• Title/Summary/Keyword: 평가도구 유형

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Secondary School Home Economics Teachers´ Educational Needs Analysis on Teaching Competency (중등학교 가정과 교사의 교수 능력에 관한 교육 요구 분석)

  • 장명희;윤인경
    • Journal of Korean Home Economics Education Association
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    • v.15 no.4
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    • pp.1-22
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    • 2003
  • The purpose of this study was to general needs and identify the educational needs for teaching competency of home economics teachers. based on their perception on teaching competency revealed in Previous studies. Data were collected from 1,104 schools selected by stratified sampling. based on school district, ranking and size. The 616 items of survey materials were collected from 417 schools and the levels of importance and performance were measured on Likert scale with 7- and 5- points, respectively. The analysis reveled that the educational needs for improving teaching competency were high in the following three areas out of seven areas. 1) interfacing ability with the local community and diverse human resources. 2) ability managing space and materials for learning 3) ability diversifying lesson development and evaluation ability. In addition. diversifying and professionalizing present development program for home economics teachers made higher score than improving education program for home economics teachers. These two needs of teachers showed significant differences according to their educational experiences and foundation types of their schools.

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A Study on Satisfaction Evaluation of Korean Medicine Therapy Using Treatment Tool by Psychological Type (심리유형별 진료도구를 이용한 한방치료의 만족도 평가 연구)

  • Ji, Young Seung;Lee, Seung Min;Kim, Jeong Ho;Nam, Seung Kyu;Kim, Young Il
    • Journal of Acupuncture Research
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    • v.30 no.3
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    • pp.27-38
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    • 2013
  • Objectives : This study was designed to evaluate patient satisfaction of Korean medicine therapy using treatment tool by psychological type. Methods : 48 subjects were participated in this study. Before a treatment, we analyzed a patient's phychological type first by using a questionnaire. And then we divided 3 groups which were called a rational sympathy module group, emotional sympathy module group, control group. Manner of medical consultation according to patient's phychological type was carried out in all groups. After all treatment, we conducted a survey about medical service perception index, patient happiness index, medical satisfaction index. To evaluate a satisfaction degree, we analyzed results of survey statistically. Results : The results of the analysis, both rational sympathy module group and emotional sympathy module group got a higher score than control group statistical significantly on medical service perception index. Emotional sympathy module group got a higher score than control group statistical significantly on patient happiness index and medical satisfaction index. But rational sympathy module group only had a higher tendency than control group on patient happiness index and medical satisfaction index. Emotional sympathy module group got a higher score than rational sympathy module group on medical service perception index, patient happiness index and medical satisfaction index. Conclusions : Korean medicine therapy using treatment tool by psychological type consisted of patient's phychological type questionnaire and manner of medical consultation could improve a patient's satisfaction. It was more effective in emotional sympathy module group than rational sympathy module group.

Implementation of Chatbot Models for Coding Education (코딩 교육을 위한 챗봇 모델 구현)

  • Chae-eun, Ahn;Hyun-in, Jeon;Hee-Il, Hahn
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.29-35
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    • 2023
  • In this paper, we propose a SW-EDU bot, a chatbot learning model for coding education by using a chatbot system. The same scenario-based models are created on the basis of Dialogflow and Kakao i Open Builder, which are representative chatbot builders. And then a SW-EDU bot is designed and implemented by selecting the builder more appropriate to our purpose. The implemented chatbot system aims to learn effective learning methods while encouraging self-direction of users by providing learning type selection, concept learning, and problem solving by difficulty level. In order to compare the usability of chatbot builders, five indicators are selected, and based on these, a builder with a comparative advantage is selected, and SW-EDU bot is implemented based on these. Through usability evaluation, we analyze the feasibility of SW-EDU bot as a learning support tool and confirm the possibility of using it as a new coding education learning tool.

