• Title/Summary/Keyword: 상황 흥미

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Study to Identify the Status and to Develop Plans for Improving the Children and Youth Services of Public Libraries (공공도서관 어린이청소년서비스 현황 및 개선방안 연구)

  • Lee, Jee Yeon;Ahn, jun Bum;Oh, Hye Young;Seo, Hye Lin
    • Journal of the Korean Society for information Management
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    • v.35 no.3
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    • pp.189-214
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    • 2018
  • The purpose of this study is to identify the status and also to develop improvement plans for the children and youth services of the public libraries. To determine the information service status and the librarians' perceptions on the levels of services they provided, the 2016 Korean National Library Statistics System data and the survey results from the children and youth program librarians in the 108 public libraries were analyzed. The analysis revealed the problems such as lack of human resources and budget, shortage of space, and an inflexible program curriculum, which affect the program as a whole negatively. Five suggestions were made to remedy the problems. They are: 1) development of the new programs, which can interest the children and youth and motivate the sense of association among the program participants; 2) increase the number of the programs including the schools and other related organizations nearby region; 3) incorporating the new program formats to enhance the participation; 4) starting the new services explicitly targeted for the information-poor group of people; and 5) soliciting policy-level support for the libraries. In summary, this study made a few suggestions for the libraries ranging from planning the programs to requesting assistance from the national as well as the regional governments.

The effect of the human voice that is consistent with context and the mechanical melody on user's subjective experience in mobile phones (휴대전화 상황에서 맥락과 일치하는 사람음과 단순 기계음이 사용자의 주관적 경험에 미치는 영향)

  • Cho, Yu-Suk;Eom, Ki-Min;Joo, Hyo-Min;Suk, Ji-He;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.531-544
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    • 2009
  • In the past, objective usability was one of the most important aspects when user used system. But nowadays user's subjective experiences are getting more critical element than objective usability in HCI(human-computer interaction). Most people own their mobile phone and use it frequently these days. It is especially important to make user's subjective experiences more positive when using devices like mobile phones people frequently carry and interact with. This study investigates whether the interfaces which express the emotion give more positive experiences to users. Researchers created mobile phone prototypes to compare the effect of mechanical melody feedback(the major auditory feedbacks on mobile phones) and emotional voice feedback(recorded human voice). Participants experienced four kinds of mobile phone prototypes(no feedback, mechanical melody feedback, emotional voice feedback and dual feedback) and evaluated their experienced usability, hedonic quality and preference. The result suggests that person's perceptional fun and hedonic quality were getting increased in the phone which gave the emotional voice feedback than the mechanical melody feedback. Nevertheless, the preference was evaluated lower in the emotional voice feedback condition than the others.

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Formative Research on Team-Based Learning Model in a Technical High School Class (공업계 고등학교 수업에서 팀 기반 학습모형 적용에 관한 형성적 연구)

  • Lee, Young-Min;Nam, Jeong-Kwon;Cho, Hyung-Jeong;Lee, Soo-Young
    • 대한공업교육학회지
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    • v.36 no.2
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    • pp.1-23
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    • 2011
  • The purpose of the study was to investigate the generality and applicability of Team-Based Learning model in a technical high school, based on the interviews with students and a teacher. Team-Based Learning model seems to be an effective way in improving the performance of groups as well as the individualized learning and team interaction. We applied a formative research method and identified the strengths of the model including learners' motivation and interests, learner-centered learning, self-efficacy through learning in advance, and concept acquisition from the repetitive learning process. However, we also found the weakness of the model including impracticality of instructional design, a lack of field-oriented problem banks, and needs for identifying learner characteristics and role in instruction. Finally, we analyzed the implications for the Team-Based Learning in the technical high schools in light of team formation, discussion types, active participation, and learners' prior knowledge and attitude, and pre-determined instructional design.

