• Title/Summary/Keyword: 상호참여

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A Study on the possibility of the reciporcal peer coaching in faculty learning community (대학교원 학습공동체의 상호 동료코칭 가능성)

  • Koh, Eun-Hyeon;Park, Hye-Rim
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.11
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    • pp.5616-5626
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    • 2013
  • This study explored faculty professional learning community in A university. Employing a case study method, the present research conducted a survey and semi-structured interview on FLC. The FLC were designed to enhance the teaching ability by reciprocal peer coaching and developing Teaching Tips, during the semester with 5~6 faculty members of each FLC. They reported personal CQI and community paper and presented their learning process and outcomes. The present study shows that observation of their own and peer's lecture was meaningful experience led to reflective practice. Morever, peer coaches provided useful advice and good insight of education based on their practice, though the service was not professional enough. Based on the results, how to effectively foster peer coaching in FLC was discussed.

Research on the Effect of Different motivations on the Participation in SNSs (SNS 이용동기가 참여활동에 미치는 영향 연구)

  • Shim, Hye-Young;Lim, Keol
    • Journal of Digital Contents Society
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    • v.12 no.3
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    • pp.383-390
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    • 2011
  • The purpose of this study was to examine major motivations for using SNSs and the effect of them on SNS participation. In order to address the research questions, 253 undergraduate and graduate students participated. Results of the study were summarized as follows. First, Cyworld was mainly used followed by Facebook and Twitter. Most of the respondents had access to SNSs via smart devices. The average frequency of SNS use was 1-3 times a day and they used them less than 30 minutes a time. The reasons why they started to use SNSs were mainly to follow current trends, maintain friendship, and accept acquaintances recommendations. Second, the result of component analysis derived four primarily underlying dimensions related to SNS use; self-satisfaction, social interaction, recreation, and information seeking. Third, both self-satisfaction and social interaction motivation had significant correlation with SNS participation. The results of multiple regression analysis showed that self motivation was more influential on active participation than social interaction and information seeking motivation.

A Study on the Interrelation between Contents Services and General Services in Point of User (이용자 관점의 컨텐츠 서비스와 일반 서비스와의 상호 관계에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.97-114
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    • 2010
  • Domestic game industry is growing around game contents service. Game contents service is becoming popular because it has character that can use a game with opposing user on network in real time and advantage that can download the wanted game at anytime or anywhere. It is different to general service from the view point of user. In order words, the user of game contents service has different character from that of general service because their using characteristics in service using effect are shown use variously in the demographics, psychology and behavioral particular. In these views, we have done a comparative analysis character between game contents service and general service.

Conceptual Modeling of STEP Product Data Model Semantics for Interoperability (STEP 제품정보모델 시맨틱스의 컨셉추얼 모델링을 통한 상호운용성 확보)

  • Seo Won-Cheol;Sin Seung-Jun;Kim Gwang-Su
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2006.05a
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    • pp.1342-1349
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    • 2006
  • 오늘날의 제품개발환경은 분산환경에 존재하는 다양한 역량을 가진 참여자들의 협업을 요구하고 있으며, 협업은 참여자들이 필요로 하는 제품개발관련 정보들의 실시간 교환을 지원할 수 있도록 제품정보 간 상호운용성 확보를 기반으로 한다. STEP으로 알려진 ISO 10303은 제품개발의 전체적인 라이프사이클에서 필요한 제품정보의 표현과 공유 및 교환을 위한 대표적인 표준이다. 하지만 STEP을 이용하기 위해서는 각 도메인이 표준인 STEP 모델에 기반하여 제품정보를 모델링 하여야 한다. 그러나 대부분의 도메인은 자신의 목적에 따라 특화된 모델을 정의하고 사용하기 때문에 도메인에 특화된 형태의 제품정보모델을 STEP 모델로 변환할 수 있는 추가적인 메커니즘이 필요하다. 즉, STEP은 참조모델보다는 모든 도메인에서 제품정보모델링을 위해 사용가능한 표준의 정의에 초점을 맞춘다. 그러므로 참조모델로서의 STEP을 기반으로 다양한 도메인 특화된 제품정보모델 간 상호운용성 확보를 지원하기 위하여 본 논문에서는 STEP 제품정보모델의 시맨틱스를 체계적으로 정의할 수 있도록 온톨로지 구축을 통한 컨셉추얼 모델링을 수행한다. 컨셉추얼 모델링은 STEP 모델에 정확하고 완전한 의미를 부여하여, 다양한 도메인 특화된 모델 사이의 상호운용성 확보를 지원하고 참조모델로서 STEP의 능력을 확장한다.

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Implementation of Multi-user 3D Virtual Environment System on a local area network (다자참여형 3차원 가상환경 시스템 구현)

  • Kim, Lae-Hyun;Kim, Juh-Han;Ko, Heedong;Choe, ByungKyun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.1
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    • pp.29-36
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    • 1997
  • Most Virtual Reality Systems have been developed to support only a single user on a stand-alone system. With increasing availability of Internet, many people are taking strong interests in distributed Virtual Reality : the virtual environment is shared by many paticipants interacting over the network. To support sharing virtual environment and interactions on a network, we developed novel contributions to 3D world description and a network model. Interactive 3D world description is based on VRML, which is extended to support multi-user interactions. Then network model in our system consists of an architecture and a set of protocols for realizing a multi-user interactive shared 3D environment in IP multicast environment.

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Effects of Pair/Group Work on English Vocabulary Acquisition (짝/모둠 활동이 영어 어휘 습득에 미치는 영향)

  • Jang, Yong-Seon
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.629-642
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    • 2015
  • The aim of this study is to investigate the efficacy of pair/group work on the improvement of receptive and productive vocabulary knowledge. One hundred and twelve university students participated in the study and they were divided into three groups. Pair work group(n=42) performed three vocabulary activities in pairs as extra-class works, and Individual work group(n=38) did them alone. On the other hand, Group work group(n=32) did the activities in groups consisting of four or five people during the class. Data were collected from one pretest and two posttest scores. The results showed that collaborative group work was conducive to the growth of both receptive and productive vocabulary knowledge. In contrast, pair groups who do not work collaboratively gained least vocabulary knowledge among three groups. From collaborative group work, participants in higher proficiency levels made greater vocabulary gains than those at lower levels. Based on these results, pedagogical implications are discussed.

Collaborative Dispositions of Participatory Arts in Contemporary Practices -Based on Nicolas Bourriaud's Notion of Postproduction- (동시대 예술 형식의 상호성과 공유 가능성 -니콜라 부리오의 포스트프로덕션 개념을 중심으로-)

  • Baik, Youngju
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.88-101
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    • 2018
  • The collective narratives on global crisis such as the displaced, uneven distribution of resources, invasion of human rights is more than a recurring theme or polemics in the fields of contemporary arts. In the latest projects from Olafur Eliasson, Rirkrit Tiravanija and Ai WeiWei, art works are presented as performative 'platforms' for tackling these undiscriminating reality of human conditions. Here, 'the users' as driving forces of possible change, are postulated as prospective actors/players who lead and collaborate to defy the status-quo. Crossing over the on/off lines, the everyday-activities of exchanging, sharing and networking are strategically deployed and its meaning reconfigured within the context of post/production discourse. This historical, yet unsettling juncture between art and life, dystopian reality and utopian idealism has its formal-conceptual links to Russian Constructivism, Brechtian Learning-Play and Joseph Beuys' Social Sculpture. Based on Nicolas Bourriaud's notion of Postproduction, this paper aims to provide a diachronic analysis on collaborative dispositions of participatory arts practices.