Journal of The Korean Association For Science Education
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v.24
no.3
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pp.519-531
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2004
In recent years, there has been an increased emphasis on performance assessment to evaluate students' abilities. Our nation has introduced a change in testing and assessment. Additional work on the efficacy, reliability, and comparability in order to develop the performance assessment item has been needed in the enforcement of the 7th National Science Curriculum. Also, criteria for professional and technical standards has been needed to be developed. The purpose of this study was to draw out various key concepts and to develop achievement standards, assessment standards and performance assessment items based on the 7th National Science Curriculum on the subject matter of reproduction(chapter 13) and biological accumulation(chapter 17). And also, this study examined the validity of completed performance assessment items based on classical test theory and polytomous item response theory. Twelve key concepts in chapter 13(reproduction) and four from chapter 17(biological accumulation) were abstracted. Twenty-six achievement standards in chapter 13(reproduction), and nine in chapter 17(biological accumulation) were developed. The achievement standards were determined in terms of knowledge(K), process skill(P) and attitude(A). Twenty-five assessment standards in chapter 13(reproduction) and nine in chapter 17(biological accumulation) were developed. Based on the developed achievement standards and assessment standards, twenty-two performance assessment items(seventeen open-ended questions, three essays, and two portfolios) with concrete grading criteria were developed. Eight open-ended items were applied to 240 10th graders to evaluate reliabilities of the test which consisted of four items per each chapter. The results would be suggested that the applied items were valid for performance assessment because item difficulties and item discriminations were proper. There was not much differences in item discrimination between interpretation from classical test theory and that from polytomous item response theory. However, there were some differences in item difficulties between the interpretations of two theories because the characteristics of examinees were reflected in classical test theory.
In a long history of geography, a variety of regional concepts have been suggested to represent the particular situations in each period. Today, post-modem situations, characterized by the development of capitalism and globalization, demand a new variety of regional concepts. The regional characteristics, such as social relations, institutional systems, ideologies and symbolism, are now perceived basically on the level of subjectivity. Currently, it is the most urgent task to integrate many conflicting opinions among a variety of subjects into the one that would seek a voluntary consent from the majority of regional residents. In this paper, it is suggested that the concept of identity is the most efficient in examining and explaining the post-modem trend of a region: variability, subjectivity, mobility, changeability, Finally, it is suggested that a special attention should be paid to the role of institutions, that is institutionalization, in the construction of regional identity, to understand and interpret the cultural-historical aspect of a regional change.
Journal of the Korean Institute of Traditional Landscape Architecture
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v.31
no.2
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pp.103-117
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2013
This research analyzed the spatial components and establishment of the Tap-gol Park according to the plans between 1897 to 1916 when the discussions on the construction of the park began and it was accomplished as an urban park. The results are as follows. The establishment of Tap-gol Park can be divided by three period. Firstly, Tap-gol Park was owned by the royal family from 1987 to 1904. The discussions on construction of Tap-gol Park as a first urban park of Gyeongseong(京城) in 1897, and the private houses were tear down in order to secure land for the park in 1899. Gates and fences surrounding of Tap-gol Park were organized and it was opened in 1902 based on park plane of turtle - shaped. The octagonal pavilion for 'Lee-Wang-Jik musical band(李王職音樂隊)' was relocated in the southwestern part of the park in 1903. Secondly, Tap-gol Park was used actively by the public between 1910 to 1913, because it was opened for individuals. Also The boundary of Park were changed by surrounding facilities and recreational facilities and benefits was complemented for users. Tap-gol park was opened at nighttime in August 1913. Tap-gol Park was used as a place of amusement park. Thirdly, commercial facilities were made as the park facility between 1914 to 1916. The purpose of 'Kkikdajeom(喫茶店)' was similar to the one of modern cafes. It was built as a typical Japanese tea-house with a small pond having an island and a bridge constructed inside. With the increase of usage of Tap-gol Park as a recreational area by the citizens in 1916, the pavilion as a rest area and toilet as amenities were supplemented. Superintendent's office was equipped too. Simple chairs made from the wooden logs were installed around greenhouse, concert hall, the Wongaksa Buddhist temple(圓覺寺址十層石塔), and the flower garden was fenced round. After the relocation of Yongsan music band to Tap-gol Park, the existing concert hall was demolished. The shape of the park which was seen from the pictures of the magazines of 1920s were achieved as early as 1916. The importance of this research includes the basis to revise the errors of the preexistence researches and value of historical material of the design plan reference of the park which was accomplished during the Japanese colonial era. Also this research is to study on the spatial components of the modern landscape architecture and parks.