A study to contribute to a philosophy of nursing education in Korea (한국 간호교육의 이념 정립을 위한 기초조사)

  • Ha Y.S;Han Y.B
    • The Korean Nurse
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    • v.15 no.6 s.86
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    • pp.42-60
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    • 1976
  • 1.행동특성별 제언 1 기본 지식면 첫째, 간호원리, 법칙에 관한 지식을 갖게 한다. 둘째, 간호학의 용어, 기호, 단어 및 개념에 대한 지식을 갖게 한다. 셋째, 간호원리, 의견, 활동을 검증하고 판단하는 기준에 관한 지식을 갖게 한다. 넷째, 간호현상의 과정, 경향, 원인, 순서에 관한 지식을 갖게 한다. 다섯째, 간호문제 요구를 처리하는데 필요한 수단 형식, 체제, 용법에 관한 지식을 갖게 한다. 여섯째, 학설에 관한 지식을 갖게 한다. 일곱째, 간호학 분야에서의 특수한 문제나 현상을 다루는데 쓰이는 탐구방법에 관한 지식을 갖게 한다. 여덟째, 간호 문제나 자료의 분류에 관한 지식을 갖게 한다. 아홉째, 특수한 사실의 성질, 특징, 정확성에 관한 지식을 갖게 한다. 제언 2 이해능력면 첫째, 간호문제를 창조적으로 해결하고 연구, 발전 시킬 수 있는 능력을 기른다. 둘째 간호현상을 정확하게 추리하고 검증하여 결론을 추출하며 진술하는 능력을 기른다. 셋째, 간호문제를 해석하고 자료를 재정리, 재배열, 또한 새로운 견지에서 해설하는 능력을 기른다. 넷째, 관찰된 간호현상을 설문화 또는 도표화 하는 능력을 기른다. 제언 3 태도면 첫째, 정서적 안정감을 유지하면서 환자와의 인간 관계를 원만하게 유지할 수 있는 태도를 기른다. 둘째, 확신을 갖고 간호활동에 임하는 태도를 기른다. 셋째, 한국사회가 필요로 하는 간호원의 역할을 스스로 감지 적응하고 간호활동 개선에 이바지하는 태도를 기른다. 넷째, 약품을 신중히 다루는 태도를 기른다. 다섯째, 새로운 직을 배워 개척하고자 하는 의욕을 갖게 한다. 제언 4 기능면 첫째, 환자를 이해하고 안정시킬 수 있는 능력을 갖게 한다. 둘째, 간호를 포괄적으로 수행할 수 있는 능력을 기른다. 셋째, 간호문제를 창의적으로 처리할 수 있는 능력을 기른다. 넷째, 새로운 간호지식이나 기술에 대해서 자율적으로 연수, 학습할 수 있는 능력을 기른다. 다섯째, 간호 문제에 대한 흥미와 호기심을 갖게 한다. 여섯째, 병실기구를 과학적이고 합리적으로 관리하는 기능을 기른다. 일곱째, 의료(진료)기구를 조작할 수 있는 능력을 기른다. 제언5 비판능력면 첫째, 간호문제나 현상 방법에 있어서 그 가치를 논리적 또는 주관적 기준에 의해 자료를 평가하는 능력을 기른다. 둘째, 일반적인 이론, 학설, 표준 사실에 입각해서 자료를 평가할 수 있는 능력을 기른다. 제언 6 분석능력면 첫째, 요소 및 부분들간의 관련과 상호작용 또는 인간관계를 관찰하고 분석할 수 있는 능력을 기른다. 둘째, 복잡한 간호문제를 부문별, 요소별로 분석하는 능력을 기른다. 셋째, 자료의 형태, 구조, 형식의 특징과 조직을 분석하는 능력을 기른다. 제언 7 종합 능력면 첫째, 간호계획 절차를 창안할 수 있는 능력을 기른다. 둘째, 자기의 생각을 효율적으로 전달하는 능력을 기른다. 셋째, 특수한 간호 현상이나 기본적 명제에서 어떤 추상적 관계를 연역해 낼 수 있는 능력을 기른다. 제언 8 응용능력면 첫째, 간호문제를 해결하는데 실제로 응용 할 수 있는 교육을 시킨다. 둘째, 간호이론을 구체적인 상황에 효율적으로 응용할 수 있는 능력을 기른다. 셋째, 지역사회의 특성에 알맞은 간호기술이나 간호절차를 창안할 수 있는 능력을 기른다. 넷째, 간호방법을 모색하고 이용하는 능력을 기른다. 다섯째, 조사를 통해 합리적이고 논리적인 결론을 내릴 수 있는 능력을 기른다.

