• 제목/요약/키워드: Cognitive Structure

검색결과 533건 처리시간 0.02초

뉴미디어아트의 재매개화 특성을 통해 본 현대 공간디자인의 표현방식에 관한 연구 (A Study on the Expression method of Contemporary Spatial Design Viewed through the characteristic of Remediation in New Media Art)

  • 정재원;김문덕
    • 한국실내디자인학회논문집
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    • 제19권2호
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    • pp.117-125
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    • 2010
  • Theories and concepts emerging in new media environment are influencing the field of current spatial design. Art and technology have always coexisted, not but they are differentiated in two parts. They show new communicational paradigm in terms of supplementary position each other. The fact that examining the expression method and the communicational structure of today's new media art will be an analytical tool which analyzes the concepts of contemporary spatial design. For this, we attempt to use the Bolter and Gusin's remediation theory as analytical tool. First of all, we consider its theoretical aspects, and then, classify them according to the creation method, and investigate the characteristics of expression according to their types. We prepared an framework of analysis using the Remediation theory and its traits. We reviewed the relations between new media and spaces concerning remediation. After researching, we could analyze the cognitive aspects between new media and spaces as immediacy, and recognize the operational aspects of visual image as hypermediacy. Through the analysis, we could recognize the traits that digital environmental simulacres, sense of telepresence, and non-linear hypermediacy etc. remediate with repeating of mediation of mediation.

정보교육과 학교도서관에 관한 연구 (A Study on Information Education and School Library)

  • 유소영
    • 한국문헌정보학회지
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    • 제26권
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    • pp.53-74
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    • 1994
  • Creative thinking in education is a common assumption to be accomplish in this information age. Information education can contribute to build the ability to think creatively. The Author explored how information education conduces the creative thinking ability that is necessary to the development of independent and competent study for students themselves. The writer also expressed the integrated education makes students think synthetically and synthetic educational experience derives creative thinking. She based her arguments upon the theory of the psychology of memory and the Piaget's cognitive structure. To increase the effects of information education, it is necessary to integrate the curriculums and learning method of the information education and those of other areas of learning, i,e., languages, literatures, social sciences, sciences, mathematics, etc. Here, author asserted that the teaching of information skill within classroom curriculums for all subject areas can make the integrated effects on various classroom curriculums. On the basis of the findings of this study, the author recommended that every school needs to prepare enough books and other media for the students to drill information skill. Consequently, to build creative thinking ability for He students, librarians, classroom teachers and school principals who have influence on the information education, have to cooperate to initiate integrated information education for the student.

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놀이를 통한 알고리즘 학습 방안 연구 (Study of the Way to Learn Algorithms through play)

  • 김승완;김종훈
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2010년도 하계학술대회
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    • pp.235-241
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    • 2010
  • 본 논문은 빠르게 변하고 있는 지식 정보화 사회에서 문제해결능력 및 창의성의 향상을 위한 알고리즘 교육방법에 대하여 연구하였다. 특히 컴퓨터 정보 교육의 알고리즘은 학생들의 논리적 사고력과 문제를 해결하기 위해 최선의 해결책을 찾는데 있어 효과적인 학습 내용으로 매우 중요하다. 하지만 알고리즘 교육은 주로 컴퓨터와 언어를 이용하여 정적으로 이루어진다는 것을 고려했을 때 초등학생들의 인지 구조와 수준에 맞게 가르치는 것이 필요하다. 본 연구에서는 알고리즘의 원리를 컴퓨터가 없이 놀이를 통하여 습득하게 함으로 학습자들로 하여금 알고리즘의 원리를 익히게 하고 문제 해결력과 창의력을 기르게 하는데 목적이 있다.

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Development of an Effective Strategy to Teach Evolution

  • Ha, Min-Su;Cha, Hee-Young
    • 한국과학교육학회지
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    • 제31권3호
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    • pp.440-454
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    • 2011
  • This study proposes a new instructional strategy and corresponding materials designed from various alternative frameworks to help students understand evolution as a biologically acceptable theory. Biology teachers have normally taught the evolutionary mechanism by means of comparing Lamarckism with natural selection. In this study, a new instructional strategy in which the Lamarckian explanation is first excluded because Lamarckism is known to be subsumed in a learner's cognitive structure as a strong preconception of evolution is suggested for teaching evolution. After mutation theory is introduced, Darwinism including natural selection is explained separately during the next class hour. Corresponding instructional materials that aid student understanding of the evolutionary mechanism were developed using recently published articles on human genetic traits as scientific evolutionary evidence instead of the traditional evolutionary subject matter, giraffe neck. Evolutionary evidence from human genetic traits allows students to exclude anthropocentric thoughts effectively and raise concern for the phenomenon of evolution positively. The administered instructional strategy and materials in this research improved student conception, concern, and belief of evolution and it is believed that they helped students understand the evolutionary mechanism effectively.

