• Title/Summary/Keyword: 팀 상호작용

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The Effects of team centralization on shared mental model, satisfaction, and achievement in a web-based collaborative learning (웹기반 협력학습에서 상호작용의 중심화 정도가 팀원의 공유정신모형, 만족도, 성취도에 미치는 영향)

  • LIM, Kyu Yon;KIM, Ye Jin;KIM, Hee Joon
    • The Journal of Korean Association of Computer Education
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    • v.18 no.4
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    • pp.41-53
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    • 2015
  • The purpose of this study is to investigate the effects of centralization on shared mental model, satisfaction and achievement in a web-based collaborative learning. Sixty-eight undergraduate students were randomly assigned to 7 groups and they participated in a 4-week web-based collaborative learning. Three highly centralized teams and three less centralized teams were selected, and analyzed for investigating whether there are meaningful differences in shared mental model, satisfaction and achievement according to the degree of centralization. The results showed that there was no significant difference in shared mental model between the highly and less centralized teams. However, the highly centralized teams showed higher level of satisfaction and achievement than the less centralized teams.

A Cooperation Strategy of Multi-agents in Real-Time Dynamic Environments (실시간 동적인 환경에서 다중 에이전트의 협동 기법)

  • Yoo, Han-Ha;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.13-22
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    • 2006
  • Games such as sports, RTS, RPG, which teams of players play, require advanced artificial intelligence technology for team management. The existing artificial intelligence enables an intelligent agent to have the autonomy solving problem by itself, but to lack interaction and cooperation between agents. This paper presents "Level Unified Approach Method" with effective role allocation and autonomy in multiagent system. This method allots sub-goals to agents using role information to accomplish a global goal. Each agent makes a decision and takes actions by itself in dynamic environments. Global goal of Team coordinates to allocated role in tactics approach. Each agent leads interactive cooperation by sharing state information with another using Databoard, As each agent has planning capacity, an agent takes appropriate actions for playing allocated roles in dynamic environments. This cooperation and interactive operation between agents causes a collision problem, so it approaches at tactics side for controlling this problem. Our experimental result shows that "Level Unified Approach Method" has better performance than existing rental approach method or de-centralized approach method.

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A Study on the Influencing Factors of the Team Project-based Computer Programing Education (팀 프로젝트 기반 교육이 컴퓨터 프로그래밍 학습효과에 미치는 영향요인 분석)

  • Jang, Hyunsong;Kim, Hongja
    • The Journal of Korean Association of Computer Education
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    • v.22 no.2
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    • pp.39-50
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    • 2019
  • We designed and applied team project based learning for effective computer programming education and analyzed the effect on learning effect. Throughout simplified traditional theories and practices, teamed up with random lottery, divided role & responsibility, and conducted problem solving projects in a competitive way for a given task. When after completion of the course, we conducted questionnaires on learners in order to grasp the influence factors on the learning effect. As a result of the structural equation model analysis, it was shown that Team Project had a direct effect on the learning effect. The learning effect based on the relationships among the factors derived through exploratory factor analysis. Based on this analysis, we propose a more effective computer programming education way.

A Case Study on the class of Using PBL (PBL을 활용한 <문화와 철학의 이해> 수업 사례 연구)

  • Park, Hae Rang
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.435-440
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    • 2021
  • This study examines the effectiveness of the study through a case of PBL (problem-based learning) class conducted in a balanced culture course called at 00 - University in the second semester of 2020. The effects we can achieve through learning are as follows: First, problem-based learning (PBL) has sufficient active interaction between the teacher and the learner. Second, PBL learning can actively utilize various problems that fit the characteristics of the subject and actively utilize the process of role sharing and collaboration. Third, critical perceptions of problem situations can be extended. The limitations identified in this class case are, first, the nature of the subject, "Understanding Culture and Philosophy," which makes it possible to discuss the global cultural phenomenon, but it should be discussed in terms of philosophy. Second, it is not easy to work as a team on non-face-to-face online.

