• Title/Summary/Keyword: 토론의 효과

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Market Evaluation Study On The Impact Of Standard Performance Contract Programs (표준성과배분계약프로그램의 효과에 대한 시장 평가 연구 (3))

  • 전미 ESCO협회
    • The Magazine for Energy Service Companies
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    • s.17
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    • pp.56-67
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    • 2002
  • 이 보고서에 명시되어야 할 주요 문제점 및 이슈를 파악하기 위한 연구의 일환으로, NAESO는 1999년 8월에 2일간의 워크숍을 실시했다. 이 워크숍에서 NAESCO는 에너지절약 전문기업(ESCOs) 및 공공사업체(utilities)의 대표자들과 캘리포니아 에너지 효율 위원회(CBEE)의 회원들을 초대하여, 업체 참가자 및 주요정책입안자들의 SPC 프로그램과 관련된 시장 경험을 검토하면서 SPC 프로그램에 관한 이들의 특정 우려사항 및 관심사항을 주제로 하여 논의하도록 하였다. 워크숍의 목적은 ''시장 전환(marekt transformation)''과 ''자원 획득(resource acquisition)''이라는 조정 목표의 관점에서 SPC 프로그램 이행에 관련된 우려사항을 주요 쟁점으로 하여 이에 집중하는 것이었다. 이 워크숍은 비 거주시설의 SPC 프로그램에 관련된 특정 우려사항을 주제로 설정하였으며, 토론을 통하여, 프로젝트 스폰서의 임무, SPC 운영자의 임무, 가격 설정, 적격 프로젝트, 및 측정 및 검증에 걸친 5가지 부분의 주요 우려사항에 관하여 결론을 돌출하였다. 다음은 이 5가지 부분의 우려사항 각각에 관한 워크숍 참가자들의 결론을 기술한 내용이다.

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Design and Implementation of Cooperative Web Courseware for Expansing Problem Solving Ability (문제 해결 능력 신장을 위한 협동적인 웹 코스웨어의 설계 및 구현)

  • Kong, Woo-Kon;Lee, Jong-Chan;Yoo, Bong-Gil;Kim, Eung-Gon;Heo, Yeoug-Nam
    • Annual Conference of KIPS
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    • 2000.04a
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    • pp.1056-1061
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    • 2000
  • 대부분 학습용 코스웨어는 CD타이틀로 구성되어 전형적인 일대일 학습 형태를 띄고 있어 학습자에게 금방 지루함을 느끼게 하기 쉽다. 또한 인지적 능력이 부족한 초등학생에게 단순한 교과서식의 웹코스웨어를 적용하는 것은 학습 효과를 높이는데 한계가 있다. 본 논문에서는 초등 교육 현장에 웹을 활용하여 아동들의 다양한 협력 활동을 통해 정보를 탐색하고 조사 활동을 할 수 있는 초등학생 수준에 맞는 협력 학습을 위한 웹기반 사이버학습 교재를 개발 적용한다. 이를 활용하여 교과 시간은 물론 일상 생활에서도 주어진 과제 해결에 필요한 정보 자료를 수집, 분류하고, 웹기반에서 토론하여 일반화된 결과를 도출해 내어 문제 해결 능력을 신장시키는 자료를 개발하였다.

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Research on the Color Design Features of Zhang Yimou's Film "Shadow" (장예모 감독 영화<삼국-무 영자>의 색상 디자인의 특징에 관한 연구)

  • Zhou, wen-yuan;Kim, Hae Yoon
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.375-376
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    • 2019
  • 영화는 현대 사회에서 가장 환영을 받고, 가장 영향력을 가진 문화 산업 중 하나로, 우수한 영화 장면 디자인은 영화 스토리 효과의 발전에 빛을 한층 더한다. <삼국-무 영자>는 장예모 감독이 연출하여 2018년에 개봉한 최신 영화로, 이것은 동양의 수묵 스타일 영화로, 주로 흑백으로 나타난다.[1] 이 영화는 2018년 제75회 베니스영화제 비경쟁 상영부문, 토론토국제영화제 상영부문, 런던영화제 경쟁부문에 진출했다. 장예모 감독은 민족문화의 내용을 표현할 때, 중국 문화에 대한 이해와 자신의 문화적 가치관을 자신의 촬영방식으로 풀어냈다. 그의 작품으로 보면, 이 영화의 주제는 주로 중국 고대의 역사문화와 수묵문화에 근거해 표현되며, 중국 전통문화의 독특한 매력에 대한 찬양이기도 하다. 본 논문은 연출 스타일과 동양의 심미적 측면에서 영화가 지닌 예술적 특징, 영화에 담긴 인문정신을 탐구하고, 세계를 향해 중국 수묵문화의 문화적 의미를 소개하는 동시에, 영화의 발전에 도움이 되기를 바란다.

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A Research on Evaluation Model for information Search and Analysis Learning in Teaching and Learning using ICT (ICT 활용 교수-학습 유형 중 정보 탐색 및 분석 학습에 대한 평가 모형 연구)

  • 안성훈;최숙영
    • The Journal of the Korea Contents Association
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    • v.3 no.3
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    • pp.1-10
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    • 2003
  • In this paper, we research on an evaluation model and method for the teaching and loaming using ICT. There are 8 types information search, information analysis, information guidance, collaboration research, discussion with expert, discussion by the web, pen pal by the web, information production in the teaching and teaming using ICT. we propose an evaluation model and method for information search and information analysis which teachers frequently use. Because an evaluation model and mend for the teaching and learning using ICT doesn’t exist, I expect that the evaluation model and method proposed in this paper is effective in the teaching and loaming using ICT.

