• Title/Summary/Keyword: 액션

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The Effects of Environmental Education Program using Action Learning on the Environmental Literacy and Self-efficacy of Elementary Students (액션러닝을 활용한 환경교육 프로그램이 초등학생의 환경소양과 자기효능감에 미치는 영향)

  • Jin Jeon;Keum Hyun So
    • Journal of Science Education
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    • v.47 no.2
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    • pp.139-153
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    • 2023
  • This study aimed to investigate the effect of environmental education programs using action learning on elementary school students' environmental literacy and self-efficacy. To this end, an environmental education program using action learning was applied to 22 sixth graders of 'A' Elementary School in Busan. The results of this study were as follows. First, environmental education programs using action learning were effective in improving the environmental literacy of elementary school students. After implementing the environmental education program using action learning, students' environmental values, cognitive, and procedural ability changed positively. Environmental issues awareness and ecological knowledge improved, and there was a significant increase in environmental behavior and environmental function. Second, environmental education programs using action learning were effective in enhancing the self-efficacy of elementary school students. After implementing environmental education programs using action learning, students' confidence in problem solving and their ability to judge their behaviors improved. Third, elementary school students showed active participation and interest when conducting environmental education programs using action learning. Students have become open to protecting the environment when they find problems, devise solutions, and practice them. After reflection, it was confirmed that students' immersion and satisfaction in class were high as a solution was reached, leading to efforts to sell items they did not use and donate profits to environmental protection organizations.

A Study of Outline Action Game Design (온라인 액션게임의 기획에 관한 연구)

  • 신용우
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10c
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    • pp.796-798
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    • 2001
  • 불과 몇 년 전만 해도 게임은 PC게임, 비디오게임, 가정용 게임으로 나뉘었지만 인터넷의 발전에 힘입어 온라인 게임이 일반인에게 대중화되었다. 현존하는 대부분의 게임은 롤플레잉과 시뮬레이션게임으로 대별되고 있다. 장르의 편식현상은 균형 있는 게임산업의 발전을 저해할 뿐만 아니라 새로운 창의성의 빈곤을 가져온다. 이에 본 논문에서는 장르의 편식을 해소하기 위해 많은 개발이 이루어지지 않는 온라인액션게임에 대해 논하며 온라인 액션게임의 폭력성을 해소란 수 있는 방안과 기획에 필요한 요소들에 대해 제시하고자 한다.

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A Design of an Authoring Tool for the Action Game (액션게임 저작도구의 설계)

  • 심재원;이상정
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.429-432
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    • 2001
  • 본 논문에서는 일반 사용자가 게임 시나리오를 구성하고 동작 환경을 정의하여 액션게임을 제작할 수 있는 액션게임 저작도구를 설계 제안한다. 제안된 저작도구는 2명 또는 2팀이 서로의 대전 상대와 격투를 벌설 승패를 겨루는 대전격투게임을 사용자가 정의하고 제작 가능하게 해준다. 본 논문에서 개발하는 게임 저작도구는 IBM PC 호환 기종, Windows 9$\times$ OS 환경에서 구동되고, 2D 형태의 대전 격투게임을 지원한다.

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Understanding Objects : An Action Semantics Approach (액션 의미표기법을 통한 객체의 이해)

  • Doh, Kyung-Goo
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.12
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    • pp.3976-3985
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    • 2000
  • This article uses action semantics to formally specify the meaning of objects and their related operations. The action-semantics framework. compared to others. is able to not only express object-oriented computation steps more clearly, but also provide a hint on how to implement them. As a showcase. an action semantics of a variant of Abadi-Cardelli's-calculus is defined. Then we use an example program to show how to derive the meaning.

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Implication of Action Learning Design and Management by Learning Goal Orientation (액션러닝 학습자의 학습목표 특성에 따른 설계 및 운영상의 시사점)

  • Koh, eun-hyeon;Yang, sung-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.233-234
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    • 2011
  • 액션러닝은 팀기반으로 실제의 문제를 해결하는 교수-학습방법이다. 최근 대학에서 액션러닝을 도입하여 대학의 현장적합성을 반영하고, 이론과 실제를 겸비한 교육으로의 변화를 추구하는 움직임이 일어나고 있다. 그러나 학습자들이 강의식 수업 또는 다른 팀기반 학습에 비하여 많은 학습노력에 대한 부담감을 느끼고 있으며 교수자들이 이에 대한 수업의 불성실한 참여 및 불만족을 우려하고 있다. 이에 이 연구에서는 학습자들의 성취목표지향성이 학습과정의 개인 노력과 팀노력 그리고 결과만족을 설명할 수 있을 것이라 보고 이들의 관계를 탐색하였다. 분석 결과 숙달접근의 학습자들은 학습노력을 많이 기울이며 결과에도 만족하는 것으로 나타났으며 회피접근보다는 수행접근의 학습자들이 학습 노력을 많이 기울이며 학습결과도 만족하는 것으로 해석되었다. 따라서 액션러닝을 설계하고 운영할 때, 수업방법의 의미와 학습노력 및 결과에 대한 의미부여와 공감을 충분히 하여 숙달접근이 아닌 다른 성취 목표지향성을 보이는 학습자들을 독려할 수 있어야 하겠다.

