• Title/Summary/Keyword: Computer Studies

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"Needs to Learn" as a Moderator for Computer Self-Efficacy (컴퓨터 자기효능의 조절변수로서의 필요성의 인식에 관한 연구)

  • 이정우;김사임
    • Journal of the Korean Operations Research and Management Science Society
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    • v.29 no.1
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    • pp.127-146
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    • 2004
  • While 'Computer self-efficacy' is widely studied In the social science field with regard to the training effectiveness, little research has focused on clarifying the role of 'needs' in relation to self-efficacy and outcome expectations. in this regard, this study investigated the effects of 'needs to learn computer shills,' extending the social cognitive theory. A survey instrument was adopted and modified from previous studies to measure behavioral modeling, prior experience, Perceived computer self-efficacy, Perceived needs to learn computer skills and outcome expectations. A total of 209 practitioners were surveyed in this study. As a result, most part of the social cognitive theory was again Proven to be effective, and the 'needs to learn computer skills' was proven to be significant as a moderating variable between computer self-efficacy and outcome expectations. Implications of the research were discussed, and further studies were suggested at the end.

Python Development Tool (Python 통합 개발 환경 구축)

  • Chung, Yoo-Jin;Lee, Tae-Hyung;Kim, Eui-Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2009.01a
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    • pp.69-72
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    • 2009
  • Python은 통합 개발 환경이 구축되어 있지 않아 Python을 이용해 개발하는 경우 대부분 Vi 혹은 Emacs 같은 텍스트 편집기를 이용해 코딩을 하고 다시 터미널 혹은 콘솔로 나와 일일이 디버깅을 해야만 한다. 게다가 import 한 모듈의 API에 대해서 알고 싶으면 Python Interpreter에서 다시 봐야 하는 등 상당한 불편함이 있다. 이에 본 논문에서는 한 화면에서 편집, 컴파일, 수행결과 보기, 디버거 등을 수행할 수 있는 Python 통합 개발 환경을 구축하였다.

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Five Computer Simulation Studies of Whole-Genome Fragment Assembly: The Case of Assembling Zymomonas mobilis ZM4 Sequences

  • Jung, Cholhee;Choi, Jin-Young;Park, Hyun Seck;Seo, Jeong-Sun
    • Genomics & Informatics
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    • v.2 no.4
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    • pp.184-190
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    • 2004
  • An approach for genome analysis based on assembly of fragments of DNA from the whole genome can be applied to obtain the complete nucleotide sequence of the genome of Zymomonas mobilis. However, the problem of fragment assembly raise thorny computational issues. Computer simulation studies of sequence assembly usually show some abnormal assemblage of artificial sequences containing repetitive or duplicated regions, and suggest methods to correct those abnormalities. In this paper, we describe five simulation studies which had been performed previous to the actual genome assembly process of Zymomonas mobilis ZM4.

The Effects of Picture Storybook Making Activities by Computer on Children's Storytelling Ability and Creativity (컴퓨터를 활용한 그림 동화 만들기 활동이 유아의 이야기 꾸미기 능력과 창의성에 미치는 영향)

  • Ko, Eun Ae;Chung, Chung Hee
    • Korean Journal of Child Studies
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    • v.26 no.4
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    • pp.189-207
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    • 2005
  • This study examined the effects of picture storybook making activities with computer plays on children's storytelling ability and creativity. Seventy 5-year-old children from two day-care classes participated in this eight-week program. The experimental class used the computer software of 'Stanley's Sticker Stories.' The comparison class used paper and pencil. Data analysis was implemented by ANCOVA and t-test. Significant differences were found between the experimental and comparison groups in story telling ability by story structure, imagination, vocabulary, sentence structure, and creativity showing that picture storybook making activities with the computer was more effective than traditional picture storybook making activities.

