• Title/Summary/Keyword: 흥미유형

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The Development and Effects Analysis of the SMART Instructional Modules about Mineral Resource (광물자원에 관한 스마트수업 모듈 개발 및 효과 분석)

  • Park, Su-Kyeong;Jung, Areum;Lee, Sang-Won
    • Journal of the Korean earth science society
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    • v.36 no.3
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    • pp.246-257
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    • 2015
  • The purpose of this study was to develop and apply three types SMART instructional modules about the mineral resources and investigate its effect. One hundred students in the experimental group and 111 students in the control group from 6 classes in the $1^{st}$ year of a girl's high school participated in this study. One unit of tablet PC was provided to every two students in the experimental group and three types of SMART classes were implemented in class. Teacher-centered traditional classes were carried out for the control group. The instrument designed to assess the level of students' interest in mineral resources consisted of 10 items using 5-point Likert scale. To investigate the level of students' understanding, 15 items were developed on the mineral, mineral deposits, and the development of mineral resources. In addition, the participants were asked to describe advantages and disadvantages of the classes using the SMART modules. Results are as follows. First, participants in the experimental group showed a significantly higher level of interest on the mineral and the mineral learning than those in the control group. However, there was no significant difference between the two groups in terms of the desire to observe minerals and rocks. Second, students in the experimental group showed a higher level of understanding than the control group. The students with higher learning ability showed a significantly higher level of understanding than the lower group students. Third, the participants pointed out that the advantage of the SMART instructional modules was their experience in searching the relevant information and producing diverse outputs about mineral resource. On the contrary, the difficulties in coordinating opinions and decision making due to the excessive quantity of information were perceived as the disadvantage.

A Study on Type of Clinical Experience of Adaptation of New Nursing Staffs in a General Hospital (일 종합병원 신규간호사의 실무적응 경험 유형)

  • Kim, Yun-Jeong
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.443-454
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    • 2014
  • This study designed to know subjective structure about clinical experience of adaptation of new nursing staffs in a general hospital and using Q-methodology. Using Q-methodology, 40 new nursing staffs sorted working a general hospital through personal interview. The statement positions on the sorting continuum were scored from +4(representing the highest level of agreement) through 0(at the neutral position on the continuum) through to -4(representing the highest level of disagreement). Factor analysis of the data was undertaken using PC QUANL program to determine if any patterns were discernible. The five types extracted all had eigenvalues greater than 1.0 and explained 62.38% of the variation in responses.: (1) New workload type, (2) Interest and responsibility type, (3) Improve the situation type, (4) Lack of knowledge and technology type, and (5) Excessive workload type. The significant differences found in the subjective structure of clinical experience of adaptation of new nursing staffs in ad general hospital. The findings of this study could contribute to the development of an effective programmes of education and personnel clinical practice strategies.

Study about Typology of Perception on Media Fortune-contents in Digital Age (디지털시대 미디어운세콘텐츠에 관한 인식 유형화 연구)

  • Lee, Jei-young;Won, Joon-Heui
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.258-262
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    • 2009
  • The perception type of this study were divided into three types in all through Q-methodology. Above all, this study is to investigate two points us. Points of this study ; First, how the type of the perception is divided on the subjectivity about Media Fortune-contents in Digital Age? Second, what is a trait of character in same or different quality within these types? The result reveal five type that divided '1 : Scientific Appeal Type ; N=10', '2 : Value-depended Type ; N=7', '3 : Positive Preference Type ; N=3'. It found that is very different type all over.

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A Scheme to Diversify of Mathematics Olympiads Types (수학올림피아드 유형의 다변화 방안)

  • Nam, Seung-In
    • Communications of Mathematical Education
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    • v.23 no.1
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    • pp.73-83
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    • 2009
  • Mathematics Olympiad aims to identify and encourage students who have superior ability in mathematics, to enhance students' understanding in mathematics while stimulating interest and challenge, to increase learning motivation through self-reflection, and to speed up the development of mathematical talent. Participating mathematical competition, students are going to solve a variety of types of mathematical problems and will be able to enlarge their understanding in mathematics and foster mathematical thinking and creative problem solving ability with logic and reasoning. In addition, parents could have an opportunity valuable information on their children's mathematical talents and guidance of them. Although there should be presenting diversified mathematical problems in competitions, the real situations is that resent most mathematics Olympiads present mathematical problems which narrowly focus on types of solving problems. In order to diversifying types of problems in mathematics Olympiads and making mathematics popular, this study will discuss a Olympiad for problem solving ability, a Olympiad for exploring mathematics, a Olympiad for task solving ability, and a mathematics fair, etc.

