perception of dance. Third, line dance improved interest and confidence in the body and appearance. Fourth, the line dance experience provides a space for making new friends. Fifth, the line dance experience improved a sense of accomplishment and immersion through dance. Sixth, the support and praise of the family increased self-esteem and improved overall life satisfaction and happiness.

A Study on the Establishment of Metaverse-based Police Education and Training Model (메타버스 기반 경찰 교육훈련모델 구축 방안에 관한 연구)

  • Oh, Seiyouen
    • Journal of the Society of Disaster Information
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    • v.18 no.3
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    • pp.487-494
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    • 2022
  • Purpose: This study proposes a Metaverse-based police education and training model that can efficiently improve the performance of various police activities according to changes in the environment of the times. Method: The structure of this system can generate Avatar Controller expressed using HMD and haptic technology, access the Network Interface, and educate and train individually or on a team basis through the command control module, education and training content module, and analysis module. Result: In the proposed model of this study, the command and control module was incorporated into individual or team-based education and training, enabling organic collaborative training among team members by monitoring the overall situation of terrorism or crime in real time. Conclusion: Metaverses-based individual or team-based police education and training can provide a more efficient and safe education and training environment based on immersion, interaction, and rapid judgment in various situations.

Research on Safety Education Methodology Based on the Metaverse (메타버스를 기반으로 한 안전교육 방법론에 관한 연구)

  • Hyeon-Gi Baek
    • Journal of Industrial Convergence
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    • v.22 no.1
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    • pp.55-63
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    • 2024
  • This paper discusses the concept and continuously evolving applications of metaverse technology in the field of safety education, and proposes methodologies for employing metaverse technology in safety education. Additionally, it analyzes educational cases using the metaverse to explore specific directions for the advancement of safety education. Therefore, this study aims to propose methodologies for safety education utilizing metaverse technology. Recently, the metaverse has emerged as a new platform in various fields, including education. In particular, safety education using metaverse technology is carried out because it can provide an engaging learning experience by fostering understanding and immersion through interaction, moving away from one-way didactic teaching. This paper proposes a three-stage educational process for safety education using metaverse technology and presents various implementable projects and activity examples for each stage. This approach can contribute to developing practical response skills for various situations, going beyond traditional safety education methods. Future research is expected to deeply explore the long-term effectiveness of this educational methodology and its practical applicability in educational settings.

Designing Gamification and Analyzing Performance Indicators to Enhance Academic Library Services (대학도서관 서비스 효과 증진을 위한 게이미피케이션 설계 및 성과 지표 분석)

  • Hyeyoung Kim;Hanseul Lee
    • Journal of Korean Library and Information Science Society
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    • v.55 no.3
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    • pp.167-192
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    • 2024
  • Gamification is an effective strategy to enhance the quality of academic library services by encouraging student engagement and participation. This study developed a design framework for the effective implementation of gamification in academic libraries. To this end, a framework based on the information literacy model was developed through a literature review, content analysis of Korean and international case studies, and in-depth interviews with five librarians of academic libraries. The framework outlines the design elements and game mechanisms to be considered at each stage of the process, including task definition, information search, collection, utilization, and integration. Additionally, performance indicators were established to measure the cognitive, emotional, and social impacts of gamification. This study is expected to serve as a foundation for the systematic implementation and evaluation of gamification in academic libraries, ultimately contributing to increased user participation and enhanced learning motivation.

독창적 아이디어에서 창조적 혁신까지 : 인공씨감자 기술혁신 성공사례 분석

  • 현재호
    • Proceedings of the Technology Innovation Conference
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    • 1997.07a
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    • pp.222-223
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    • 1997
  • By analyzing the successful innovation case of potato microtuber mass production technology, a representative case of technology-push type creative innovation in an imitation oriented research culture, this paper attempts to figure out conceptual model of creative innovation that is initiated by the public laboratories in catching-up country, Stages of creative innovation can be divided into the internal R&D stage and the external commercialization stage. Success of the internal R&D stage depended on autonomy to secure creative research idea and commitment of individual researchers. Psychological pressure evoked from sportlights of mass media and commitment of sponsor increased the intensity of research efforts of the researcher Recognition of research problem and its significance was intensified by site visits of agricultural fields, and the recognized higher impacts of expected research results and knowledge creation achieved were a fundamental source of self-motivation. In the stage of commercialization stage, various legal, socio-economic, and psychological barriers were confronted. In a catching-up country lacking of experiences of creative innovation, creative innovation process can be regarded as a barrier elimination and cultural revolution process. Among the barriers, psychological refusal of farmers to corn-sized potato seeds was critical, which finally enforced to further researches to enlarge the size of potato seeds. In addition, the researcher has concentrated his research efforts in one specialized research area by getting a series of similar research project funds rather than diversification. It was lucky for him to have a chance to carry out a series of similar researches in one research area during the last 10 years. In getting research funds from government and private companies continuously in one research area, both internal and external promoters played significant roles.

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A Qualitative Study of Early School-age Children's Experiences on Social Skills Training Program (사회성 훈련 프로그램에 참가한 학령 초기 아동의 사회적 행동 변화에 대한 질적 연구)

  • Song, Seung Min;Doh, Hyun Sim;Kim, Min Jung;Kim, Soo Jee;Shin, Nana;Kim, A Youn
    • Korean Journal of Childcare and Education
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    • v.11 no.1
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    • pp.329-354
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    • 2015
  • The purpose of this qualitative study was to develop a social skills training program for improving early school-age children's social behaviors and to investigate its effectiveness by observing their experiences on the program with a qualitative method. Data were collected from 7 children using observer's descriptive notes and reflective notes, compliment notes by assistant leader, program leader's weekly journals, children's weekly journals, and video recordings. Four theme categories and 11 sub-lower categories emerged. Theme categories were (1) relationship building, (2) changes in emotional expressions, (3) changes in prosociality, and (4) changes in social skills. This study observed early school-age children's positive changes in social behaviors and emotional expressions through the social skills program.