Exploring Enhancing Interaction for Foreign Learners e-PBL Using Meta-verse (메타버스를 활용한 외국인 학습자의 e-PBL 상호작용 강화 방안)

  • Ko-Eun Song
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.555-563
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    • 2022
  • This study explored the educational effects of e-PBL by using metaverse tools to strengthen PBL interactions among foreign learners. The university's 3-hour, 15-week PBL subject was systematically reorganized to satisfy the needs of online groups of students. Metaverse technology was also used as a tool for interaction in the process of solving practical problems closely related to our social issues through e-PBL. e-PBL lectures are composed of foreign learners from various countries. More than half of the 43 participating students are from 11 different nations. Learners in an e-PBL class are able to partake in task-based learning activities through the use of the metaverse. This qualitative study identified the metaverse is an effective communication tool which transcends language and nationality. It is also a unique space where both verbal and non-verbal communication between team members are possible online. This study can demonstrate the positive effects of e-PBL teaching methods. By using the metaverse's various tools of interaction to improve communication among foreign learners whose Korean levels are not perfect, we can create a digital space which more closely resembles an offline, interpersonal learning experience.

A Study between Entrepreneurship and Entrepreneurship education Outcomes : Focusing on Hackathon Education by transformational leadership effectiveness analysis (기업가정신과 창업교육 성과간의 연구 - 해커톤 교육을 중심으로 한 변혁적리더십 효과성 분석 -)

  • Nam, Jung Min
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.1
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    • pp.45-53
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    • 2015
  • This study validates the effectiveness of Hackathon Education which is popular entrepreneurship education method. And to reveal how entrepreneurship affects willingness of entrepreneurship and its team commitment. In addition, this study is to examine the moderating effect of transformational leadership in the relationship between entrepreneurship and its performance. The results show that entrepreneurship has no statistically significant result, but has positive impact on the willingness of entrepreneurship. However, moderating effect was proved between entrepreneurship and willingness of entrepreneurship. Therefore, entrepreneurship has positive effect on willingness by complementary relationship of transformational leadership Furthermore, entrepreneurship has positive impact on its team commitment and even though statistically not proven but also transformational leadership can affect its team commitment by interaction of entrepreneurship.

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A study on iNterface and Interaction using Chatgpt System in Virtual Reality Space (가상현실 공간에서의 ChatGPT 시스템을 활용한 인터페이스와 상호작용에 대한 연구)

  • Ju-Sang Lee;Hyo-Seung Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1285-1290
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    • 2023
  • Although the environment in virtual space (hereinafter referred to as VR) has the problem of being difficult to access compared to existing PCs and smartphones, it has the advantage of being more realistic and providing endless experiences and functions compared to existing environments. In this VR environment, there is a need to develop technologies that help people handle tasks more conveniently in the virtual world by studying interfaces and interactions using ChatGPT, a recently popular AI technology. The ChatGPT interface and interaction in the VR environment are also studied to provide personalized services. Through this, users can choose the interface that suits them and the secretary interface can also provide customized services optimized for users. Accordingly, in this study, we design a convenient interaction method by linking the ChatGPT system in a VR environment and use it as a previous study for the development of an AI assistant.