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Development and Evaluation of Action Learning in Clinical Practice of Nursing Management (간호관리학 임상실습에서 액션러닝의 개발 및 평가)

  • Kim, Yun-Min;Kim, Yun-Hee
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.312-322
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    • 2010
  • The aim of this study is to find the effect of action learning on the problem solving process of nursing students during the clinical practice of nursing management. A total of 99 senior nursing students participated in this study. Data was collected from May 2006 to October 2007 and statistical analysis for paired t-test was performed on the data using SPSS/WIN 14.0. The results of the data show that there was a significant increase in the problem solving process for nursing students after the implementation of action learning(t=-4.718, p=.000). In the problem solving process, there was a significant increase in definition of problem(t=-4.123, p=.004), design of problem solution(t=-2.973, p=.002), execution of problem solution(t=-3.264, p=.000) and investigation of problem solving(t=-3.677, p=.000). The only exception in the problem solving process was detection of problem(t=-1.858, p=.066). Therefore, action learning provides nursing students a new alternative for improving the problem solving process and clinical adaptability after graduating from nursing school.

Design of 3D Action Game for PC Environment (PC 환경에서의 3인칭 액션게임 설계)

  • An, Sung-Ohk;Lee, HeeBum;Park, Dong-Won;Kim, SooKyun;Jung, Jinyoung
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.4
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    • pp.63-69
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    • 2014
  • Third Person Action Game is a genre receiving continuous interest from many game enthusiasts. The most distinctive feature about third person action games is that the user can actually see the character as well as the various actions, which in turn increases user engagement. Many games are developed using game engines. However, this study designs a third person action game using only DirectX library instead of the specialized techniques in game engines. By doing so, the game development costs will be minimalized. The study also uses several basic algorithms in order to process the various events and to make the animation effects more efficiently managed in the graphic device. The performance superiority is demonstrated by the results of the study.

The Convergence Effects of a Class using Action Learning on 4C Core Competencies of Dental Hygiene Students (액션러닝을 활용한 수업이 치위생학과 학생의 4C 핵심역량에 미치는 융합적 효과)

  • Jang, Kyeung-Ae
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.103-108
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    • 2018
  • This study aims to investigate the Convergence effects of a class using action learning on 4C core competencies of college students. A survey was conducted before and after the action learning class with the same questionnaire for some dental hygiene students in Busan. The collected data were analyzed by using the paired t-test with SPSS 24.0 program. As a result of comparing communication ability, critical thinking propensity, creative problem-solving ability, and cooperative self-efficacy scores, the score of each area after the class was higher compared to before the class, and significant outcomes were shown in the sub-factors as well(p<0.001). In conclusion, it was found that the class using action learning affects the 4C core competencies required. It is urgent to change the teaching method to self-directed learning rather than knowledge-oriented learning.

Effects of a Spiritual Care Education Program based on the Action Learning on Spiritual Needs, Spiritual well-being and Spiritual Care Competence of Nursing Students (액션러닝 기반 영적간호 교육 프로그램이 간호대학생의 영적요구, 영적안녕 및 영적간호역량에 미치는 효과)

  • Hong, Sehoon
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.285-294
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    • 2016
  • The purpose of this study was to investigate the effects of the action learning-based spiritual care education program on nursing students' spiritual needs, spiritual well-being, and spiritual care competence. This study was a pre-post test design with single group and participants were recruited from second-year nursing students at a University. From September to December 2014, the students participated in the action learning-based spiritual care education program, which were held 16 times, had decreased their spiritual needs and improved spiritual well-being and spiritual care competence. The data were analyzed using paired t-test with the SPSS WIN 23.0 statistics program. The results of this study indicate that the action learning-based spiritual care education program was effective in decreasing spiritual needs and improving spiritual well-being and spiritual care competence for nursing students. The nursing students, which provide a holistic care, will grow up to be a professional nurse by learning the nursing process including spiritual care. Also, an action learning-based education program should be developed in the various fields.

SME Learning Organization Based on Action Learning (액션러닝을 이용한 중소기업 학습조직 구축에 대한 사례 연구)

  • Park, Sang Hyeok;Seol, Byung Moon;Park, Kiho
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.6
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    • pp.99-106
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    • 2015
  • This is a case study on organizational learning with action learning. It targets B industry belonging to Shoe manufacturer. We apply action learning techniques as consulting skills to promote the organization of specific learning activities. Action Learning solves the challenges faced by the company with the ability to enhance the member while participating in the program. Therefore, it is a good methodology to overcome the uncertainty environment. Through a case study, in the maturing process of a learning organization can see the conditions that are necessary for the ongoing maintenance of that identity, organizational learning activities. Findings to the continued operation of the enterprise learning organization suggest the establishment of a learning organization, and direction and strategic importance. Systems and learning environments should be built and then repeat the process of practice to master the new learning organization. It suggests to learn a new organizations operating methods that require repetition of the course of action.

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