• 제목/요약/키워드: Affective Evaluation

검색결과 186건 처리시간 0.024초

PISA 2003 결과에서 수학의 정의적 영역에 영향을 주는 변인 분석 (Analysis of Affective Factors on Mathematics Learning According to the Results of PISA2003)

  • 이종희;김수진
    • 대한수학교육학회지:학교수학
    • /
    • 제12권2호
    • /
    • pp.219-237
    • /
    • 2010
  • 국제 비교평가 결과를 볼 때 우리나라 학생들은 매우 높은 수준의 수학 성취도를 보여주고 있다. 그러나 정의적 영역 성취도는 매우 낮은 수준에 있다고 보고되고 있는데 현재 그 원인을 구체적으로 제시하지는 못하고 있다. 이에 본 연구에서는 PISA 2003 분석 결과를 바탕으로 회귀분석과 상관분석을 통해 우리나라 학생들의 정의적 영역의 성취에 영향을 주는 변인과 각각의 정의적 영역과 관련이 많은 변인이 무엇인지를 살펴보았고 다른 국가들과 비교 분석을 실시하였다. 그 결과 우리나라 학생들의 정의적 영역과 유의미하게 높은 상관을 보이는 배경변인은 학교에 대한 태도, 학교에서 학생-교사 관계, 통제 전략, 암기 전략, 정교화 전략, 경쟁학습, 협동학습 7가지로 나타났다. 각각의 정의적 영역에서 가장 큰 영향을 미치는 변수를 살펴보면, 수학에 대한 흥미에는 수학에 대한 자아개념, 도구적 동기에는 수학에 대한 흥미가, 수학에 대한 자기효능감에는 수학 성취도가, 수학 불안에는 수학에 대한 자아개념이, 수학에 대한 자아개념에는 수학에 대한 흥미가 각각 가장 큰 영향을 주었다. 또한 국제비교평가에서 성취수준이 높은 국가들과의 비교를 통해 우리나라 학생들에게는 학교에 대한 긍정적인 태도를 기르고, 수학에 대한 흥미를 높이며 수학에 대한 긍정적인 자아개념을 기를 수 있도록 도울 필요가 있음을 알 수 있었다.

  • PDF

브랜드평가에 대한 아이덴티티의 점화와 광고프레임의 상호작용효과 (Interactive Roles of Local versus Global Primed Identity and Advertisement Framing on Brand Evaluation)

  • 최낙환;유총
    • 감성과학
    • /
    • 제16권1호
    • /
    • pp.11-28
    • /
    • 2013
  • This article aims to explore the interactive roles of types of primed identity (local versus global identity) and types of ad framing on brand evaluations. The authors designed 2 experiments in which each experiment followed a $2{\times}2$ between-subject design. The empirical results showed that a gain-framed ad induced more positive emotional responses than a loss-framed ad, and the positive affective responses lead to more favorable brand evaluation. Furthermore, the results showed that there were interactive effects of primed identity and types of advertisement frame on brand evaluation. In the additional analysis, the results showed that when people with local identity were exposed to the gain-framed ad, they would engage in a higher level of integration processing than those in the control group, which in turn induced more favorable evaluation to the local brand. That is, the integration processing mode played a mediating role between the interaction (local id priming ${\times}$ ad frame) and the local brand evaluation. However, in the case of global brand evaluation, the integration processing mode did not play such a mediating role.

  • PDF

미디어파사드를 적용한 건축외관조명의 평가구조 추출 및 이미지 평가에 관한 연구 (A Study on Evaluation Construct Model Extraction of Building Exterior Lighting applying Media Facade and Image Evaluation)

  • 김성희;박지영;이진숙
    • 조명전기설비학회논문지
    • /
    • 제29권5호
    • /
    • pp.1-12
    • /
    • 2015
  • In this study, we derive an evaluation structure and 18 Valuation vocabulary for the media facade lighting conditions. In addition, this study deduced the applicable elements that could be applied in time of building nightscape lighting design using media facade by conducting affective evaluation. The research results are as follows: It was found that the image axis of "Dynamic, Colorful" showed the lighting change speed was fast with diverse application of lighting color, and its evaluation object applied by general emphasis, vertical emphasis, partial emphasis lighting method was highly assessed. In addition, it was found that "Luxurious, Unusual" axis showed lighting change speed was slow with the application of lighting color in warm hue series, and its evaluation object applied by line lighting, dot lighting, general emphasis lighting methods was highly assessed. Lastly, it was found that "Soft, Secure" image axis showed the lighting change speed was slow with the application of pastel tone lighting color, and the evaluation object applied by general emphasis lighting method was highly assessed.