Tabletop Collaborative Game Design based on Inclusive Education Methodology (통합 교육 방법론에 기반한 테이블탑 협업 게임 디자인)

  • Im, Seunghyen;Kim, Hyoungnyoun;Park, Ji-Hyung
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.61-68
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    • 2014
  • Tabletop games have been applied to improve the ability of social collaboration based on the characteristics that more than two people simultaneously interact on the tabletop. Especially, the tabletop games can be used as an educational tool for children with autism when it is implemented by considering educational and psychological models for children's behavioral characteristics. However, the previous collaborative games were designed for only disabled children so that it is hard to reflect cognitive and humanistic effects in inclusive education, where disabled children and non-disabled children interact in a same spatiotemporal environment. In this paper, therefore, we design a collaborative game on a multi-touch tabletop to enable spontaneous communication between disabled children and non-disabled children. Through user study, we evaluate the improvement in terms of the positive interaction and the degree of attention by comparing with a conventional collaborative game(e.g., a board game). We found that negative interaction including disabled children's abnormal behavior decreased and positive interaction such as body gestures and verbal communications increased. In addition, the tabletop game supported high immersiveness to all children by deriving equal level of attention time including individual and joint attention. We anticipate that the proposed game design can be utilized to develop collaborative contents for people with differences on sociality and cognitive ability.

A Study on the Characteristics of Formal Expression of Atypical Buildings (비정형 건축물의 형태 표현특징에 관한 연구)

  • Jiang, Bo;Hong, Kwan-Seon
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.795-814
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    • 2021
  • With the development of science and technology in recent years, various types of unstructured buildings have begun to be implemented by combining traditional architectural styles with digital tools, which are significantly different from conventional formal buildings. Designers will use various methods or digital tools to complete the unstructured and freer architectural forms when building an unstructured building. Based on this background, the need for research on the criteria for evaluating the characteristics of unstructured architectural forms is raised. First, the text was reconstructed by considering and integrating the elements of the unstructured exterior form based on prior research, with the external form of the unstructured building as the main research object. Second, the purpose of this study was to classify various types of unstructured forms and to provide important basic data for designing digital processes of unstructured architectural forms.Third, from 2000 to 2020, the text focused on the study of unstructured buildings and conducted in-depth analysis of the characteristics of their form expressions. While providing a case basis for the study of related fields, distribution laws and presence values related to the characteristics of unstructured buildings were sought. In addition, the analysis was conducted in combination with the distribution of functional use of buildings, and this study is differentiated from the existing research in that the atypical form is applied to the buildings by use, and the application trend of this type is understood to enhance understanding of the atypical form of buildings.

The Usefulness of Product Display of Online Store by the Product Type of Usage Situation - Focusing on the moderate effect of the product portability - (사용상황별 제품유형에 따른 온라인 점포 제품디스플레이의 유용성 - 제품 휴대성의 조절효과를 중심으로 -)

  • Lee, Dong-Il;Choi, Seung-Hoon
    • Journal of Distribution Research
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    • v.16 no.2
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    • pp.1-24
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    • 2011
  • 1. Introduction: Contrast to the offline purchasing environment, online store cannot offer the sense of touch or direct visual information of its product to the consumers. So the builder of the online shopping mall should provide more concrete and detailed product information(Kim 2008), and Alba (1997) also predicted that the quality of the offered information is determined by the post-purchase consumer satisfaction. In practice, many fashion and apparel online shopping malls offer the picture information with the product on the real person model to enhance the usefulness of product information. On the other virtual product experience has been suggested to the ways of overcoming the online consumers' limited perceptual capability (Jiang & Benbasat 2005). However, the adoption and the facilitation of the virtual reality tools requires high investment and technical specialty compared to the text/picture product information offerings (Shaffer 2006). This could make the entry barrier to the online shopping to the small retailers and sometimes it could be demanding high level of consumers' perceptual efforts. So the expensive technological solution could affects negatively to the consumer decision making processes. Nevertheless, most of the previous research on the online product information provision suggests the VR be the more effective tools. 2. Research Model and Hypothesis: Presented in

