Journal of The Korean Association of Information Education
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v.9
no.2
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pp.197-208
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2005
For the wide spread of cyber education, it is important to understand the instructional characteristics of cyber education and its applications in the educational sites which help to cope with the practical needs and problems. This study was conducted to analyze the experience of cyber classes(working hours, tasks and evaluation, satisfaction level and instructional effectiveness, suggestions for cyber education) and use of instructional methodology (instructional activities, interaction frequencies, cooperative learning activities, instructional activities toward knowledge building). The data was collected from pre-service teachers(403) and in-service teachers(318) in June 2004. The results were that pre-service and in-service teachers all consider the satisfaction level and academic achievement level of cyber classes lower than that of FTF classes. Particularly the boring presentation of instructional materials and the inadequate instructional strategies for cyber classes were the biggest complains, and lack of interaction among peer groups and with instructors, lack of learning opportunity for cyber instructional strategies, limited group activities, lack of interaction with experts were followed. Limited types of evaluation also showed that cyber classes focus on results more than the process of students' academic achievement.
Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2014.05a
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pp.108-111
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2014
In this paper, we tried to identify implications of selecting gifted of information science & followed educational system via analyzing each of student's characteristics in each subjects they study within Science Education Institute for the Gifted. A study of the existing institutions do not have experience of the gifted students based on assessment through observation of the 1-year science, mathematics and information science education in the List of attribute analysis. Learners of Information Science became with analysis that Attitude Category was superior in mathematics to the subject of science and Problem Solving Category regardless of the subjects showed similar. As to, Attitude Category, Problem Solving Category and Mathematics Cognition Category was analyzed to be closed and we could confirm through the qualitative observation record. On this, the researcher concluded that the mathematics could know the effect fitness by a learner rather than the subject of science as to an attitude and problem resolution area.
Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.
This study investigated the frequent mistakes and the causes of the alternative conceptions in the animal classification by using the questionnaire and interview with the middle school students (N=300). As results, some students have difficulties classifying suggested animals into vertebrates or invertebrates : snakes (31.7%), shrimps (28.3%), turtles (25.6%), frogs (24.7%), and starfish (10.7%) in order of precedence. These errors seemed to be caused by intuitive thinking over characteristics of physical motions and appearance of suggested animals, wrong inference from comparing to features of familiar animals and the lack of observation experience of the vertebrate backbone. Furthermore, the results showed that relatively many students made a mistake classifying subgroup members of vertebrates such as classifying salamanders into the class Reptilia (45.3%) and turtles into Amphibia (40.3%). It is likely that those errors are affected by ambiguousness of classification terminology (e.g. the term of Amphibia) and weak ability in relating the physiological and ecological feature to standard of classification feature. In addition, sociocultural factors could influence animal classification as 'bat in birds', 'whale in fish, and 'penguin in mammals'. The present study implied that teaching and learning animal classification may require an appropriate guide focused on activities to explore major characteristics used for the animal classification standard through providing more chances of animal observation rather than the cramming method of learning induced by technical memorizing.
Journal of Institute of Control, Robotics and Systems
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v.7
no.9
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pp.723-732
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2001
In this paper, the neurofuzzy controller of optically guided AGV is proposed to improve the path-tracking performance A differential steered AGV has front-side and rear-side optical sensors, which can identify the guiding path. Due to the discontinuity of measured data in optical sensors, optically guided AGVs break away easily from the guiding path and path-tracking performance is being degraded. Whenever the On/Off signals in the optical sensors are generated discontinuously, the motion errors can be measured and updated. After sensing, the variation of motion errors can be estimated continuously by the dead reckoning method according to left/right wheel angular velocity. We define the estimated contour error as the sum of the measured contour in the sensing error and the estimated variation of contour error after sensing. The neurofuzzy system consists of incorporating fuzzy controller and neural network. The center and width of fuzzy membership functions are adaptively adjusted by back-propagation learning to minimize th estimated contour error. The proposed control system can be compared with the traditional fuzzy control and decision system in their network structure and learning ability. The proposed control strategy is experience through simulated model to check the performance.
Benzodiazepines(BZDs) are among the most widely prescribed drugs in the world. They are potent anxiolytic, antiepileptic, hypnotic, and muscle relaxing agents. There is an emerging model of the role of several neural systems in anxiety and their relation to the mechanism of action of BZDs. It has been postulated that BZD drugs exert their anxiolytic action by regulating GABAergic transmission in limbic areas such as the amygdala, in the posterior hypothalamus, and in the raphe nuclei. The involvement of the amygdala in the behaviors triggered by fear and stress has been suggested by many previous studies. In this review, reports about regulatory effects of endogenous BZD receptor ligands on the perception of anxiety and memory consolidation were summerized. These findings further support the contention that BZD receptor ligands modulate memory consolidation of averse learning tasks by influencing the level of stress and/or anxiety that accompanies a learning experience. The findings suggest that the decrease in the limbic levels of BZD-like molecules seen after the various behavioral procedures represent a general response to stress and/or anxiety, since it occurs in proportion to the level of stress and/or anxiety that accompany these tasks. In addition, these findings further support the hypothesis that the $GABA_A$/BZD receptor complex in limbic structures plays a pivotal role in the stress and anxiety.