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Effective Teaching Method for Errors Patterns in Numbers and Operations of Elementary Mathematics (수와 연산영역의 오류유형에 따른 효과적인 지도 방안)

  • Jang, Su-Yeon;Ahn, Byoung-Gon
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.2
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    • pp.355-376
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    • 2010
  • This research was about analyzing students' major error types in the field of elementary 1st grade mathematics numbers and operations, and formulating and applying effective teaching methods to find out their effects. Among the errors the students were making, it was found that in the field of numbers there was more than 50% chance of making calculation mistakes in 50 rounds of rational counting. Also, in the field of operations, it was discovered that most of students' mistakes had to do with subtraction. The results from the classification of the 4 types of error showed that most errors were made from having inaccurate concept of knowledge and definition. Thus, it can be concluded that when elementary 1st grade teachers teach students mathematics, it is most important that they put best effort into firmly establishing the students fundamental concept, definition, facts, and functions. For that matter, students were interviewed one by one, and by implementing learning method using some concrete materials as tools, students were able to fix their own errors. More importantly, students were able to gain interest and become more willing to participate by joining in this program, which led to more effective guidance.

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Analysis of Error Types occurring on Elementary School Student's Programming Learning (초등학생들이 프로그래밍 학습 시 발생하는 오류유형 분석)

  • Moon Wae-Shik
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.2 s.40
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    • pp.319-327
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    • 2006
  • Higher grade elementary school students who have superior cognitive abilities need education of basic principles of computer or programming rather than computer in education. In this study, all the errors occurring while elementary school students wrote and executed programs were collected. in the method of predicting and dealing with possible-to-occur problems on programming education of the higher grades (4th, 5th and 6th grades) during their optional special activities or during talent aptitude activities after school, classified by type and analyzed. If the errors analyzed are put to practical use, optimal programming curriculums could be written and such curriculums could be a great contribution to induction of learning effect and interest on teaching learning. It was found by analyzing the errors collected for this study that the most of elementary school students during programming felt difficulties in simple errors by poor use of software and in simple coding by poor use of reserved words in English. In the next, students occurred errors by difficulties in understanding grammar. It was exposed that these error types were the opposite phenomena to those analyzed by commercial software developing companies, however, it is predicted that if teaching learning is setting improved, the same phenomena could be found desirably.

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The impact of emotional storytelling on brand attitude- compare to humor advertising (감성적 스토리텔링이 브랜드태도에 미치는 영향 - 유머광고와의 비교-)

  • Rhie, Jin-Hee
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.61-68
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    • 2014
  • In the past, to stimulate customers' rationality were used as a marketing methods but the storytelling marketing is appealing to consumers by showing product or brand value. Storytelling marketing attracts clients favorable attitude. In this research, I tried to figure out how emotional storytelling and humor advertising affects to brand attitude a quality of products according to advertising types, brand image, trust, interest, message, advertising model, intension of purchase and recommendation requisite to impact on brand attitude. As a result emotional storytelling was more effective than the humor advertising method when forming the brand attitude and brand image. Also, among the types of advertisement, emotional storytelling tended to bring a significant difference between men and women. Emotional storytelling advertisement are increasing and being competitive. Therefore, we need notable advertisement. It is a significant research to understand how advertising type affects to consumers.

The Analysis of Vocational Behavior in the Inconsistency Profiles using Holland's Hexagonal Model (비일관성의 Holland 6각형 프로파일 직업행동 분석)

  • Choi, Seon-Hee;Seo, Seol-Hwa;Song, Soo-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.11
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    • pp.509-525
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    • 2017
  • This study analyzed a unique method of problem-handling, attitudes, and specific interest propensity in the career path of the type with inconsistency in the relative distance between personality type in Holland's hexagonal model. In-depth interviews and theme analysis with six clients who showed inconsistent personality type were conducted. These six were selected from 87 participants that had received training at the Korea Vocational Counselling Association, Korea Training Institute for Self-Sufficiency and Korea Employment Agency for the Disabled. From the analysis, the six clients with inconsistent 3 Codes showed four characteristics - more than three career experience, various interest pursuits, career involvement, and career identity. They were affected in their vocational behavior by their own Holland 3 Codes and showed vocational behavior very different from Holland's theory of person-environment fit approach. They showed positive, ambivalent and chaotic types on career identity. Furthermore, Conventional(C)-Investigative(I)-Social(S) 3 Codes type and Artistic(A)-Enterprising(E)-Realistic(R) 3 Codes type in the same inconsistent personality type showed different vocational behaviors in career path development, which relates to the meaning of Holland's 3 Codes. The significance of this research lies in its provision of various points for improving career counselling.