초등학교 저학년 학생들의 단계적 비유추론 학습과정을 통한 혼합물 학습 과정에서 제시된 생성적 비유의 특징 분석 (An Analysis of Features in Self Generated Analogies during Phaseal Teaching Learning Process about Mixture Using Analogy for Lower Elementary School Students)

  • 정진규;김영민
    • 한국초등과학교육학회지:초등과학교육
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    • 제34권4호
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    • pp.419-433
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    • 2015
  • Analogical reasoning is a central component of human cognition and contributes to scientific discovery and to develop science education. In this study, we investigated the process features of lower elementary school students' analogical reasoning to explain mixture concept. The subjects are 24 lower elementary students. And the research design includes three phases instruction to investigate the features of students' self generated analogy. Phase 1 is the introduction of analogy in which student learn to use analogy. Phase 2 is a POE class about mixture conception. Piaget and Inhelder studied the conception of mixing among children in relation to cognitive development. In phase 2, we taught the student with Piaget and Inhelder's the experiment and observed the features of learning process about mixture conception. Phase 3 is students' generation of analogy (self generated analogy) for the experienced phenomena in phase 2. We analyzed the students' responses through the three phases in the view of Gentner's Structure Mapping Theory. The results showed that many lower elementary school students even before formal operation stage understood the mixture conception and made well their self generated analogy to explain the mixture conception in spite of the difficulty of making self generated analogy.

3D 프린터를 활용한 호흡계의 융합 수업이 초등학생의 과학 탐구 능력, 창의적 문제해결력, 과학 흥미도 및 STEAM 프로그램 만족도에 미치는 영향 (The Effects of 3D Printing STEAM Class for Respiratory System on the Science Process Skill, Creative Problem Solving Ability, Scientific Interest and STEAM Program Satisfaction of Elementary Students)

  • 고동국;홍승호
    • 한국초등과학교육학회지:초등과학교육
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    • 제37권3호
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    • pp.323-338
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    • 2018
  • The aims of this study are to develop the STEAM program focused '3D printing for respiratory system' and to ascertain its influence on elementary student's science process skills, creative problem solving abilities and scientific interest. The developed STEAM program was applied to 5th grade students of O elementary school located in J city. As a result of applying the STEAM program, the experimental group of the STEAM program class improved significantly in creative problem solving abilities and scientific interest than the control group of the theoretical class. The result of learner satisfaction survey of the STEAM program was high. Meanwhile, there was no significant difference in science process skills between the two groups. Therefore, the STEAM program class with the theme of '3D printing for respiratory system' could be meaningful works to encourage students' interest as well as their creative problem solving ability and scientific interest. In future, continuous and systematic studies on STEAM programs focused on 'structure and function of our body' are needed for elementary students' cognitive and affective developments.

웹 접근성 사용자 평가를 통한 가치체계 분석 : 저 시력 장애인 대상으로 (Analyses of Value System through Web Accessibility User Evaluation : For People with Low Vision)

  • 임종덕;안재경
    • 한국IT서비스학회지
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    • 제19권1호
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    • pp.113-127
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    • 2020
  • Current web accessibility checks and automatic assessments have been pointed out that the assessment items and scores are evaluated from the developer's point of view rather than from the user's one. In addition, although most of the grades of an automatic assessment on the public web sites are excellent because they are built in accordance with the web accessibility development guidelines, not a few web sites shows relatively low grades in evaluating their usability test made by those users. Taking into account the inadequacy of these web accessibility assessments, this study has identified the differences between the grades of usability evaluations and automatic evaluations for people with low vision and analyzed the major factors affecting web accessibility usability evaluations using Repertory Grid Techniques. Also, the Hard Laddering method of the Means-End Chain theory was adopted to visualize the relationship between Attributes-Conferences-Value and a hierarchical value system analysis based on FGI(Focused Group Interview) to people with the low vision. This study proposed the measures to improve the current web accessibility automatic assessment allocation, expert evaluation criteria, and user task assessment. In particular, it is a web accessibility user evaluation model that can consider the web accessibility quality certification criteria and user review assessment by directly analyzing the user cognitive structure and value system. This study is expected to be useful as a research to enhance the quality of web accessibility assessment.