    , research model suggests VR effect could be moderated by the product types by the usage situations. Product types could be defined as the portable product and installed product, and the information offering type as still picture of the product, picture of the product with the real-person model and VR. 3. Methods and Results: 3.1. Experimental design and measured variables We designed the 2(product types) X 3(product information types) experimental setting and measured dependent variables such as information usefulness, attitude toward the shopping mall, overall product quality, purchase intention and the revisiting intention. In the case of information usefulness and attitude toward the shopping mall were measured by multi-item scale. As a result of reliability test, Cronbach's Alpha value of each variable shows more than 0.6. Thus, we ensured that the internal consistency of items. 3.2. Manipulation check The main concern of this study is to verify the moderate effect by the product type of usage situation. indicates that our experimental manipulation of the moderate effect of the product type was successful. 3.3. Results As
    indicates, there was a significant main effect on the only one dependent variable(attitude toward the shopping mall) by the information types. As predicted, VR has highest mean value compared to other information types. Thus, H1 was partially supported. However, main effect by the product types was not found. To evaluate H2 and H3, a two-way ANOVA was conducted. As
    indicates, there exist the interaction effects on the three dependent variables(information usefulness, overall product quality and purchase intention) by the information types and the product types. As predicted, picture of the product with the real-person model has highest mean among the information types in the case of portable product. On the other hand, VR has highest mean among the information types in the case of installed product. Thus, H2 and H3 was supported. 4. Implications: The present study found the moderate effect by the product type of usage situation. Based on the findings the following managerial implications are asserted. First, it was found that information types are affect only the attitude toward the shopping mall. The meaning of this finding is that VR effects are not enough to understand the product itself. Therefore, we must consider when and how to use this VR tools. Second, it was found that there exist the interaction effects on the information usefulness, overall product quality and purchase intention. This finding suggests that consideration of usage situation helps consumer's understanding of product and promotes their purchase intention. In conclusion, not only product attributes but also product usage situations must be fully considered by the online retailers when they want to meet the needs of consumers.

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  • Microbial Analysis and Safety Evaluation in the Process of Packaged Tofus (포장두부의 가공공정에서 미생물 분석 및 안전성 평가)

    • Wang, Soun-Nam;Choi, Sung-Won;Hur, Nam-Yoon;Baik, Moo-Yeol;Lee, Han-Seung;Kim, Chang-Nam
      • Journal of Life Science
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      • v.19 no.4
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      • pp.486-491
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      • 2009
    • This study was conducted to investigate microbial distribution in the processing steps and to estimate quality index and shelf life of packaged Tofu (soybean curd). Sanitation and safety of Tofu were analysed in aspects of total viable counts (TVCs) and coliforms. Organoleptic deterioration was observed from some packaged Tofu when their TVCs were over $10^6\;CFU/g$. The controlled simply packaged Tofu and sterilized Tofu with TVCs of under $10^5\;CFU/g$ were 32.0% and 86.9% of the total samples, respectively. Also, the controlled simply packaged Tofu and sterilized Tofu with negative coliforms were 12.0% and 83.7% of the total samples, respectively. TVCs and coliforms increased in some processing steps, which include washing and soaking of raw soybeans, and formation and 1st cooling of packaged Tofu. Increases of TVCs and coliforms in the washing and soaking step were due to contamination from the soaking tank and airborne bacteria, whereas increases of TVCs and coliforms in the grinding step were due to contaminations from the grinder, line and reserving tank. TVCs and coliforms increased in the formation and 1st cooling step of packaged Tofu due to contaminations from filter wools, trays, employee's hands, cooling water, formed products and filter wools.

    The Relationships Between the Auditory Behavioral Characteristic and the Sociality of Children With Autism Spectrum Disorder (자폐스펙트럼장애아동의 청각행동특성과 사회성과의 관계)