In order to provide explanations of the practice of the abductive inquiry-based outdoor geological fieldwork education, this study examined the characteristics of students' performance in geological fieldwork before and after the introduction of explicit learning of geologic knowledge and inquiry. To this end, a 21st-class program was developed in the order of pre-evaluation, initial fieldwork, explicit learning of geologic knowledge and inquiry, and post-evaluation and applied to nine middle school students. As research data, outdoor geological fieldwork class recording data and students' activity sheets were collected and analyzed qualitatively. As a result, during the initial fieldwork, students caught clues of low geological importance and used everyday experience and/or general scientific knowledge as a rule when asked to generate hypotheses about the origin of the clues. Also, students evaluated their hypotheses by the scientific accuracy of the rule or their own criterion. Meanwhile, during the final fieldwork, students frequently caught key clues in geologic perspectives and generated geological event hypotheses related to the clues by borrowing geologic knowledge as a rule. Furthermore, students scientifically evaluated their hypotheses based on the consistency of evidence and rules. Combining these results, the effects of learners' geological knowledge and inquiry (abduction) abilities as a path model were presented in order to help students carry out a proficient abductive inquiry in geological fieldwork.
The concept of citizen science(CS) is defined as "scientific work carried out by citizens." Here, 'citizen' means someone who has knowledge of everyday life, regardless of whether they have formal expertise in a related field. This definition may encompass scientists, as many scientists participate in scientific democracy and use their expertise in a citizen-oriented manner. That work is derived from their citizenship, so their scientific work is CS. CS in Korea has expanded from the Korea Pollution Research Institute, which was founded in 1982, to the Center for Democracy in Science & Technology, which was founded in 1997. Furthermore, in recent years, government agencies have started using CS approach. In this paper, I introduce Korean CS and examine its accomplishments and difficulties through eight cases. I show that Korea's CS activities have made a significant impact on Korean society and the experience of these activities has implications for the future directions of CS. I do so by examining four modes of CS and explore practical messages for more varied roles of CS. Until now CS has been mainly considered in the context of "CS as education" or "CS as movement" in Korea. However, governance and the platform mode of social decision-making or research, though still rare, have recently emerged as additional CS activities. Although it cannot be said with certainty that CS is better, it is undoubtedly better the more varieties of its modes coexist. The four types of CS will contribute individually or complementarily to social learning. Thus, because of its distinctive potential, CS is not exhausted by the supplementary concept of science.
Journal of Korean Home Economics Education Association
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v.33
no.2
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pp.153-172
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2021
The purpose of this study is to develop the Empathy Education Program by employing the brain-based education principle in home economics education. For this purpose, the study used the "ADDE" (Analysis, Design, Development, and Evaluation) method to develope a Empathy Education Program for middle-school students. Analysis from previous literature derived that four principles of brain-based empathy education in home economics education: 1) understanding through imitation; 2) inference through imagination; 3) interaction through experience, and 4) internalization through practice. Based on these brain-based four principles and three components of empathy, a total of 15 lessons were designed and developed for the educational program for middle-school students, "FEEL" (For Empathy Education & Learning). The contents of this program were selected from the analysis of the 2015-revised technology and home economics education curriculum and textbooks. Results from expert evaluation of the validity and feasibility of the program showed that this program is highly valid with an average validity score of 4.88 and 0.98 for the validity index ("CVI"). This study is meaningful in that it can be effectively employed in the middle school free-year policy system. Also, this study contributes to shedding light on the possibility of combining empathy education with home economics education by presenting newly presented elements of empathy and brain-based education principles in home economics education.
Journal of Korea Entertainment Industry Association
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v.15
no.7
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pp.71-86
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2021
The purpose of this study is to reveal the significance of musicals and find a way to utilize them in Korean language culture classes for foreigners. Korean language education aims to improve communication skills, and cultural education is necessary to help students understand not only the language but also the social background and context of the language. Accordingly, the author of this study has put together a lesson plan for Korean culture incorporating musicals, a topic that has been heretofore disregarded in Korean language education. Musicals are an appealing art medium for Korean language learners, as they provide striking visuals centered around distinct narrative structures and music. The musical "Swag Age: Shout out Joseon!," which this study focuses on, provides particularly suitable content, as it deals with social issues that are relevant even in contemporary Korean society and includes sijo (poetry), which can be used to teach traditional Korean literature. Based on the above characteristics, the author of this study outlines a Korean culture lesson plan teaching sijo through the musical "Swag Age: Shout out Joseon!" The class will be for learners of intermediate level and above, and consists of 4 sessions: 1) Understanding the overall plot of the musical, 2) Learning about Korean sijo, 3) Writing sijo based on your own life, and 4) Presenting your own sijo. This culture class is significant in that it goes beyond simply learning about sijo and enables students to internalize the meaning of and actively enjoy sijo by writing their own versions. In addition, it is expected to be a compelling class that, on top of its educational value, introduces and allows students to experience a wider range of Korean popular culture by adding the musical genre to the common repertoire of movies, dramas, plays, and pop songs often covered in Korean culture classes.
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