전략군간 진입특성, 환경인식 및 성과 차이 : 우리나라 건강보조 식품 산업에 대한 탐색적 연구 (Difference in Entry Mode, Environmental Perception, and Peromance among Strategic Groups : An Exploratory Study in the Korean Health Food Industry)

  • 김영배;김형욱;이병헌
    • 한국경영과학회지
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    • 제19권2호
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    • pp.85-105
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    • 1994
  • As an exploratory attempt, this study examined the correlates of different strategic groups in the Korean health food industry. Many prior studies believe that different entry mode such as entry timing and patterns, and different cognitive structure of top managers lead to the formation of different strategic groups in the same industry. Different strategic groups with different sources or mobility barriers are also expected to produce different level of economic performance. Multivariate statistical analyses of data from 32 firms in the Korean health food industry revealed the following results. i) There are four different strategic groups with different levels of mobility barriers in terms of firm size, scope of product/market domain, degree of forward and backward integration. ii) Differences in both entry timing and environmental perception of top managers are associated with different stratetic groups. However, the patterns of entry are not significantly different among four strategic groups. iii) Four strategic groups exhibit different level of economic performance in terms of sales growth rate and return on investment. Finally, this study tried to identify commonalities and differences among various strategic groups found in several industries in Korea. The results offered some implications to search for developing a useful theory of strategic groups in Korea.

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형태에 있어서 미학 특성의 평가를 위한 스키마 표현과 방법론의 이론적 고찰 (Shape Schema representation for Evaluation of Aesthetic value on Shape)

  • 차명열
    • 디자인학연구
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    • 제16권2호
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    • pp.141-150
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    • 2003
  • 건축디자인을 평가하는 방법에는 상당히 맡은 요소를 고려 할 수 있다. 기능성, 구조성, 형태, 환경 등 다양한 요소를 고려하여 최종의 디자인을 생산해 낸다. 여기서 computer와 같은 자동화된 기계에 의해서 디자인이 생성된다면, 그 결과는 경우에 따라서 무수히 맡아 우리 인간의 평가 능력 범위를 넘는 수 가 있다. 따라서 디자인을 자동으로 생산할 뿐 만 아니라 자동으로 최선의 결과물을 자동적으로 평가하여 선택하는 것도 상당히 중요하다. 본 논문에서는 상기에서 언급한 요소 중 미학적 특성을 기계가 자동으로 평가하여 최적의 결과물을 선택할 수 있도록 평가 방법을 제시하였다. 평가 방법은 고전적으로 내려오는 미적 평가방법의 하나인 질서와 무질서의 상관 관계를 측정하는 것으로 이는 형태요소와 공간관계를 나타내는 형태 디자인 지식의 스키마적 표현을 적용한다.

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영상음향의 사운드디자인구조가 수용자 감응도 에 미치는 영향(TV광고영상음향을 중심으로) (Analysis of Cognitive Psychology Creates in Sound Design Structure)

  • 유회종;문남미
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2008년도 동계학술대회
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    • pp.173-178
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    • 2008
  • 본 연구에서는 영상음향의 사운드디자인 구조의 차이가 수용자에게 어떠한 감응도 변화가 있는가를 알아 보았다. 실험은 60초의 TV광고음향을 음악으로만 디자인한 음향트랙과(A), 음향효과와 음악으로 디자인한 음향트랙(B)을 청취하게 하여, 어떠한 사운드 구조가 감응도(주의력, 활성도, 감성도)에 더 유의한 영향을 미치는가를 알아 보았다. 실험은5명씩의 남.여 대학생을 대상으로 이루어 졌고 안정상태와 Fp1, Fp2를 중심으로 한 전두엽측정방식으로 한 뉴로피드백(Neuro feedback)뇌파측정방법으로 측정하였다. 그 결과, 음악으로만 디자인한 A음향트랙에서의 감응도는 주의((ATQ)와 활성도(ACQ), 감성도(EQ)모두가 증가했으나 B트랙보다는 낮았다. 음악+효과음으로 디자인한 B트랙에서는 주의력(ATQ), 활성도(ACQ),는 A트랙보다 증가하였으나 EQ(감성도)는 반대로 A트랙보다 낮았다. 결과적으로 영상에서 음향은 주의력과 활성도 에는 기본적으로 뇌의 변화에 작용하나 정서적인 면은 역시 음악이 유효한 것으로 나타났다. 그러나 강한 효과음들은 음악보다 주의력과 집중도를 높이기는 하나 스트레스적(SQ)지수는 오히려 높은 것으로 나타났다. 본 연구를 통하여 방송과 영화 등의 사운드구조는 영상과의 호흡을 기본으로 하지만 실제로 시각정보와 청각정보가 동시에 합쳐져서, 심리적으로 어떠한 영향을 미치는가를 뇌신경측정으로 고찰한 것에 의의가 있다.

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