• Title/Summary/Keyword: Learning Elements

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The Influence of Intellectual Capital Elements on Company Performance

  • EKANINGRUM, Yulliana
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.1
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    • pp.257-269
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    • 2021
  • Intellectual capital is becoming a crucial factor for a firm's long-term profit and performance in the knowledge-based economy as more firms identify their core competence as invisible assets rather than visible assets (Itami, 1987). The company was encouraged to measure financial and non-financial factors, including the customer perspective groups, the internal business process, learning and growth perspective, then to link all these measurements in a coherent system. This paper seeks to investigate the influence of intellectual capital elements on company performance, as well as the relationship among intellectual capital elements from a cause-effect perspective. Resource-Based View (RBV) considers intellectual capital as resource and capability to sustain competitive advantage on company performance. The partial least squares approach is used to examine listed banks in Indonesia Stock Exchange for year 2017-2019. Results show that human capital directly has positive influences on innovation capital, customer capital, and process capital. Innovation capital has positive, but less significant influence on process capital, which in turn influences customer capital. Human capital and process capital also influence customer capital. Finally, customer capital contributes to performance. This study helps management to identify relevant intellectual capital elements as competitive advantage and their indicators to enhance business performance.

Verification and Analysis of the Influence of Hangul Stroke Elements by Character Size for Font Similarity (글꼴 유사도 판단을 위한 한글 형태소의 글자 크기별 영향력 검증 및 분석)

  • Yoon, Ji-Ae;Song, Yoo-Jeong;Jeon, Ja-Yeon;Ahn, Byung-Hak;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.25 no.8
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    • pp.1059-1068
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    • 2022
  • Recently, research using image-based deep learning is being conducted to determine similar fonts or recommend fonts. In order to increase the accuracy in judging the similarity of Hangul fonts, a previous study was conducted to calculate the similarity according to the combination of stroke elements. In this study, we tried to solve this problem by designing an integrated model that reflects the weights for each stroke element. By comparing the results of the user's font similarity calculation conducted in the previous study and the weighted model, it was confirmed that there was no difference in the ranking of the influence of the stroke elements. However, as a result of comparison by letter sizes, it was confirmed that there was a difference in the ranking of the influence of stroke elements. Accordingly, we proposed a weighted model set separately for each font size.

Development of Network and Digital creation tools Curriculum Model to consider understanding concepts and learning activity (개념이해와 학습활동을 고려한 네트워크 및 디지털 창작도구 교육과정 모델 개발)

  • Sung, Younghoon;Jeong, Youngsik;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.20 no.6
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    • pp.563-574
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    • 2016
  • This paper is a research on the curriculums of network and digital creation tools among SW education in order to apply them to SW curriculum in education fields. For doing so, a curriculum model was developed by extracting main key words through the analyses of domestic and foreign SW curriculum, and reorganization of concept understanding and learning activity elements was made so as to be fit to characteristics of each curriculum. And curriculums were remodeled by curriculum such like concept understanding was focussed in network, activities in digital creation tools and its validity was suggested through expert verification by composing contents elements based on the results. Also, this model was proposed so that each school could recompose it easily by combining contents elements of other curriculums. Therefore, the suggested model could be utilized as a basic research data in applying domestic SW curriculum standard model.

Design of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 설계)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.1-9
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    • 2007
  • Recently, the primary school training courses requires creative human being who is able to solve problem in accordance with rapidly changing society. Accordingly, it needs development of edutainment contents that can develop creativity and heighten educational effect as attracting learner's interest. This paper intends to design educational game which can develop creativity. Method of research is based on the concept of creativity and theory of multiple intelligence. First, I pulled out educational elements of edutainment game which can develop ability to solve synthetic problem and then drew interest elements of edutainment game by combined game with form of cartoon. Secondly, creativity studying area set the 5 learning area of verbal, visual, mathematical, logical and analytic creativity and then, a course of learning was designed to have each 3 details of 5 teaming areas of creativity. Finally, it presented production direction of educational game by combined with 4 elements of the interest that is an avatar, achievement of a mission, a time limit and win a point.

Teacher Training Strategies for Improvement Technological Pedagogy Knowledge(TPK) connected with Problem Solving (문제해결 기반 디지털역량교수지식(TPK) 함양을 위한 교사연수 전략)

  • Shin, Soobum;Kim, Chul;Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.23-32
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    • 2018
  • This study is about in-service training structure combined digital competence and pedagogical knowledge in order to improve digital tools skill of a teacher in the school. Meanwhile domestic teacher training has been revealed low-level of applying into a teaching in the k12 school. Thus this study proposed teacher training system with focus on TPK sub-categories of TPACK. The core contents of TPK is to select appropriate digital tool for its teaching & learning. Additionally it is to select elements of teaching & learning associated with an attribute of digital tool. And this study presented modularize of 3 step such as teaching objective, teaching contents, assessment. Also we proposed that this training system should be operated with problem solving method which trainee itself compose TPK elements. And we committed quality investigation about picking up Strategies of TPK elements and the teacher training frame. The Participants concluded having a validity about TPK strategies, teacher training framework.

