• Title/Summary/Keyword: 적극적 상호작용

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Designing a Tangible Virtual Heritage Environment for Collaborative Culture Experience (협동적 문화체험을 위한 탠저블 가상 문화유산 환경 디자인에 관한 연구)

  • Park, Kyoung-Shin;Cho, Yong-Joo;Kang, Seung-Mook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.10
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    • pp.1759-1766
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    • 2006
  • The tangible virtual heritage environment employs a tangible interface to increase social interaction and engages user's understanding of cultural heritage with the activities in the virtual environment. Tangible Moyangsung is an tangible virtual heritage environment of a Korean war-defensive castle Moyangsung, and it allows a group of users to collaboratively play the tangible interface for fortifying the broken walls. This paper suggests an overview of cultural meanings behind Moyangsung and represents the details in the design and implementation of the Tangible Moyangsung system. It will also discuss improvements and further research directions.

Moderating Effect of Learning styles on the relationship of quality and satisfaction in the context of Business Simulation Game (시뮬레이션활용 경영 교육의 품질요인과 성과에 대한 학습유형의 조절효과)

  • Ahn, Tony Donghui
    • Journal of Service Research and Studies
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    • v.7 no.4
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    • pp.151-164
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    • 2017
  • This study aims to explore the effect of quality factors and learning styles on users' satisfaction in the use of business simulation tools in business education. For this purpose, statistical methods such as reliability test, factor analysis, ANOVA, regression analysis were carried out using the survey data from university students. The quality factors of education using simulation were classified into contents, education environment, interpersonal activities, and instructor support while learning styles were classified into proactive, self-directed, environmental-dependent, and passive styles. The results showed that each quality factors of education using business simulation had a strong positive effect on user satisfaction. Proactive and environment-dependent group had higher satisfaction than other groups. Learning styles had moderating effects on the quality-satisfaction relationship, and the direction and degree varied depending on the quality factors and learning styles. Theoretical and practical implications were drawn from these findings.

A Case Study on the Operation of Competency-based Liberal Arts Courses Using PBL to Improve Basic Vocational Competencies of Junior College Students (전문대학생의 직업기초능력 향상을 위한 PBL활용 역량기반 교양교과목 운영 사례 연구)

  • Hwang Jae Gyu
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.6
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    • pp.11-18
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    • 2024
  • This study examines the effectiveness of the study through a case of PBL (problem-based learning) class conducted in a university common liberal arts subject called <Machine civilization and Human> at Y University college in the second semester of 2023. The effects we can achieve through learning are as follows: First, problem-based learning (PBL) has sufficient active interaction between the professor and the learner. Second, PBL learning can actively utilize unstructured problems and actively utilize role division and collaboration processes. Third, it can promote critical thinking about problem situations. The limitations identified in the class case are, first, Given the nature of the subject, <Machime Civilization and Humans>, it is possible to approach unstructured problems according to the development of machinet civilization, but further discussion is needed from the perspective of creative thinking and problem solving. Second, As a course taken by students with different majors, team composition and lesson planning for heteogeneous groups are necessary to ensure a common experience of problem solving. Results of this study showed follow-up research needs to be conducted to analyze educational interactions and verify effective team building through them.

The Effect of SNS Marketing Attributes of Convenience Corporate on Purchase Intention and Purchase Satisfaction of Convenience Store Consumer (편의점 기업의 SNS 마케팅 속성이 편의점 소비자의 구매의도와 구매 만족도에 미치는 영향)

  • Kang, SinA;Yoon, Hei-ryeo
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.405-415
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    • 2020
  • The number of users of SNS has been steadily increased along with the popularity of smart phones, since marketing using SNS is easy to communicate and fast to spread, many companies are actively utilizing SNS marketing. In this study, we established a hypothesis by selecting SNS marketing attributes based on prior research as informational, interactive, entertainment and reliability. In this study, we are going to examine the impact on SNS marketing on purchase behavior at the convenient store to provide basic data for sale promotional strategy. Analysis of differences in SNS marketing attributes according to the characteristics of the survey participants showed that differences in information were significant in age and monthly income, and interaction was significantly different from gender. Among SNS marketing attributes, information, entertainment and reliability showed significant positive effects on satisfaction, and the interactivity was rejected because it did not have a significant impact. While interactivity, entertainment, and reliability of SNS marketing attributes significantly affected satisfaction, it was found that information has not significantly affected them. Satisfaction also had a significant impact on purchase intentions.

A Case Study of Two Elementary School Mathematics Teachers' Beliefs during Their Reflective Teaching (초등학교 수학과 반성적 교수 과정 중 교사의 사고에 대한 사례 연구)

  • Lee, Keum-Sun
    • School Mathematics
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    • v.13 no.3
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    • pp.385-404
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    • 2011
  • Currently, reflective teaching has been actively studied in terms of teachers' professional development relating to classroom instruction. The present study looked at, using the method of a case study, the differences between a novice and an experienced elementary school mathematics teachers' beliefs demonstrated during their reflective teaching. The findings of the study show that at the intial stage of reflective teaching, the novice teacher identified few errors during class and was not enthusiastic about applying the results of her reflective teaching due to lack of confidence. By contrast, the experienced teacher identified more errors during class than the novice teacher and had fewer reflections due to a sense of confidence. As the teachers' engagement in reflective teaching increased with time, they both felt the need for advice from experts on mathematics teaching and directed their attention to interactions with their students away from teacher-centered instruction. Further, the novice teacher engaged in more teacher-student interactions than the experienced teacher, and the experienced teacher increased the frequency of teaching reflection. Based on the findings, the article suggests a number of implications for the cooperative reflective teaching between novice and experienced teachers and the improvement of classroom instruction.