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DA Study on Learning for Preventing and Treating Juveniles' Addiction to the Internet-Application of a Cyber Mock Trial (청소년의 인터넷 중독 예방 및 처방 학습에 관한 연구-사이버 모의재판 적용)

  • Baek, Janghyeon;Kim, Do-yun;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.6 no.1
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    • pp.121-130
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    • 2003
  • As legal and technological actions to prevent and treat addiction to the Internet have reached their limit, the importance of educational methods as alternative measures is being recognized. The present study was attempted to propose the application of a cyber mock trial system as an educational method to prevent addiction to the Internet and to promote information communication ethics. The mock trial system was designed and implemented so that both open trials and closed trials could be held, and the process and results of trials could be discussed. To verify the effectiveness of learning method of cyber mock trial in preventing and treating addiction to the Internet, this study conducted and analyzed questionnaire survey about juveniles' class preparation, class participation, interest in classes, and the effects of classes.

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Case Study of Internet Ethics Lecture using Videos and Demonstration Practice (동영상 및 시범 실습을 활용한 인터넷윤리 수업 사례 연구)

  • Kim, Jongwan;Kim, Hee-Jae
    • The Journal of Korean Association of Computer Education
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    • v.16 no.3
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    • pp.23-30
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    • 2013
  • With proliferation of the internet, the internet ethics in contrast to existing ethics has been recognized as one of the disciplines. Internet ethics is one of liberal arts courses in a college as well as a class in elementary, middle and high schools. We also have taught this subject for a number of years. In order to effectively communicate to students the internet ethics course as computer scientists, we gave some demonstration practice lectures by taking advantage of internet ethics related videos. Since the latest UCC presentation and its discussion were performed, it was helpful for students to recognize the internet ethical issues and concerns. We confirmed that classroom students' concentration and understanding for internet ethics increases by a survey of the regular attendees. This research presented a lecture practice case model to teach comprehensive internet ethics topics to college students effectively.

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Development of Student-Centered Narrative Learning Program for the improvement of Information ethic attitude of Elementary Student (초등학생 정보통신윤리의식 향상을 위한 학습자 중심 내러티브 학습 프로그램 개발)

  • Kim, Kwang Yeol;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
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    • v.11 no.6
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    • pp.29-37
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    • 2008
  • The purpose of this study is to examine the effect of Student-centered Narrative Learning Program on Information ethics. Though, nowadays, the negative aspects of use of Computer and Internet have been rising as a big issue and there are remarkable concern about it, especially in school. There are still many difficulties to teach it to student due to the lack of adequate curriculum, contents and teaching method. In this study, we developed the Narrative learning program based on learners' experiences. The program involves course of discussion and exploration to seek for solution. The result of the study is that students could make a plan for practice and their Information ethic attitude was improved.

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Genre-specific Cultivation Effects of TV Programs: Cultivating Viewers' Citizenship and Value Attitudes (텔레비전 시청 장르별 시민성 및 가치관 계발 효과의 차이)

  • Na, Eun-Kyung
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.150-157
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    • 2013
  • In this media convergence era when the 'hybrid' genres increase, it has been important to explore distinguishing genre-specific effects of contents use. This study revealed that news, current affairs/talk, and documentary genres respectively produces opposite directions of influences on values; likewise, drama and reality genres also respectively produces differentiated impact on values and social trust. Drama viewing itself shows contrary patterns on civic attitude, i. e., positive relationship with social trust while negative with tolerance.

A Program Development and Application on Educating Sport Ethics (스포츠윤리교육 프로그램 개발 및 적용)

  • Park, Sung-Joo
    • 한국체육학회지인문사회과학편
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    • v.55 no.1
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    • pp.37-47
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    • 2016
  • This study aims to develop an educational program of sport ethics which would enhance moral autonomy on the part of athletes. First, based on James Rest's Four Component Model of moral behavior, this study has analyzed prior studies and built educational contents. Then, it used dilemma discussions among peers for disequilibrium of cognitive structure. Last, this program has been tested and proven by college students who were thoroughly interviewed afterwards. After joining the program, the student-athletes showed a positive change of thought and action in relation to sport ethics. I hope that this study will contribute to enlarging the field of sport ethics education.

Comparative Evaluation of Exercise Effects of Motion-based Sports Game (체감형 스포츠 게임의 운동 효과 비교 평가)

  • Boo, Jae Hui;An, Ji Hyeon;Kim, Jeong Hyeon;Kim, Dong Keun;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.3
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    • pp.403-411
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    • 2022
  • A motion-based sports game uses a motion sensor or a camera to exercise based on body movements, and it is possible to obtain exercise effects such as improving physical strength while enjoying the game. In prior works, various studies such as usability evaluation has been conducted on motion-based sports games. However, there has been no discussion about how the exercise effect is exerted on users when experiencing motion-based sports games as individual or team play. This study compared the user's exercise effects by analyzing the user's ECG (Electrocardiogram) sensor and the Kinect sensor's skeletal information using Nintendo Switch game that is played individually and as a team. In this paper, the experimental design and method, the quantitative measurement results based on ECG and Kinect, and the results of the post-test subjective measurement are discussed.