• Title/Summary/Keyword: Built-Out Self-Test

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학습기술훈련이 초등학생의 자기주도적 학습능력에 미치는 효과 (The Effects of Study Skills Training on Elementary School Children's Self-Directed Learning Ability)

  • 김현욱
    • 초등상담연구
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    • 제5권1호
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    • pp.43-63
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    • 2006
  • This study aims at examining effects of study skills training on elementary school children's self-directed learning ability. To achieve this goal, the following hypotheses were built. Hypothesis 1. There are significant differences in self-directed learning ability between experimental and control groups. Hypothesis 2. There are significant differences in study skills by self-directed learning ability in the experimental group. To test these hypotheses, two classes in the fourth grade were selected from S Elementary School in the city of Busan for experimental and control groups, each of which consisted of 23 children: seven for the advanced group, eight for the intermediate group, and eight for the lower group according to self-directed learning ability. The experimental group participated in twenty sessions of study skills training while the control group went through no treatment. The study skills training program was the reconstruction to meet the requirements of this study in reference to domestic study skills training programs on the basis of the Study Skills Training Program for Elementary School Children in the Higher Grades developed by Byeon and others (2001), The effects of the program was tested by using the Study Skills Test for Elementary School Children in the Higher Grades developed by the educational institute of Busan National University (Bye on et al., 1999) and Lee's (1998) translation of the Self-Directed Learning Preparation Test by Guglielmino (1977) for elementary school children. To analyze the effects of the program, the SPSSWIN (10.0) program was used to carry out ANCOVA on results of pretest and post-test for experimental and control groups, along with repetitive one-way ANOVA to examine differences in results of pretest, post-test, and further test and an individual comparative test (Scheffe) to see differences in means of the three tests. This study obtained the following results. First, there were significant differences in marks for self-directed learning ability between the experimental group participating in study skills training and the control group and the effect was shown to last. Second, in terms of three levels of self-directed learning ability, there was no significant difference between advanced and intermediate groups in the effects on study skills but there were significant differences in the lower group. The results demonstrated that study skills training had a significant effect on their self-directed learning ability. and the study skills training program had a meaningful effect on the lower group.

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Experimental and finite element studies of special-shape arch bridge for self-balance

  • Lu, Pengzhen;Zhao, Renda;Zhang, Junping
    • Structural Engineering and Mechanics
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    • 제35권1호
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    • pp.37-52
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    • 2010
  • Special-shape arch bridge for self-balance (SBSSAB) in Zhongshan City is a kind of new fashioned spatial combined arch bridge composed of inclined steel arch ribs, curved steel box girder and inclined suspenders, and the mechanical behavior of the SBSSAB is particularly complicated. The SBSSAB is aesthetic in appearance, and design of the SBSSAB is artful and particular. In order to roundly investigate the mechanical behavior of the SBSSAB, 3-D finite element models for spatial member and shell were established to analyze the mechanical properties of the SBSSAB using ANSYS. Finite element analyses were conducted under several main loading cases, moreover deformation and strain values for control section of the SBSSAB under several main loading cases were proposed. To ensure the safety and rationality for optimal design of the SBSSAB and also to verify the reliability of its design and calculation theories, the 1/10 scale model tests were carried out. The measured results include the load checking calculation, lane loading and crowd load, and dead load. A good agreement is achieved between the experimental and analytical results. Both experimental and analytical results have shown that the SBSSAB is in the elastic state under the planned test loads, which indicates that the SBSSAB has an adequate load-capacity. The calibrated finite-element model that reflects the as-built conditions can be used as a baseline for health monitoring and future maintenance of the SBSSAB.

1.5Gbps 직렬 에이티에이 전송 칩 구현 (Implementation of 1.5Gbps Serial ATA)