시각 감성평가를 위한 뇌파의 민감성에 대한 연구 (A Study on Discrimination Sensitivity between EEG Patterns under IAPS(International Affective Picture System) Stimuli)

  • 황민철;류은경;김철중
    • 대한인간공학회지
    • /
    • 제17권1호
    • /
    • pp.1-9
    • /
    • 1998
  • The sensitivity of the emotion evoked visually by IAPS was attempted to be defined using EEG(electroencephalogram). Twenty university students were participated in this study. Their EEG was measured and analyzed in terms of frequency range such as delta, theta, alpha and beta wave. The results showed that alpha increased, but delta and beta decreased with positive emotional progress. Inter-variation between alpha and delta in F4 and beta variation in P3 were indicative of the evaluation sensitivity of human emotion.

  • PDF

수학 교과에서의 학생의 오답원인 자기평가에 관한 사례 연구 (A Case Study on Student Self-Evaluation of Wrong Answers in School Mathematics)

  • 황혜정;김명수
    • 한국수학교육학회지시리즈E:수학교육논문집
    • /
    • 제28권2호
    • /
    • pp.255-279
    • /
    • 2014
  • 본 연구는 오답원인 자기평가와 유사 문제에 관련된 선행 연구를 바탕으로, 학생들이 자신의 학습 과정을 반성할 수 있는 하나의 방안으로 오답원인 자기평가를 실시하고 유사한 문제들을 해결하는 과정을 통해 학생들의 인지적, 정의적 영역의 변화를 살펴보고자 한다. 이를 위하여, 본 연구에서는 고등학교 1학년에 재학 중인 네 명의 학생들을 대상으로 근원 문항 3개를 제시하고 각각에 대한 유사 문항들을 유형별로 제시하여 오답원인 자기평가를 작성하게 하고, 이와 더불어 사전 면담과 사후 면담, 그리고 두 차례의 비공식 면담을 실시하였다. 한 마디로, 본 연구에서는 연구 대상자들로 하여금 오답원인 자기평가지를 이용하여 유사 문항들을 해결하고 오류 원인을 점검하는 반성 활동을 거치면서 자신의 문제점을 스스로 판단하며 문제 풀이 과정의 변화와 수학 학습 태도의 변화를 살펴보고자 한다.

다수준 포함 교수법을 적용한 초등과학 프로그램에서의 언어적 상호작용 분석 (The Analysis of Verbal Interaction in Elementary Science Programs Using Multi-Level Instruction)

  • 정숙진;신영준
    • 한국과학교육학회지
    • /
    • 제33권7호
    • /
    • pp.1450-1470
    • /
    • 2013
  • 본 연구는 다수준 포함 교수법(multi-level instruction)을 적용한 초등과학 프로그램을 개발하고, 이를 적용한 수업 과정에서 나타나는 학생들 간의 언어적 상호작용을 분석한 것이다. 이러한 연구 목적을 달성하기 위하여 경기도 H시의 B초등학교 5학년 27명을 대상으로 이질적인 4명의 학생으로 소집단을 구성하였고, 매 차시마다 2개 소집단의 수업 과정을 녹화하였다. 5학년 2학기 '1. 우리의 몸' 단원을 대상으로 다수준 포함 교수법을 적용한 초등과학 프로그램을 개발하였다. 언어적 상호작용은 크게 인지적 영역과 정의적 영역 두 가지 측면으로 분석하였다. 인지적 영역은 응답, 질문, 의견제시, 의견받기로 정의적 영역은 행동참여, 분위기 조절로 세분화하여 분석하였다. 다수준 포함 교수법을 적용한 초등과학 프로그램에서 학생들의 언어적 상호작용 분석 결과는 다음과 같다. 첫째, 인지적 영역과 관련된 언어적 상호작용이 정의적 영역과 관련된 상호작용에 비해 많이 일어났다. 둘째, 인지적 영역에서는 중위수준 아동의 언어적 상호작용 빈도가 가장 높았고, 정의적 영역에서는 상위수준 아동의 빈도가 가장 높았다. 인지적, 정의적 영역에서 모두 하위수준 아동의 빈도가 가장 낮게 나타났다. 셋째, 인지적, 정의적 영역에서 상위-중위수준 아동 사이에는 언어적 상호작용의 빈도에 차이가 없었다. 그리고 상위-하위수준 아동보다 중위-하위수준 아동에게서 유의하게 차이가 있는 상호작용 유형이 더 많았다. 중위-하위수준 아동은 행동 참여를 제외한 모든 영역에서 유의한 차이가 있었다. 넷째, 시간이 지날수록 전반적으로 아동들의 언어적 상호작용의 빈도가 증가하고 있었다. 또한 성취수준에 관계없이 활발한 상호작용이 일어나고 있음을 알 수 있었다.