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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.

Design and Implementation of Web Based Databank System for Craftsman Information Processing (웹 기반 정보처리 기능사 문제은행 시스템 설계 및 구현)

  • 김용호;김희철
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10a
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    • pp.580-582
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    • 2003
  • 정보화 시대의 요구에 대한 교육적 대응은 학습자 중심의 교육이며, 정보통신기술을 기반으로 한 원격교육이다. 특히 인터넷에서 가장 활발하게 사용되고 있는 웹은 그 특성상 구성주의 학습 원리를 실현하는데 적절한 환경을 제공하고 있으며, 교육 시스템의 변화를 가져오고 있다. WBI(Web Based Instruction)는 웹을 매체로 활용하여 원거리에 있는 학습자를 교육시키는 형태로서 교수자와 학습자간 상호작용을 가능하게 하고 다양한 형태의 학습자료를 제공하며, 공간적 제약을 극복할 수 있다는 장점이 있다. 본 논문에서는 웹에 기반한 교육적 활용의 한 모델로서 학습자의 자기 주도적이고 적극적인 학습을 촉진하기 위한 자기 주도적 학습이론과 학습자의 개인차를 고려한 수준별 학습이론을 적용하여 효율적인 웹 기반 학습이 가능하도록 하였으며 이러한 학습이론을 웹에 기반한 정보처리 기능사 필기시험에 적용함으로써 실업계 고등학교 교육현장의 비효율성과 기존의 문제은행 시스템의 문제점을 보완하여 시험준비에 보다 효율적으로 대비하도록 설계 및 구현하였다.

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A Comparative Study of the Idol Systems in Korea and Japan Focusing on IZ*ONE (한·일 아이돌 시스템 비교연구)

  • Cho, Eun-Ha
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.221-232
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    • 2019
  • The uniqueness of the K-Pop 'idol' culture, which is a key area of its success, can be found not only through the acceptance of diverse cultures and the strengthening of the performance capacity, but also by the effective utilization of new technological environment. As a result, the Korean idol system, which is distinguished from the Japanese idol system, is established. And these systems are evolving with new technological environments. This paper examines the process of evolution of the Korean idol system that adapts to the technical environment through the case of the idol girl group 'IZ*ONE'. 'IZ*ONE' not only achieved rapid success by actively utilizing SNS and new media and producing interactive narratives, but also establishing stable expansion and homogeneity of fandom through interactive rituals. By comparing the evolution and achievement of such a system with the Japanese idol system, we will be able to present the factors of K-Pop success more clearly.

Small Group Interaction and Norms in the Process of Constructing a Model for Blood Flow in the Heart (심장 혈액 흐름의 모형 구성 과정에서 나타난 소집단 상호작용과 소집단 규범)

  • Kang, Eun-Hee;Kim, Chan-Jong;Choe, Seung-Urn;Yoo, June-Hee;Park, Hyun-Ju;Lee, Shin-Young;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.32 no.2
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    • pp.372-387
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    • 2012
  • This study aims to identify unique small group norms and their influence on the process of constructing a scientific model. We developed instructional materials for the construction of a model of blood flow in the heart and conducted research on eighth-grade students from one middle school. We randomly selected 10 small groups, and videotaped and recorded their dialogues and behaviors. The data was categorized according to the types of interaction and then analyzed to investigate the characteristics of group norms and models in one or two representative groups for each type. The results show that the types of interaction, the quality of the group models, and the group norms were different in each group. Even though one teacher guided students through the same task in the inquiry context, each group revealed different patterns of discourse and behavior, which were based on norms of cognitive responsibility, the need for justification, participation, and membership. With the exception of one group, there was little cognitive responsibility and justification for students' opinions. Ultimately, these norms influenced the model construction of small groups. A group that forms norms to encourage the active participation and justify members' opinions with cognitive responsibility was encouraged to do inferential thinking and construct a group model close to the target model. This study has instructional implications for the establishment of a classroom environment that facilitates learning through small group activities.

Gaze Mirroring-based Intelligent Information System for Making User's Latent Interest (사용자의 잠재적 흥미를 인식하기 위한 주시 모방 모델 기반의 지능형 정보 시스템)

  • Park, Hye-Sun;Hirayama, Takatsugu;Matsuyama, Takashi
    • Journal of Intelligence and Information Systems
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    • v.16 no.3
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    • pp.37-54
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    • 2010
  • The information system that preserves and presents information collections, records, processes, retrievals, is applied in various fields recently and is supporting man's many activities. Conventional information systems are based on the reactive interaction model. Such reactive systems respond to only specific instructions, i.e. the defined commands, from the user. To go beyond the reactive interaction, it is necessary that the interactive dynamic interaction based information system which understands human's action and intention autonomously and then provides sensible information adapted to the user. Therefore, we propose a Gaze Mirroring-based intelligent information system for making user's latent interest using the internal state estimation methods based on the interactive dynamic interaction. Then, the proposed Gaze Mirroring method is that an anthropomorphic agent(avatar) actively established the joint attention with the user by imitating user's eye-gaze behavior. We verify that the Gaze Mirroring can elicit the user's behavior reflecting the latent interestand contribute to improving the accuracy of interest estimation. We also have confidence that the Gaze Mirroring promotes the self-awareness of interest. Such a Gaze Mirroring-based intelligent information system also provides suitable information to user by making user's latent interest using the internal state estimation.