After 20thcentury, digital game has placed very important aspect in modern culture and industries. Thus, digital game industries have utilized ancient stories for themes and ideas. This trial is not only spotted in industrial sectors but also in liberal arts. This paper has a purpose to look at factors that can convert components from classic novels into digital games. Especially, it will focus on how researchers of classical literature can affect in different industrial sectors. Current analysis shows that stories, fantasies, items of classic novel can essentially help to create new games. However, a game consists of just more than the previous stated components; it requires rules, outcome, conflicts and voluntary to make the games much more interesting. It is often misunderstood that plot and fantasies in games may be the most significant aspects but they are actually not. Classic novel can help to make the rule of the four standards in creating a fun game. Here are rules that Taewonji suggests. First, gamers need to save the bleak world from a turbulent age. Second, The will of the absolute has the ultimate power, so those who have achieved god's will can raise a new country. Thirdly, the sinocentrism and the outskirts of the country are not imperative but they are adjustable notions. The first and second aspects are commonly found in Samkukjiyeonui. Hence, the pattern is very familiar. The most significant rule is the third determinant since the idea purely came from Taewonji. The main character Im Seong from the story was the center of his home country, but he later becomes the outskirt or the barbarian of the new country. Therefore, the players should maintain the three rules when they are following the plot and using different items in the digital game world. The researchers of classic literature should find rules that are suitable for the game from the classic novels. This way, there is no need to discover a separate field for digital games out of classical literature.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.18
no.4
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pp.193-206
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2023
In a workplace, workers exhaust their resources due to workplace adversity or acquire resources through job-related passion. The purpose of this study is to verify the factors that affect the conversion of workers to entrepreneurs and through what paths entrepreneurial intention is generated. To this end, the effects of workplace adversity and job-related passion on entrepreneurial intention were explored with workers in Korea. Also, by empirically analyzing the effects of workplace adversity and job-related passion on entrepreneurial intention through the mediation of job-related creativity, this author attempted to derive the factors and implications associated with the conversion of workers to entrepreneurs. Analyzing 333 workers' data acquired through online surveys with the statistical packages of SPSS and AMOS, this study has gained the following results. First, workplace adversity is found to have positive(+) effects on entrepreneurial intention. This implies that workplace adversity that is negatively regarded is rather a crucial variable that increases entrepreneurial intention. Second, workplace adversity has positive(+) effects on job-related creativity. It means that job-related creativity is an effective factor to overcome workplace adversity. Third, job-related passion is found to have positive(+) effects on entrepreneurial intention. The passion to concentrate on the resources secured is an important factor to elevate entrepreneurial intention. Fourth, job-related passion is verified to have positive(+) effects on job-related creativity. It implies that creative methods can be effective in achieving the goal. Fifth, job-related creativity is found to have positive(+) effects on entrepreneurial intention. Creativity is an intention or action that precedes starting up a business, and it is judged that high job-related creativity reflects high expectation about the possibility of success in starting up a business. Sixth, job-related creativity is found to have mediating effects in correlation between workplace adversity and entrepreneurial intention. Seventh, job-related creativity is found to have mediating effects in correlation between job-related passion and entrepreneurial intention. This means that job-related creativity is an effective factor to alleviate the adversity of workers and increase job-related passion in the process of becoming entrepreneurs. Academically, there were few previous studies related to the adversity of workers in Korea. As this study targets office workers, it can be said that it is a differentiated study extending the range of subjects. Also, practically, it has been learned that negative workplace adversity, too, is an important variable that affect entrepreneurial intention positively. This is practically meaningful in terms of office workers' career management because even in adverse situations that are negative, starting up a business through work experiences may work as an alternative.
The purpose of this research was to investigate the relationship between the students' strategy types and the recognition for proportional situations. The students' strategy types which were based on the results of ratio and proportion tests were divided into an additive type, a multiplicative type, and a formal type. This research analyzed the students' activities of categorization when were given the proportional problems and nonproportional problems to the students. And it also explored how to develop students' recognizing for the discrimination between the proportional situations and nonproportional situations. The results was the following. First, the students didn't discriminate the proportional situations and the nonproportional situations in the initial state but they came to discriminate little by little. Secondly, the students didn't discriminate the direct proportions and the inverse proportions until the last stage. Third, the multiplicative type was outperformed more than the formal type in solving the ratio and proportion problems but the formal type was outperformed more than the multiplicative type in discriminating between proportional situations and nonproportional situations. These results are interpreted as showing that solving ratio and proportion tasks and recognizing proportional situations are different aspects of proportional reasoning and it is necessary to understand multiplicative strategy with formal strategy in recognizing proportional situations.