  • 박상봉;허정화;신영호;홍성혁;박노경
    • 대한전자공학회논문지SD
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    • 제41권7호
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    • pp.63-70
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    • 2004
  • 본 논문에서는 PC 의 스토리지 인터페이스로 사용되는 병렬 ATA를 대체하게 될 새로운 표준인 직렬 ATA 의 링크 층과 물리 층을 설계하였다. 링크층에서는 CRC 생성 및 오류 감지, 스크램블링 회로, 8b/10b 복호화/부호화 회로 및 프리미티브 생성/검파 회로로 구성되었다. 물리 층은 직렬화/병렬화 회로와 전원 초기 인가시의 리셋 발생회로, OOB 신호 발생/검파 회로, 데이터로부터 클록을 복원하는 회로, 스?치 회로 및 임피이던스 조정 회로와 콤마 발생/감지 회로로 설계하였나. 또한 불리 층과 링크층의 동작을 확인하기 위한 테스트 제어 블록과 BIST(Built In Self Test) 블록을 설계하였다. UMC 사의 0.18㎛ 표준 CMOS 공정을 이용하여, 칩으로 제작 후 특성을 검증하였다. 링크 층에서 요구하는 모든 기능 및 특성은 사양을 만족하였고, 물리 층의 출력 전압 및 드라이버 출력 지터, OOB 신호등의 특성도 만족하였다. 데이터 전송 율은 1.5Gbps 속도의 사양목표치에 비해서, 실제 측정된 데이터 전송 속도는 1.28Gbps로 측정되었다. 회로 시뮬레이션에 의한 확인 결과, 레이아웃에서의 배선에 대한 기생 성분의 영향에 의한 것으로 분석되었다.

운용환경을 고려한 항공오일시험장비의 최적정비주기 설정 (Optimal Maintenance Cycle for Aviation Oil Testing Equipment under the Consideration of Operational Environment)

  • 김인석;정원
    • 한국신뢰성학회지:신뢰성응용연구
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    • 제16권3호
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    • pp.224-230
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    • 2016
  • Purpose: Military maintenance involves corrective and preventive actions carried out to keep a system in or restore it to a predetermined condition. This research develops an optimal maintenance cycle for aviation oil testing equipment with acceptable reliability level and minimum maintenance cost. Methods: The optimal maintenance policy in this research aims to satisfy the desired reliability level at the lowest cost. We assume that the failure process of equipment follows the power law non-homogeneous Poisson process model and the maintenance system is a minimal repair policy. Estimation and other statistical procedures (trend test and goodness of fit test) are given for this model. Results: With time varying failure rate, we developed reliability-based maintenance cost optimization model. This model will reduce the ownership cost through adopting a proactive reliability focused maintenance system. Conclusion: Based on the analysis, it is recommended to increase the current maintenance cycle by three times which is 0.5 year to 1.5 years. Because of the system's built-in self-checking features, it is not expected to have any problems of preventative maintenance cycle.

우울성향 여중생의 블루스 음악형식을 활용한 자기효능감 증진 연주활동 (Musical Instrumental Playing Activity using Blues Music Structure for the Improvement of Self-Efficacy in Female Middle School Students who have Depressive Tendencies)

  • 구새롬
    • 인간행동과 음악연구
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    • 제4권2호
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    • pp.1-17
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    • 2007
  • 청소년기는 성장과 발달의 과도기적 단계로 모든 영역에서의 발달과 새로운 역할 수행, 학업수준의 향상으로 인한 부담감 등 커다란 변화를 겪게 된다. 이 시기의 청소년은 발달 과제를 해내지 못하거나 변화로 인한 좌절이나 갈등을 반복하는 경우 스트레스와 우울 같은 심리적 어려움을 토로하게 되고, 성숙한 대처를 못하거나 극복하지 못하는 경우 우울이나 불안 같은 정신장애를 얻기도 한다. 오늘날 현대 사회의 청소년을 위한 실질적인 정신건강이나 정신장애에 대한 대응과 예방은 미비하며, 이에 청소년을 위한 상담이나 심리치료 프로그램의 개발이 절실히 요구되고 있다. 그러므로 본 연구에서는 우울 성향을 가진 여중생에게 블루스 음악형식을 활용한 자기효능감 증진 연주활동을 시행하여 참여자들의 우울과 자기효능감에 대해 미치는 영향과 대상자들이 연주를 통해 어떠한 경험을 했는지에 대해 살펴보고자 하였다. 연구 참여자는 서울시 소재 D중학교 1학년에 재학 중인 여자 중학생 3명으로 연구자가 70여명의 학생들에게 아동우울척도(CDI)와 자기효능감척도 검사를 실시하여 선별한 여학생들이다. 실시된 10회기의 연주활동은 3단계로 나누어지는데, 1단계에서는 자기소개와 라포형성, 블루스 음악소개와 블루스 음악형식 연주를 통한 활동에 대한 흥미 유발을 목표로 진행하였다. 2단계에서는 블루스 음악에서 자주 볼 수 있는 특징적인 부분인 부점, 셋잇단음표, 엇박자를 활용한 블루스 음악형식을 연주해 익히고, 5회기 동안 각 회기에서 수행하는 음악과제의 난이도를 달리하여 음악연주과제(즉흥연주 포함)를 수행하도록 하였다. 3단계에서는 전 단계에서 배워 연주했던 곡들을 정리하고 각 대상자들이 곡을 선택하거나 새로운 곡을 창작하여 연습한 뒤 음악연주 발표시간을 가짐으로써 완수경험의 극대화로 음악연주에 대한 경험을 확장하는 시간으로 활용하고자 하였다. 연구결과는 첫째, 연주활동에 참여한 참가자들의 우울 점수는 유의미한 차이를 보이진 않았으나 우울과 자기효능감이 부적상관관계가 있음을 볼 수 있었다. 둘째, 연주활동에 참여한 참가자들의 자기효능감에 미친 영향으로는 자기효능감의 세 가지 하위영역 중 과제난이도선호에서 유의미한 차이를 보여주었다. 셋째, 연주활동에 참가자들의 음악연주에 대한 자기효능감의 세 가지 하위영역 중 과제난이도 선호에서 유의미한 차이를 보여주었다. 넷째, 사후 인터뷰 질문지의 내용과 대상자들의 각 회기 세션 내용을 질적으로 서술하고 분석해 본 결과 대상자들은 블루스 음악형식 연주활동을 통해 과제난이도를 달리하여 연주활동을 했을 때, 자신감을 경험하고 긍정적인 정서를 경험했으며 대상자들에게 의미 있는 경험이었다는 것을 알 수 있었다. 마지막으로 본 연주활동의 효과와 대상자들의 음악경험의 결과와 의미를 볼 때에 블루스 음악형식을 활용한 연주활동이 치료적인 중재 도구로서의 가능성이 있음을 시사한다.