    • Chang, Ki-Yeon;Lee, Heon-Ju;Kim, Kil-Soon;Ra, Dae-Yeop;Jang, Ae-Jeong;Shin, Sook-Yeon
      • The Journal of Korean Academy of Sensory Integration
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      • v.12 no.2
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      • pp.1-12
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      • 2014
    • Objective : The purpose of this study is to investigate about what autistic-spectrum disorder child's relationship between the sensory process types, the auditory behavioral characteristic and sociality Methods : The study performed from May to June, 2014. Targeting 15 children diagnosed as the autistic spectrum disorder and other 11 children suspected as having the autistic spectrum disorder in their ages of full 2-14 years old. This study used the Auditory Behavioral Checklist, Ewha-Check List for Autistic Children, Social Maturity Scale, School Function Assessment and sensory profile. For the data analysis, the statistical analysis was conducted with the SPSS 18.0. Results : First, in the relationship between the sensory process type and the auditory behavior, the preschool children and the school children showed some positive correlations with the hearing in the background noise and the communication, respectively. Second, the hearing in the background noise and the communication showed some meaningful relationship with sociality. Conclusion : The occupational therapists need to investigate effects of the sensory integrative intervention with sensory diet to improve sociality.

    Development of an intelligent skin condition diagnosis information system based on social media

    • Kim, Hyung-Hoon;Ohk, Seung-Ho
      • Journal of the Korea Society of Computer and Information
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      • v.27 no.8
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      • pp.241-251
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      • 2022
    • Diagnosis and management of customer's skin condition is an important essential function in the cosmetics and beauty industry. As the social media environment spreads and generalizes to all fields of society, the interaction of questions and answers to various and delicate concerns and requirements regarding the diagnosis and management of skin conditions is being actively dealt with in the social media community. However, since social media information is very diverse and atypical big data, an intelligent skin condition diagnosis system that combines appropriate skin condition information analysis and artificial intelligence technology is necessary. In this paper, we developed the skin condition diagnosis system SCDIS to intelligently diagnose and manage the skin condition of customers by processing the text analysis information of social media into learning data. In SCDIS, an artificial neural network model, AnnTFIDF, that automatically diagnoses skin condition types using artificial neural network technology, a deep learning machine learning method, was built up and used. The performance of the artificial neural network model AnnTFIDF was analyzed using test sample data, and the accuracy of the skin condition type diagnosis prediction value showed a high performance of about 95%. Through the experimental and performance analysis results of this paper, SCDIS can be evaluated as an intelligent tool that can be used efficiently in the skin condition analysis and diagnosis management process in the cosmetic and beauty industry. And this study can be used as a basic research to solve the new technology trend, customized cosmetics manufacturing and consumer-oriented beauty industry technology demand.

    A Study on the Research Model for the Standardization of Software-Similarity-Appraisal Techniques (소프트웨어 복제도 감정기법의 표준화 모델에 관한 연구)

    • Bahng, Hyo-Keun;Cha, Tae-Own;Chung, Tai-Myoung
      • The KIPS Transactions:PartD
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      • v.13D no.6 s.109
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      • pp.823-832
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      • 2006
    • The Purpose of Similarity(Reproduction) Degree Appraisal is to determine the equality or similarity between two programs and it is a system that presents the technical grounds of judgment which is necessary to support the resolution of software intellectual property rights through expert eyes. The most important things in proceeding software appraisal are not to make too much of expert's own subjective judgment and to acquire the accurate-appraisal results. However, up to now standard research and development for its systematic techniques are not properly made out and as different expert as each one could approach in a thousand different ways, even the techniques for software appraisal types have not exactly been presented yet. Moreover, in the analyzing results of all the appraisal cases finished before, through a practical way, we blow that there are some damages on objectivity and accuracy in some parts of the appraisal results owing to the problems of existing appraisal procedures and techniques or lack of expert's professional knowledge. In this paper we present the model for the standardization of software-similarity-appraisal techniques and objective-evaluation methods for decreasing a tolerance that could make different results according to each expert in the same-evaluation points. Especially, it analyzes and evaluates the techniques from various points of view concerning the standard appraisal process, setting a range of appraisal, setting appraisal domains and items in detail, based on unit processes, setting the weight of each object to be appraised, and the degree of logical and physical similarity, based on effective solutions to practical problems of existing appraisal techniques and their objective and quantitative standardization. Consequently, we believe that the model for the standardization of software-similarity-appraisal techniques will minimizes the possibility of mistakes due to an expert's subjective judgment as well as it will offer a tool for improving objectivity and reliability of the appraisal results.


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