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A Study on Utilization Frequency by Beginning Secondary Mathematics Teachers' Perception of Computer Utilization (중등 초임 수학교사들의 컴퓨터 활용의 인식에 따른 활용도에 대한 연구)

  • Lee, Kang Sup;Shim, Sang Kil
    • The Mathematical Education
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    • v.51 no.4
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    • pp.415-427
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    • 2012
  • This study investigated the perception and utilization about computer of beginning secondary mathematics teachers by utilization frequency of computer. To increase utilization frequency of computer in school mathematics, our finding shows that beginning secondary mathematics teachers should have an interest in computer utilization and perceive computers as an important tool for mathematics learning. In addition, they are likely to use more frequently computer under the condition that computers have sufficient class materials and supplement their shortcomings that have derived less usage in math classes. Therefore, future studies have to investigate not only how to develope textbooks and run after-school classes but also how to make creative discretional activities by computer, which makes computers more useful for teacher training. In sum, the results of case studies for computer usability should be released to motivate computer utilization and increase mathematical thinking ability.

Computer Game Immersion and Children's Psychosocial/Behavioral Characteristics (아동의 컴퓨터게임 몰두성향과 심리사회 및 행동적 특성에 관한 연구)

  • Song, Suk-Ja;Sim, Hee-og
    • Korean Journal of Child Studies
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    • v.24 no.5
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    • pp.27-41
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    • 2003
  • Data for this study on computer game immersion were collected from 538 1st through 6th grade students with the use of questionnaires. Instruments included the computer immersion scale, and the self-concept, social avoidance and anxiety, aggression, and impulsiveness scales. Results showed that boys were more involved in computer games than girls, and 6th graders were more immersed than 1st through 5th graders. Self-concept, social anxiety, aggression, and impulsivity differed by degree of computer game immersion. Aggression was the most powerful explanation of computer game immersion. Children higher in impulsivity and social anxiety were more involved in computer games. Children higher in self-concept were less involved in computer games.

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Types of Computer Game and Abilities of Children's Visual Perception (컴퓨터게임 유형과 유아의 시지각 능력)

  • Lee, Eun Ju;Lee, So Eun
    • Korean Journal of Child Studies
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    • v.24 no.5
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    • pp.43-58
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    • 2003
  • This research was conducted to comprehend the effects of computer games on the development children's visual perception. First, the effects of experience of computer games on children's visual perception abilities was analyzed. Second, the effects of different types of computer games on children's visual perception abilities were examined. And third, the interaction effects of sex and computer game types were examined. The subjects of this study were 78 5-year-olds engaging public kindergarten located in Cheung-Ju. To analyse data, percent, mean, standard deviation, and ANCOVA were used. The results showed that children's visual perception abilities were improved significantly with the experience of computer games. And the improvement of children's visual perception varied significantly according to the type of computer game. No interaction effects were found between a child's sex and the types of computer games.

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The Relationship between Children's Literacy and Writing with a Computer (유아의 문식성과 컴퓨터로 쓰기와의 관계에 대한 연구)

  • Yang, Yeon Yim;Kim, Young Sil
    • Korean Journal of Child Studies
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    • v.22 no.2
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    • pp.301-313
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    • 2001
  • This study explored the linkage between literacy and writing with a computer in three-to five-year-old children. The 57 subjects were closely observed as they produced written language forms using the word processing program, Araeha Hangul. Stages of writing with a computer were developed to assess the children's computer-writing. While writing with a computer, children invented letters, words, and sentences in an experimental and playful way. Children's writing with computer improved with age. There was a positive correlation between writing with a computer and writing with a pencil. In this way, computer writing was found to be part of written language development.

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Studies on the Computer Programming for Searching the Simple Paths and Its Applications(Summary) (단순경로탐색(單純經路探索)의 프로그래밍 및 그 응용(應用)에 관(關)한 연구(硏究)(선합(線合)))

  • Jeong, Su-Il
    • Journal of Korean Society for Quality Management
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    • v.11 no.2
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    • pp.10-17
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    • 1983
  • The former paper (Part I) studies two methods for searching and determining the simple paths in an acyclic or a cyclic network. The two methods are computer programmed as subroutines (SPLP1 and SPLP2) for various use. And a few examples of its applications are discussed Another paper (Par II) studies the reliability computation for a network by using the Event Space Methods. A computer program is developed for the computation by applying the SPLP2 subroutine subprogram. In this paper the former results are summarized with another computer program for reliability computation by using the Path Tracing Methods. The two subroutines appear in the Appendix as reference for others. The programs can be used in the reliability computation of reducible and irreducible structure networks.

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