프로티언 경력태도가 무형식 학습 및 창업의도에 미치는 영향

  • Ga, Hye-Yeong;Jeon, Hye-Jin
    • 한국벤처창업학회:학술대회논문집
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    • 2019.04a
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    • pp.143-148
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    • 2019
  • 시대적 변화에 따른 경력성공의 관점이 변화하고 있지만 다수의 연구들은 창업과 취업을 분리하여 연구되어 왔다. 또한 환경의 변화뿐만 아니라 개인 가치관의 변화에 따라 평생 직장의 개념이 사라졌으며 전 생애에 걸친 학습의 필요성이 대두 되고 있다. 학습의 형태는 기존의 지식을 전달하는 형태에서 다양하게 변화해왔다. 교실 수업의 형태는 팀활동과 미디어 활용을 중심으로 변화하고 있으며 교실 밖 수업에서는 자율적인 동아리 활동이나 커뮤니티의 참여 등을 통해 역량을 향상시키는 기회를 제공하고 있다. 개인의 경력은 인생에 걸친 학습과 일에 관련된 경험 및 행동과 연관된 태도로부터 발생한다. 이러한 경력을 이끌어가는 태도는 새로운 환경속에서 즉각적인 요구를 받아들이는 적응학습과 새로운 행동 및 지식을 유발하는 생성학습, 그리고 상호작용 패턴 인식을 통해 새로운 시도를 하는 전환학습을 지속적으로 일으킨다. 또한 이러한 무형식 학습들은 취업과 연계 될 뿐만 아니라 창업의도에도 긍정적인 영향을 줄 수 있다. 본 연구는 자기주도성과 가치지향성을 척도로 하는 프론티언 경력태도가 창업의도에 영향을 미치지 확인함으로서 기존의 취업역량과 연결시켜왔던 연구에 새로운 시사점을 제시하고자 한다. 또한 무형식학습 활동을 매개변인으로 투입하여 학습 과정에서 자연스럽게 발생하는 학습의 효과를 확인하여 변화된 교육형태의 중요성을 확인하는데 의의가 있다. 이에 더해 스마트미디어를 활용하는 능력인 스마트미디어 리터러시와 팀 학습을 지향하는 팀학습 선호도를 조절효과로 보아 분석함으로서 스마트미디어활용 학습과 팀학습의 형태로 변화하고 있는 교육 현장의 특성을 함께 확인하고자 한다. 이를 위해 2019년 3월부터 6월까지 교육과 경력 환경의 변화의 중심에 서있는 대학생들을 대상으로 설문조사를 실시하여 이를 분석하고자 한다.

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A study on the estimation of onion's bulb weight using multi-level model (다층모형을 활용한 양파 구중 추정 연구)

  • Kim, Junki;Choi, Seung-cheon;Kim, Jaehwi;Seo, Hong-Seok
    • The Korean Journal of Applied Statistics
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    • v.33 no.6
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    • pp.763-776
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    • 2020
  • Onions show severe volatility in production and price because crop conditions highly depend on the weather. The government has designated onions as a sensitive agricultural product, and prepared various measures to stabilize the supply and demand. First of all, preemptive and reliable information on predicting onion production is essential to implement appropriate and effective measures. This study aims to contribute to improving the accuracy of production forecasting by developing a model to estimate the final weight of onions bulb. For the analysis, multi-level model is used to reflect the hierarchical data characteristics consisting of above-ground growth data in individual units and meteorological data in parcel units. The result shows that as the number of leaf, stem diameter, and plant height in early May increase, the bulb weight increases. The amount of precipitation as well as the number of days beyond a certain temperature inhibiting carbon assimilation have negative effects on bulb weight, However, the daily range of temperature and more precipitation near the harvest season are statistically significant as positive effects. Also, it is confirmed that the fitness and explanatory power of the model is improved by considering the interaction terms between level-1 and level-2 variables.

The Effects of Social․Task Cohesion on Technological Innovation in New Product Development Team: Moderating Role of Climate for Creativity Support to Team (신제품개발팀에서 사회적․과업 응집성과 기술혁신 성과간의 관계 : 팀 창의성 지원 풍토의 조절효과)

  • Kim, Hack-Soo;Lee, Jun-Ho;Han, Joon-Goo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.2
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    • pp.717-724
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    • 2014
  • Although team cohesion can be a double-edged sword, empirical studies have focused positive effect of team cohesion. This study claims that team cohesion can be divided social task cohesion, so we can investigate positive effect of social cohesion and negative effect of task cohesion on technological innovation. Cohesion emphasize homogeneity, thus creativity supporting team climate alleviate negative effect of social cohesion and increase positive effect of task cohesion. This study has used materials collected from 205 NPD teams The results show negative effect of social cohesion(${\beta}$=-.19, p<.01), positive effect of task cohesion(${\beta}$ =.18, p<.05), positive interactive effect between social cohesion and creativity supporting team climate(${\beta}$=.14, p<.10) and positive interactive effect between task cohesion and creativity supporting team climate(${\beta}$=.16, p<.05) on technological innovation.