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A Study on Children Edutainment Contents Development with Hand Gesture Recognition and Electronic Dice (전자주사위 및 손동작 인식을 활용한 아동용 에듀테인먼트 게임 콘텐츠 개발에 관한 연구)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1348-1364
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    • 2011
  • As the existing edutainment contents for children are mostly comprised of educational tools which unilaterally induce educatees to passively respond to them, the content-creating methodologies in terms of which active and voluntary learning is made possible is urgently needed. In this paper, we present the implementation of the tangible 'electronic dice' interface as an interactive tool for behavior-based edutainment contents, and propose a methodology for developing edutainment contents for children by utilizing the recognition technique of hand movement based on depth-image information. Also proposed in the paper are an authoring and management tool of learning quizzes that allows educators to set up and manage their learning courseware, and a log analysis system of learning achievement for real-time monitoring of educational progress. The behavior-based tangible interface and edutainment contents that we propose provide the easy-to-operate interaction with a real object, which augments educatees' interest in learning, thus leading to their active and voluntary attitude toward learning. Furthermore, The authoring and management tool and log analysis system allow us to construct learning programs by children's achievement level and to monitor in real-time the learning development of children educatees by understanding the situation and behavior of their learning development from the analytic results obtained by observing the processes of educatees' solving problems for themselves, and utilizing them for evaluation materials for lesson plans.

The Effects of Team-Based Learning on Fundamentals of Nursing (기본간호학 수업에서 팀기반 학습 적용 효과)

  • Kim, Soon-Ok;Kim, Mi-sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.12
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    • pp.107-119
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    • 2016
  • This research was explored the effects of the application of the team-based classes on the self-directed learning, the academic self-efficacy, and the level of learning satisfaction of the nursing students. Study subjects are 104 nursing students from one university from G region. The data were analyzed by t-test, one-way ANOVA, paired t-test, Pearson's correlation coefficients. With regard to the differences between the levels of the learning satisfaction, the differences were shown (t=4.410, p<.05). Regarding the self-directed learning, it rose to the average of 3.50 points after the application of the team-based learning from the average of 3.39 points. It showed a difference (t=-2.083, p=<.05). And the academic self-efficacy rose to 3.65 points from the 3.12 points after the application of the self-based learning. And it showed a difference (t=-14.175, p=<.001). The level of the learning satisfaction was shown to be over the middle with the average of 3.73 points. And the self-directed learning after the application of the team-based learning showed an academic self-efficacy (r=.512, p<.001), a level of the learning satisfaction (r=.421, p<.001), and a positive relationship. It was proven that the team-based learning can cultivate the capabilities for effectively solving the clinical problems.

The Implementation of e-Learning System for the Dress Unit in the Subject of Technology & Home Economics in the Middle School (중학교 기술.가정과 옷차림 단원 학습을 위한 e-러닝 시스템 구현)

  • Lee, Young-Lim;Cho, Hyun-Ju
    • Journal of Korean Home Economics Education Association
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    • v.21 no.2
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    • pp.45-60
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    • 2009
  • This study is intended to implement an e-Learning system assisted class for the dress unit in the subject of technology & home economics in the middle school. This class is aimed at making teaching-learning in the dress unit effective, triggering students' interest in it, enhancing their understanding and offering basic materials for the e-Learning development about clothing instruction in the subject of technology & home economics. To make the concrete situational learning effective and provide realistic learning environments, learning contents were implemented so that the learners themselves could manipulate the contents by clicking. How to wear clothing according to learners' individuality was presented in order to trigger the learners' attention and motivation using the latest clothing pictures from the Internet shopping mall, and the dress fashion pictures of their peers. The result of this study can be summed up as follows. First, the implementation of learning materials with which simulation manipulation and visualization were possible could make the students reach the learning goals easily. Second, teaching-learning activity could be made more effective using audios, images and moving pictures rather than written texts. Third, learning the dress unit, which is especially related with a new fashion, made the most of the advantage of e-Learning by providing realistic and lively learning materials in a timely manner. And it triggered learners' motivation by providing pictures or moving pictures related with their real life. Based on these research results, this study suggests further research to develop e-Learning contents using various multimedia authoring tools as well as the ones applied to this study in learning the dress unit. It also suggests that the database of teaching-learning materials be constructed to securely prepare abundant instruction materials.