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MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

정보기술 수용 후 주관적 지각 형성: 사용 경험에서 형성된 습관, 기대일치, 자기효능감의 역할 (What happens after IT adoption?: Role of habits, confirmation, and computer self-efficacy formed by the experiences of use)

  • 김용영;오상조;안중호;장정주
    • Asia pacific journal of information systems
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    • 제18권1호
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    • pp.25-51
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    • 2008
  • Researchers have been continuously interested in the adoption of information technology (IT) since it is of great importance to the information systems success and it is also an important stage to the success. Adoption alone, however, does not ensure information systems success because it does not necessarily lead to achieving organizational or individual objectives. When an organization or an individual decide to adopt certain information technologies, they have objectives to accomplish by using those technologies. Adoption itself is not the ultimate goal. The period after adoption is when users continue to use IT and intended objectives can be accomplished. Therefore, continued IT use in the post-adoption period accounts more for the accomplishment of the objectives and thus information systems success. Previous studies also suggest that continued IT use in the post-adoption period is one of the important factors to improve long-term productivity. Despite the importance there are few empirical studies focusing on the user behavior of continued IT use in the post-adoption period. User behavior in the post-adoption period is different from that in the pre-adoption period. According to the technology acceptance model, which explains well about the IT adoption, users decide to adopt IT assessing the usefulness and the ease of use. After adoption, users are exposed to new experiences and they shape new beliefs different from the thoughts they had before. Users come to make decisions based on their experiences of IT use whether they will continue to use it or not. Most theories about the user behaviors in the pre-adoption period are limited in describing them after adoption since they do not consider user's experiences of using the adopted IT and the beliefs formed by those experiences. Therefore, in this study, we explore user's experiences and beliefs in the post-adoption period and examine how they affect user's intention to continue to use IT. Through deep literature reviews on the construction of subjective beliefs by experiences, we draw three meaningful constructs which theoretically have great impacts on the continued use of IT: perceived habit, confirmation, and computer self-efficacy. Then, we examine the role of the subjective beliefs on the cognitive/affective attitudes and intention to continue to use that IT. We set up a research model and conducted survey research. Since IT use implies interactions among a user, IT, and a task, we carefully selected the sample of users using same/similar IT to perform same/similar tasks, to exclude unwanted influences of other factors than subjective beliefs on the IT use. We also considered that the sample of users were able to make decisions to continue to use IT volitionally or at least quasi-volitionally. For each construct, we used measurement items recognized for reliability and widely used in the previous research. We slightly modified some items proper to the research context and a pilot test was carried out for forty users of a portal service in a university. We performed a full-scale survey after verifying the reliability of the measurement. The results show that the intention to continue to use IT is strongly influenced by cognitive/affective attitudes, perceived habits, and computer self-efficacy. Confirmation affects the intention to continue indirectly through cognitive/affective attitudes. All the constructs representing the subjective beliefs built by the experiences of IT use have direct and/or indirect impacts on the intention of users. The results also show that the attitudes in the post-adoption period are formed, at least partly, by the experiences of IT use and newly shaped beliefs after adoption. The findings suggest that subjective beliefs built by the experiences have deep impacts on the continued use. The results of the study signify that while experiencing IT in the post-adoption period users form new beliefs, attitudes, and intentions which may be different from those of the pre-adoption period. The results of this study partly demonstrate that the beliefs shaped by the behaviors, those are the experiences of IT use, influence users' attitudes and intention. The results also suggest that behaviors (experiences) also change attitudes while attitudes shape behaviors. If we combine the findings of this study with the results of the previous research on IT adoption, we can propose a cycle of IT adoption and use where behavior shapes attitude, the attitude forms new behavior, and that behavior shapes new attitude. Different from the previous research, the study focused on the user experience after IT adoption and empirically demonstrated the strong influence of the subjective beliefs formed in the post-adoption period on the continued use. This partly confirms the differences between attitudes in the pre-adoption and in the post-adoption period. Users continuously change their attitudes and intentions while experiencing (using) IT. Therefore, to make users adopt IT and to make them use IT after adoption is a different problem. To encourage users to use IT after adoption, experiential variables such as perceived habit, confirmation, and computer self-efficacy should be managed properly.