인터넷 쇼핑몰 이용자의 가상점포 평가기준에 따른 관계몰입이 미래행동의도에 미치는 영향 (The Effect of Relationship Commitment on the Customer's Future Behavioral Intention Related to the Criteria of Evaluating Cyber Stores in Internet Shopping Malls)

  • 고은경;이선재
    • 대한가정학회지
    • /
    • 제43권11호
    • /
    • pp.153-164
    • /
    • 2005
  • The purpose of this study was to examine the effect of relationship commitment on the female customer's future behavioral intention in relation to the criteria of evaluating cyber stores in internet shopping malls. This study used questionnaire and judgment sampling to survey consumers who have bought product in internet shopping malls. The respondents were 329 women from their twenties to fifties. The data were analyzed by factor analysis, cluster analysis, ANOVA, regression and Duncan test. The results were as follows: 1. The evaluative criteria of cyber stores were product characteristics of the store, convenience and trust, and promotion and information provision. 2. There were significant differences in relationship commitment among groups according to differences of cyber store evaluation criteria. 3. The dimensions of relationship commitment were affective commitment, calculus commitment and normative commitment. 4. Relationship commitment was found to have a significant effect on the customer's future behavioral intention. Especially, affective commitment was shown to have a significant effect on the future behavioral intention.

Meta-analysis of the programming learning effectiveness depending on the teaching and learning method

  • Jeon, SeongKyun;Lee, YoungJun
    • 한국컴퓨터정보학회논문지
    • /
    • 제22권11호
    • /
    • pp.125-133
    • /
    • 2017
  • Recently, as the programming education has become essential in school, discussion of how to teach programming has been important. This study performed a meta-analysis of the effect size depending on the teaching and learning method for the programming education. 78 research data selected from 45 papers were analyzed from cognitive and affective aspects according to dependent variables. The analysis from the cognitive aspect showed that there was no statistically significant difference in the effect size depending on whether or not the teaching and learning method was specified in the research paper. Meta-analysis of the research data where the teaching and learning method was designated displayed significances in CPS, PBL and Storytelling. Unlike the cognitive aspect, the analysis from the affective aspect showed that the effect size of the research data without the specified teaching and learning method was larger than those with specified teaching and learning method with a statistical significance. Meta-analysis of the data according to the teaching and learning method displayed no statistical significance. Based upon these research results, this study suggested implications for the effective programming education.

Does need for touch matter in the context of apparel online shopping? - Compensatory role of online aesthetic and instrumental cues -

  • Ha, Young
    • 복식문화연구
    • /
    • 제27권1호
    • /
    • pp.46-56
    • /
    • 2019
  • The purpose of this study is to examine the compensatory role of instrumental (e.g., product information) and aesthetic (e.g., website background) online cues presented within apparel websites where touch is unavailable. The moderating role of two need for touch (NFT) dimensions (i.e., autotelic and instrumental NFT) between online cues and consumer responses was also investigated. Results demonstrate that personal differences in autotelic and instrumental NFT moderate the relationship between online cues and affective responses. It was found that consumers high in autotelic NFT (i.e., who need to touch for fun) seek more instrumental cues to compensate for lack of touch when shopping apparel products online. Surprisingly, consumers high in instrumental NFT (i.e., who need to touch for product evaluation) use aesthetic as well as instrumental cues to supplement the absence of touch. In contrast, for the low NFT groups, only aesthetic online cues showed significant effects on consumer arousal. Further analysis shows that instrumental NFT is negatively related to purchase intention while autotelic NFT has a positive effect on purchase intention. This implies that need for hedonic-oriented touch is no longer a barrier for online apparel shopping. However, the instrumental NFT seems a significant obstacle for the adoption of online apparel purchasing.

Emotional User Experience in Web-Based Geographic Information System: An Indonesian UX Analysis

  • Lokman, Anitawati Mohd;Isa, Indra Griha Tofik;Novianti, Leni;Ariyanti, Indri;Sadariawati, Rika;Aziz, Azhar Abd;Ismail Afiza
    • International Journal of Computer Science & Network Security
    • /
    • 제22권9호
    • /
    • pp.271-279
    • /
    • 2022
  • In the discipline of design science, the integration of cognitive, semantic, and affective elements is crucial in the conception and development of a product. Affective components in IT artefacts have attracted researchers' attention, but little attention has been given to Geographic Information Systems (GIS). This research was conducted to identify emotions in web-based GIS, and determine design influences on the emotions using Kansei engineering (KE). In the evaluation procedure, ten web-based GIS were used as specimens, and 20 Kansei words were used as emotional descriptors in the Kansei checklist. 50 participants were asked to rate their emotional responses towards the specimens on the Kansei checklist. Principal Component Analysis was used to discover the semantic structure of Kansei, in which dynamism and spaciousness were identified. Significant Kansei concepts were identified using Factor Analysis, in which dynamic & well-organized, refreshing, spacious, professional, and nautical-look were identified. Partial Least Square analysis has assisted the research in discovering the significant design influence to the Kansei. These findings provide designers and other stakeholders with valuable knowledge for strategizing future web-based GIS designs that incorporate user emotions.