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A Study on the Development of Geological and Geomorphological Landscape Resources to Promote Tourism Geology: A Case Study in Taean Seashore National Park (관광지질학 활성화를 위한 지질 및 지형경관자원 개발에 관한 연구 - 태안해안국립공원을 중심으로)

  • Heo, Chul-Ho;Choi, Sang-Hoon
    • Journal of the Korean earth science society
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    • v.28 no.1
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    • pp.75-86
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    • 2007
  • In Korea, it is significantly deficient in the study about tourism geology, which is a new branch of applied geology that would support the growth of ecotourism world-wide. The objectives of this study include (1) the promotion in geodiversity of tourism geology using the data for type and distribution patterns of geological and geomorphological landscape resources and (2) the redoubling of diversity in the environmental interpretation programs offered by the Korea National Parks Service (KNPS). Our field study discovered 212 geological and geomorphological landscape resources distributed in the area of Taean seashore national park. Coastal topography is the most discovered type followed by weathering topography. It is our belief that the aforementioned resources can be utilized as a tourism geological site in assisting the public to understand geological science and to draw their attention and interests after sorting and filtering it out through discussions with geologists and geomorphologists of a consortium. Furthermore, in order to promote the activation of developing user-oriented geotourism sites, it is recommended to keep monitoring on demographical characteristics of geotourists, behavioral characteristics of geotouconrists within the geotourism site and ducting analysis for developing geotourism program and events. And, the research support of geological engineering dealing with the estimation of weathering degree and the development of conservation techniques for the object of geotourism along with the research of environmental science aspects will improve the activation of tourism geology.

An Analysis on the Characteristics of Problem-Finding and the Aspects of Using Science and Technology of Undergraduate Students' Convergence Problem Solving Activity (대학생들의 융합형 문제 해결 활동에서 문제발견 및 과학기술 분야 활용 양상 분석)

  • Baek, Jongho
    • Journal of The Korean Association For Science Education
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    • v.36 no.6
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    • pp.867-876
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    • 2016
  • In accordance with the changing of society, remarkable increase in knowledge and information, the competencies to choose and use proper information in various domains are considered as an important skill. As one of the methods in developing these competencies, it is emphasized that a problem-based learning can make student understand and use knowledge by solving the contextualized problem. However, it is skeptical of learner's development of competencies to use knowledge by solving well-defined given problem. Therefore it is required that students be allowed to develop the competency to find problem through experiences to determine and evaluate the purpose of the problem and method. The purpose of this study is to understand how undergraduate students use science or technology in finding a problem. In this line, this study articulated four cases conducted by participants who engaged in convergence teaching-learning program. And this study investigated the participants' process of problem-finding, method and reason to apply science or technology. The results were drawn by analyzing interviews and written data, including their proposal, a poster, and final reports. Participants changed the form of problem from initial ill-structured one into a concrete one, where the participant could derive a detailed solution. Science or technology applied as the detailed example to convert problem into a concrete form, or as the analyzing tool or theoretical background of problem to make a link with other domain. Their reason of applying science or technology could be summarized in 'personal interest based on prior experience' and 'alternatives to resolve a dissatisfaction.' Based on the result, this study suggests holistic approach that is included in both intuitive thinking and logical thinking and metacognitive regulation to stimulate problem-finding in problem-based learning program.

Developing the mathematics model textbook based on storytelling with real-life context - Focusing on the coordinate geometry contents - (실생활 연계형 스토리텔링 수학 교과서 개발 -도형의 방정식 단원을 중심으로-)

  • Kim, Yujung;Kim, Ji Sun;Park, Sang Eui;Park, Kyoo-Hong;Lee, Jaesung
    • Communications of Mathematical Education
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    • v.27 no.3
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    • pp.179-203
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    • 2013
  • The purpose of this study was to discuss the example that developed geometry model textbook based on storytelling using real-life context. To achieve this purpose, we first elaborated the meaning of the textbook based on storytelling with real-life context, and then we discussed the outline of the story and the summary of each lesson. This study defined the storytelling textbook with real-life context as the textbook consisting of activities that explored and organized mathematical concepts by using real-life situations as materials of stories. The geometry textbook we developed employed two real-life materials, a map and a set square: we used a map for the coordinate geometry and a set square for the equation of a line. To attract students' interest, we introduced confrontation between a teacher and two students and a villain. We implemented experimentation with the textbook based on storytelling in order to verify its validity. The participants were 25 students that were enrolled in a high school in Seoul. Among them, 17 participants were surveyed. Students' answers from the survey questionnaire suggested that the geometry textbook we developed based on storytelling helped them learn mathematics and that the instruments such as a map and a set square helped them understand mathematical concepts. However, their opinion implied that the story of the textbook needed to be improved so that the story reflected more realistic contexts that were familiar with students.