내적모형과 대응자원을 이용한 만성관절염 환자의 적극적 대응전략모형 (Active Coping Strategy Model for Chronic Arthritis : Appling Internal Model of World and Coping Resource)

  • 문미숙;임난영
    • 근관절건강학회지
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    • 제6권1호
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    • pp.100-135
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    • 1999
  • Typical symptoms of rheumatic disease affect overall daily living and cause severe stress. Individuals afflicted with rheumatic disease have many illness-related stresses. Pain was the predominantly perceived stress followed by limitation in mobility, difficulties in carrying out activities of daily living. helplessness, dependency on others, threat to self-esteem, interference in social activity, interference in family relationships. difficulties performing at work, and discomfort of the treatment. Patients with chronic arthritis are subjected to long periods of continuous stress, which may require the management by the health care provider. In these cases, the purpose of the nursing is helping to promote health through supporting patient's coping. Therefore, for the nursing intervention to be effective, it is critical to build a theoretical framework that describes stress-coping for chronic arthritis. Thus, the purpose of this dissertation is to present a theoretical framework which describes the stress-coping processes and to empirically test pathos of this framework for the people with chronic arthritis. The foundation upon which this framework is built in the Erickson, Tomlin, and Swain(1983) theory of Modeling and role-Modeling. The subjects were 275 patients with rheumatoid arthritis or osteoarthritis who visited the outpatient clinic. A hypothetical model of stress-coping was tested by covariance structure analysis with PC-LISREL 8.12 program. As a result, the overall fit was good(Chi-square=94.49, P=0.00, RMR=0.067, GFI=0.95, AGFI=0.91, NNFI=0.93, NFI=0.91) for the hypothetical model. The results of hypothesis testing were as follows : Basic need satisfaction had a statistically significant influence on illness-related experience, emotional stress and coping resources. Internal health locus of control had a statistically significant influence on coping resources. However, independent variables(basic need satisfaction, internal health locus of control, illness-related experience, emotional stress and coping resource) did not have significantly influence on coping. And then, the hypothetical model was modified by considering both the theoretical implication and statistical significance of the parameter estimates. The revised model had a better fit to the data(Chi-square=83.11(P=0.00), RMR=0.061, GFI=0.96, AGFI=0.92, NNFI=0.95, NFI=0.92). Hypothesis emerged from the revised model was tested. The results of hypothesis testing were as follows : Basic need satisfaction had a statistically significant influence on illness-related experience, emotional stress and coping resources. Internal health locus of control had a statistically significant influence on illness-related experience and coping resources. Internal health locus of control, illness-related experience, emotional stress and coping resources had a significantly influence on coping. According to the results of this dissertation, basic need satisfaction and internal health locus of control play a central role in appraisal of illness-related experience and coping resources. And illness related-experience, emotional stress, and coping resources affect on coping activities. In summary, nursing interventions to enhance basic need satisfaction and internal health locus of control will decrease illness related experience and emotional stress and increase coping resources. Increased coping resources will prompt coping activities.

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