The science museum in the past satisfied visitors only by interacting them with simple objects and exhibition, while one in modern times was requested to meet the need of visitors in their engagement in educational programs. To meet the visitors' need, the science museum made efforts to train, educate, and assign docents so that they can interact with visitors and serve the educational purpose of visitation. In this study, we analyzed the strengths and weakness of docent training programs from science museums/science centers nationally and internationally, to make implication on how to design a docent training and professional program. Programs from four national and four international science centers/museums were selected as a sample for analysis. Their docent training programs were compared with the data of surveys and interviews and emails from docents and docent managers/evaluators. Artifacts and documents of the docent training programs were also collected and used to construct the validity in analyzing the data, resulting in the well-developed docent training program as the critical one for enriching science museum education. The results included; First, we need to recruit and train docents who interact visitors directly but they need to be differentiated from regular volunteers for promoting science museum education for the purpose of popularization of science. Additionally, Second, we need to develop and run docent training program where docents can experience 'informal learning' exhibition interpreting strategies through the real field from mentoring from the experienced/senior docents beyond 'formal learning' exhibition content. Third, we need to equip docents with skills to make scientific literacy possible at science museum-such as experiencing scientific ethics through scientific inquiry-which happens limited at school education.
In the modeling processes of 3D computer animation, methods to build optimal work conditions to realize real forms for more efficient works have been advanced. Digital sculpting software, published in 1999, ZBrush has been positioned as an essential factor in character model work requiring of realistic descriptions through different manufacturing methods from previous modeling work processes and easy shape realization. Their functional areas are expanding. So, in this production case paper, as a method to product more optimized animation character models, the efficiency of production method linking digital sculpting software (Z-Brush) and animation production software (Maya) was deliberated and its consequences and implications are suggested. To this end, first the technical features of polygon modeling and Retopology were reviewed. Second, based on it, the efficiency of animation character modeling work processes through step linking ZBrush and Maya suggested in this paper was analyzed. Third, based on the features drawn before, in order to prove the hypothesis on modeling optimization method suggested in this paper, the production process of character Dumvee from a short animation film, 'Cula & Mina' was analyzed as an example. Through this study, it was found that technical approach easiness and high level of completion could be realized through two software linked work processes. This study is considered to be a reference for optimizing production process of related industries or modeling-related classes by deliberating different modeling process linked systems.
The purpose of this study is to investigate the learning achievement of students who has taken the play-based and activity-oriented programs in the class. These new science class programs and instrument to measure student learning achievement were developed for the "Constellation Favorite" lesson of 4th grade students and Those are verified by science education experts, teachers in serve. The subjects of this study consist of 121 students in four classes who were selected on the basis of midterm examination result before teaching treatment. They were divided into two categories with two classes per each category, one class for experimental group and the other class for control group. The experimental groups were given five classes including five play-based class programs. The control groups were given five conventional instruction-type classes. The students were given questionnaires to test their interest ratings. The results show about 17% increase of their learning achievement with (p<0.005) by independent sample T-test method and 40% increase of interest rating in play-based class sample compared to normal class sample. In conclusion, the play-based science class program is found to enhance the students' learning achievement and to interest the students more effectively.
The purpose of this study was to investigate the effect of a metastrategic activity on the development of student variable controlling abilities. Three groups of seventh graders at a middle-school in the City of Daegu participated in this study: a metastrategy activity group (ME), a problem-solving activity group (PR), and a control group (CO). The ME group was given metastrategy activity worksheets, which required students to monitor, control, and evaluate variable control strategies in a specified situation. The PR group was given problem-solving activity worksheets, which were needed to solve problems in various situations. The results were seen as follows. First, the metastrategy activity group showed better achievement (p<.05) and a longer standing effect (p<.01) than the other groups in the development of variable control ability. The problem-solving activity group was more effective than the control group (p<.05) in the development of variable controlled ability, but there was no lasting effect of the acquired ability. Second, the metastrategic activity group was more effective than the problem-solving activity group in finding fixed variables (p<.01), but not as effective in uncovering independent variables. What is not transferred to the development of the ability to find dependent variables.
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