A Classroom Design Plan based on the Biophilic-Design (바이오필릭 디자인 기반 교실 디자인 설계)

  • Choi, Joo-Young;Park, Sung-Jun
    • Journal of the Korean Institute of Educational Facilities
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    • v.26 no.3
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    • pp.15-23
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    • 2019
  • This study aims to suggest a Biophilic classroom design of high school to obtain attention restoration for students. The learning space for youth in the modern society is composed of dry artificial structures. This space is considered to be a space that can not relieve stress caused by learning. "The Attention Restoration Theory" is divided into "Directed Attention" of humans, which is the cause of fatigue and stress, and "Involuntary Attention" as a solution to it. "Involuntary Attention" takes place in a rest state and helps the brain recover when exposed to nature. And the core of "Biophilic-Design Theory" is that humans can recover physical and mental conditions when exposed to nature. The purpose of this study is to apply "The Biophilic-Design Theory" that emphasizes the importance of exposure to nature to the educational space and plan the space where the 'Attention Restoration' can be achieved. The research method is as follows. First, we review previous studies related to "The Biophilic-Design Theory" and "The Attention Restoration Theory". Second, we analyze the application examples of "The Biophilic-Design Theory" and "The Attention Restoration Theory" in domestic and foreign educational spaces. Third, the concept of educational space is set up based on the elements derived from previous studies. Finally, we propose the planning direction of classroom design based on Biophilic-Design. The following conclusions were drawn. First, The creation of the education space to restore the learner's attention requires a visual space plan that utilizes natural elements such as natural light, artificial light, plants, and natural materials that can directly experience nature. Second, the direction in which students in the classroom can be "The Attention Restoration Theory" should consider the use of indirect natural elements that bring the surrounding natural landscape into the interior. This study will be used as the baseline data for the spatial design and planning of education facilities based on Biophilic-Design.

A Study on Improvement Direction of Onboarding Process Design for Elevating Early User Experience of Online Games (온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구)

  • Yang, Seung Hee;Yoo, Seung Hun
    • Design Convergence Study
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    • v.18 no.4
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    • pp.1-15
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    • 2019
  • As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game's onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.

A Study on Developing and Validating Core Competencies for Gifted Education Based on Delphi Technique (델파이 조사를 통한 영재교육 핵심역량 개발 및 타당화 연구)

  • Park, Hye-Jin;Cha, Seung-Bong;Kim, Yong-Young
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.319-328
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    • 2021
  • The purpose of this study is to develop core competencies for gifted education by utilizing Delphi survey methods and to present behavioral element selection and scale questions based on the definition of competencies. First, the core competence for gifted education was selected through literature analysis, and the first Delphi survey was conducted to verify that the definition of each competency is suitable for the competency name. Subsequently, through a second Delphi survey, detailed questions were developed and verified by expressing the capabilities required to develop core competencies as behavior elements. Through two rounds of Delphi surveys, eight key competencies were finally selected: attitude and practice willingness, communication and collaboration, information processing and tool utilization, creative problem solving, convergence and application, higher-order inference, community spirit, and learning achievement orientation. This study is meaningful in that it selects core competencies and behavior elements for gifted education that are necessary to pursue goals that meet social needs and it presents tools to measure the degree of competency improvement for gifted education.

Predicting restraining effects in CFS channels: A machine learning approach

  • Seyed Mohammad Mojtabaei;Rasoul Khandan;Iman Hajirasouliha
    • Steel and Composite Structures
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    • v.51 no.4
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    • pp.441-456
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    • 2024
  • This paper aims to develop Machine Learning (ML) algorithms to predict the buckling resistance of cold-formed steel (CFS) channels with restrained flanges, widely used in typical CFS sheathed wall panels, and provide practical design tools for engineers. The effects of cross-sectional restraints were first evaluated on the elastic buckling behaviour of CFS channels subjected to pure axial compressive load or bending moment. Feedforward multi-layer Artificial Neural Networks (ANNs) were then trained on different datasets comprising CFS channels with various dimensions and properties, plate thicknesses, and restraining conditions on one or two flanges, while the elastic distortional buckling resistance of the elements were determined according to the Finite Strip Method (FSM). To develop less biased networks and ensure that every observation from the original dataset has the chance of appearing in the training and test set, a K-fold cross-validation technique was implemented. In addition, the hyperparameters of the ANNs were tuned using a grid search technique to provide ANNs with optimum performances. The results demonstrated that the trained ANNs were able to predict the elastic distortional buckling resistance of CFS flange-restrained elements with an average accuracy of 99% in terms of coefficient of determination. The developed models were then used to propose a simple ANN-based design formula for the prediction of the elastic distortional buckling stress of CFS flange-restrained elements. Finally, the proposed formula was further evaluated on a separate set of unseen data to ensure its accuracy for practical applications.

The Development and Application of a Teaching and Learning Model Based on Flipped Learning for Convergence Software Education in Elementary Schools (초등 융합SW교육을 위한 플립 러닝 기반 교수-­학습 모형 개발 및 적용)

  • Lee, Miwha;Ham, Sungbong
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.213-222
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    • 2018
  • The purpose of this study was to develop a convergence software teaching and learning model based on flipped learning through multidisciplinary integration of the subject matter curriculum and content elements of software education so as to facilitate students' self-directed learning utilizing computers and smart devices and to apply the model to the elementary classroom and examine the effects on students' EPL interest and achievement levels. The teaching and learning model consists of four stages: content convergence, problem presentation, creative idea design, and product sharing. The results of the analyses indicated that students' EPL interest was enhanced and achievement levels were increased. The implications of the results of the study and expected effects were discussed.