• Title/Summary/Keyword: 학습 긴장감

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Oral Presentations as an Alternative Approach to Enhance L2 Learning and Communication Skills (L2 학습과 의사소통 능력 향상을 위한 대안적 접근으로서의 구두 발표)

  • Kim, Kyung-Rahn
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.111-122
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    • 2020
  • The current study aimed to examine university students' perceptions of the positive effects of L2 oral presentations in terms of communication skills and future employment. The participants were 13 undergraduate students enrolled in L2 oral presentation classes at the beginner or intermediate level. This study followed a qualitative research approach using in-depth and semi-structured interviews as the primary method. The findings revealed that students largely exhibited the benefits of oral presentations in three ways: by enhancing L2 proficiency, building confidence in public speaking, and gaining competitive advantages in their future careers. As a challenge for L2 learners, oral presentations were considered fundamental to develop effective communication skills in academic and professional contexts.

Social function of game as a leisure activity (여가 문화 활동으로서 게임의 사회적 기능)

  • Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.245-251
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    • 2012
  • The significance of this study lies in the fact that it looks into the function of games as one of the important leisure activities at the moment when negative perception on overall game industry is becoming an obstacle in settlement of sound game culture. Game is one of the activities enjoyed in leisure time. The main positive effects of game were analyzed classifying them into 10 types including the stress relief and alleviation of tension, diverse identity experience and positive socialization experience, strengthening of self-respect and ideal self-realization, strengthening of independent thinking and problem-solving capacity, motivation for learning, enhancement in physical capacity, decrease in aggressive tendencies, cultivation of awareness on equality, increase in familiarity with the civilization of technology, and strengthening of individuality based on diversity.

Game Elements Balancing using Deep Learning in Artificial Neural Network (딥러닝이 적용된 게임 밸런스에 관한 연구 게임 기획 방법론의 관점으로)

  • Jeon, Joonhyun
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.65-73
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    • 2018
  • Game balance settings are crucial to game design. Game balancing must take into account a large amount of numerical values, configuration data, and the relationship between elements. Once released and served, a game - even for a balanced game - often requires calibration according to the game player's preference. To achieve sustainability, game balance needs adjustment while allowing for small changes. In fact, from the producers' standpoint, game balance issue is a critical success factor in game production. Therefore, they often invest much time and capital in game design. However, if such a costly game cannot provide players with an appropriate level of difficulty, the game is more likely to fail. On the contrary, if the game successfully identifies the game players' propensity and performs self-balancing to provide appropriate difficulty levels, this will significantly reduce the likelihood of game failure, while at the same time increasing the lifecycle of the game. Accordingly, if a novel technology for game balancing is developed using artificial intelligence (AI) that offers personalized, intelligent, and customized service to individual game players, it would bring significant changes to the game production system.

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The Effect of Arousal Seeking Tendency on Physical Education Intrinsic Motivation and Physical Education Attitude of Middle School Students (중학생의 각성추구성향이 체육수업내적동기 및 체육교과태도에 미치는 영향)

  • Nam, In-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.3
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    • pp.544-553
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    • 2016
  • Subjects consisting of 335 middle school students were analyzed using arousal seeking tendency scales to determine the effect on student's scores on scales for physical education intrinsic motivation and physical education attitude. The data were subjected to frequency analysis, correlation analysis, reliability analysis, exploratory factor analysis, and multiple regression analysis as statistical methods. The results were as follows. In the subscales of arousal seeking tendency, novelty seeking positively influenced interest, efforts, and competence. In the subscales of arousal seeking tendency, novelty seeking positively influenced physical education attitude, but thrill seeking negatively influenced health and fitness only. In the subscales of physical education intrinsic motivation, interest and efforts positively influenced physical education attitude, while both competence and tension partly influenced it. These findings indicate that improving both attitude and intrinsic motivation of middle school students toward physical education would require a method of teaching and learning that encourages students′ novelty seeking in the subscales of arousal seeking tendency.

Entertainment History Perspective - Around the Grand Duchess to Appear in Movies 'Elizabeth' - (엔터테인먼트 관점에서 바라본 영화로 본 역사 - 영화 '엘리자베스'에 나와 있는 여성 통치자에 대한 관점을 중심으로 -)

  • Choi, Sun-Ah
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.247-256
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    • 2019
  • The importance of the convergence education is getting more and more emphasized. But the university convergence education has not yet met today's needs. So this study is focused on showing effective practice methods and finding development directions of the university convergence criticism education. One of a significant trend of the contemporary academic education of liberal arts is the tendency of the convergent and integrative studies. What is essential in the convergent and integrative studies creativity. The zeitgeist of knowledge-based society is change and innovation. In response to its request, college education is being asked to do convergence education, And general education as the basis of convergence education is strengthened.