An Evaluation of Design Factors with Sidewalk Cafes for Street Revitalization (가로 활성화를 위한 가로변 노천카페의 유형별 설계요소 평가)

  • Kim, Dong-Chan;Choi, Woo-Young
    • Journal of the Korean Institute of Landscape Architecture
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    • v.41 no.2
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    • pp.47-58
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    • 2013
  • The purpose of this study is to categorize the types of sidewalk cafes, and to evaluate design factors with types of sidewalk cafes for street revitalization. Consequently, it may suggest efficient and systemic policies for the guidelines of sidewalk cafes. To ensure this end, the types of sidewalk cafes were categorized from the street relationship perspective by site investigation. A literature review and importance analysis were used to select the evaluation criteria, and the data were analyzed by statistic methods such as descriptive analysis and factor analysis. As a result, five main factors of the evaluation criteria were contracted: accessibility, aesthetics, identity, environmental, culturedness. Cumulative factor loading of these five factors was 68.731%, which was quite high. And the evaluation using the Likert scale was performed by 4 experts. Types of sidewalk cafes were categorized into 5 types: protruding, gating, blending stereoscopic, elevation angle, and sign provision from the street relationship perspective. On the evaluation by type, aesthetics and culturedness were the worst evaluated in the protruding type and the gating type, culturedness was the worst in the blending stereoscopic type, accessibility, aesthetics, culturedness were the worst in the elevation angle type, and accessibility, identity, culturedness were the worst in the sign provision type. On the evaluation by the indicators, culturedness was the worst evaluated, and on the evaluation by criteria, 'safety for impaired persons', 'interest of programs', 'openness of entrance' were the worst. It is recommended that a survey of importance-performance analysis focused on users be conducted.

A Study on Immersive Tour Experience Systems (몰입적 체험관광 지원 시스템에 대한 연구)

  • Park, Do-Yun;Nam, Tek-Jin;Shi, Chung-Kon
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.63-68
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    • 2006
  • 본 논문은 옛 궁궐 또는 민속마을과 같이, 어떠한 사건 또는 상황과 관계 있는 문화관광지를 관광하는데 있어서 몰입적 체험관광 시스템이 갖는 효용성을 탐구한다. 현재까지 대부분의 국내 문화관광지는 정적이고 정보전달 중심인 고전적 관람 형태를 유지하고 있다. 이는 관광 형태가 새로운 경험을 추구하는 방향으로 변화하고 문화 관광산업의 규모와 중요성이 커져가는 추세에서 해결해야 할 과제로 부각되고 있다. 본 연구에서는 이를 개선하기 위한 일환으로 몰입적 체험관광 개념을 탐구하였다. 몰입적 체험관광이란, 유적지 및 사적지 유형의 관광지에서 관련된 실황을 마치 시간여행을 하듯 생생하게 체험하는 관광 방식을 의미한다. 본 개념을 실현하기 위해 증강현실 기술을 활용하였으며 문화관광지에 적용할 수 있는 시스템을 고안하였다. 이 시스템은 한 장소에 고정되는 포스트 형태로 시청각적 증강현실을 구현하여 몰입적 체험 관광을 제공한다. 실제 유적지에서 일반관람객들을 대상으로 시청각적 증강현실 체험을 실험한 결과, 흥미와 현장감이 향상됨과 동시에 컨텐츠에 대한 이해도 또한 향상되는 것을 확인할 수 있었다. 이러한 연구 과정을 통해 유적지 및 사적지 유형의 문화관광지에서 관광의 질을 높일 수 있는 몰입적 체험관광의 효과와 가능성을 확인할 수 있었다. 더 나아가, 본 연구는 기술의 새로운 적용 방법을 통해 새로운 경험을 창출하는 측면에서 의의를 갖는다.

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