대중문화와 폭력성

  • Kim, Gwang-Hwan
    • Cartoon and Animation Studies
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    • s.5
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    • pp.440-446
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    • 2001
  • 폭력의 발생 원인은 다양하고 그 표현 방식도 여러 가지 양상으로 나타나지만 인간의 기저에 갖고 있는 일반적 원인은 욕구불만이다. 욕구불만의 해소가 이루어지지 않은 상태에서의 인간은 항상 폭력성이 잠재되어있는 상태가 된다고 볼 수 있다. 윌리엄 맥두걸은 본능이 인간행동에 동기를 부여하는 가장 중요한 요인이며, 지각과 정서보다 동기의 힘을 강조했다. 사람은 본능이 동기를 부여해 준 것을 지각하고 적절한 대상이 지각되면 그 대상은 행동을 자극하는 감정변화를 일으킨다. 이러한 검정변화를 충동이라 할 수 있는데 지그문트 프로이드는 인간의 많은행동이 불합리한 본능적 충동에 바탕을 둔다고 보고 있다. 충동은 대개 생리적인 긴장, 결핍,또는 불균형상태에 뿌리는 두며 충족되어야 할 절박한기본 욕구로 유기체에 행동을 강요한다. 충동은 선천적이며, 기본적인 생리적 욕구와 직접적으로 관련된 충동과 학습을 통한 모방충동, 약물복용의 반복적으로 인한 양물중독이 있고, 성취, 활동, 친화, 호기심, 배설, 탐구, 조작, 모성애, 고통회피, 성애, 수면 등 인간의 생활에 반영되는 거의 모든 욕구를 포함한다. 따라서 욕구의 해소를 위해 무엇인가를 해야만 하는 인간은 욕구의 억압상태나 좌절상태에서 심한 분노와 폭력의 충동을 느끼게 된다. 현대 심층심리학은 어린이들이 말을 충분히 자유자재로 구사하기 전에 겪고 억누르게 된 무시무시한 분노의 환상을 가지고 있는데,. 공포예술의 무시무시한 영상들이 결부되어있다는 것이 밝혀졌다. 픽카드(P.M. Pickard)에 의하면 어린아이는 그들의 내적 현실을 외적 현실을 적응시키려는 힘겨운 투쟁 속에 근친상간적 갈등, 흡혈귀, 살인, 식인 등 끔찍한 환상을 겪는 것 간다고 한다. 청소년기는 사회적 부적응기로서 현실과 어릴 적 꿈꿔왔던 이상과의 괴리감에서 오는 당혹과 분노가 발생되는데, 이 시기에 많은 청소년들이 극단적인 선정적인 폭력성에 탐닉하게 되는 경향이 있다. 현실은 결코 아름답지 못하고, 행복하게 살 수 없다는 것에 대한 깨달음에서 기인한다. 욕구불만의 강도가 심해질수록 폭력성은 더욱 강하게 나타나는데 개인에게서 뿐만 아니라 가족, 동료, 사회 단체나 종교, 국가간에도 집단적으로도 발생하게 된다. 사회적으로 볼 때 폭력은 용인되는 것이 아니므로 도덕적으로 절제를 하거나 상대방과 적절한 타협과 조정을 필요로 한다. 그러나 절제의 한계를 넘어선다고 생각되거나, 조정의 노력이 불가능하거나, 실패했을 때 폭력적인 행동으로 나타나게 된다. 리차즈(I.A Richards)는 분노와 공포는 일단 겉잡을 수 없는 경향이 있다고 하면서 오늘날 폭력에 대한 요구가 일상의 정서 생활에 있어, 억압을 통한, 빈곤함을 반영하고 있지 않은지 생각해봐야 할 것이라고 충고한다.

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The affective effect of odor products in relaxation and working contexts (휴식 및 집중 환경에서 방향 제품의 감성적 영향)

  • Suk, Hyeon-Jeong;Lee, Eun-Sol;Kim, Gok-Mi;Han, Sang-Ho
    • Science of Emotion and Sensibility
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    • v.14 no.3
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    • pp.395-402
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    • 2011
  • As the consumer market for odor products grows, companies producing healthcare products are beginning to pay more attention to the emotional aspect of an odor product in order to differentiate their products from competitors. In the following research, the affective effect of odor product was investigated while focusing on relaxation and working contexts using orange and pine scents, since these are typical odors in current domestic market. Two empirical studies were carried out. First, in experiment I, 18 subjects, all of whom were university students, spent 20 minutes sitting comfortably on a sofa while electrocardiogram assessments were made. After a five-minute break, in experiment II, the same subjects were provided with both arithmetic and geometric questions and their electroencephalogram readings was recorded from eight channels. All subjects participated in three sessions - no odor, an orange scent, and then a pine scent - with a minimum time interval of 24 hours. The results show that in the context of a pine scent, both the activation ratio of subjects' parasympathetic system and those of the Sensory Motor Rhythm waves and Mid Beta waves were at the highest peak. Therefore, the pine scent helped the subjects to feel more comfortable and more focused at the same time. In other words, it gave them a state of meditated attention. In addition, it was found that the right brain was activated twice the intensity when the subjects worked through the geometric questions, whereas both sides of the brain were activated in equal magnitude during the process of arithmetic tasks. This replicates previous studies of the functional aspect of the right brain - being responsible for spatial and creative thinking.

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