Journal of the Korea Academia-Industrial cooperation Society
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v.15
no.10
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pp.6303-6309
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2014
In this thesis, PBL was applied to the subject for improving students' many skills that modern industrial society demands. Our engineering school developed PBL problems for PBL use, applied the problems to classes and confirmed the effectiveness of PBL. The study subjects were 63 freshman students in H University who took the 'Introduce of computer engineering'. We applied 5 PBL problems for 15 weeks. They wrote and submitted a reflective journal when they finished the every given PBL activity. In addition, they completed a class evaluation form after the activity of 5th PBL Problem ended. The study showed that the students experienced the effectiveness of PBL, such as the comprehension of the studied contents, the comprehension of the cooperative learning, authentic experience, creative problem-solving skills, presentation skills, communication ability, self-directed study ability and confidence. Some difficulties in gathering together and spending much time were also encountered. The students realized that the PBL learning activities were important methods because the students could develop into future intelligent engineers that modern industrial society demands through PBL learning activities. The main goal of an engineering school is to produce specialists with creative problem solving ability so that the effects of this study are quite promising for our engineering school.
This study examined the convergent relationship of stress factors related to the depression level(CES-D) of a college student. The questionnaire was used using an unregistered self-administered questionnaire for 304 students from a college located in J area from Nov. 12, 2018 to Dec. 14, 2018. The hierarchical multiple regression analysis results are as follows: The depression level of respondents turned out to be significantly higher in following groups: a group in which job seeking stress(CMI) is higher, a group in which academic burnout(MBI-SS) is higher, a group in which anxiety(BAI) are higher. The results show explanatory power of 60.7%. The results of the study indicate that the efforts, to decrease job seeking stress, to decrease academic burnout and, to decrease anxiety, are required to decrease the depression level among college students. These results can be utilized in various interventional efforts for academic counseling and guidance, job counseling, and psychological and emotional stability that lowers the depression level in college students. Following studies requires the presentation and analysis of structural models for the structural model that effects the depression levels of college students.
This paper explores students' question generation process and their study in small group discussion. The research is based on Anthropological Theory of the Didactic developed by Chevallard. He argues that the savior (knowledge) we are dealing with at school is based on a paradigm that we prevail over whether we 'learn' or 'study' socially. In other words, we haven't provided students with autonomous research and learning opportunities under 'the dominant paradigm of visiting works'. As an alternative, he suggests that we should move on to a new didactic paradigm for 'questioning the world a question', and proposes the Study and Research Courses (SRC) as its pedagogical structure. This study explores the SRC structure of small group activities in solving ill-structured problems. In order to explore the SRC structure generated in the small group discussion, one middle school teacher and 7 middle school students participated in this study. The students were divided into two groups with 4 students and 3 students. The teacher conducted the lesson with ill-structured problems provided by researchers. We collected students' presentation materials and classroom video records, and then analyzed based on SRC structure. As a result, we have identified that students were able to focus on the valuable information they needed to explore. We found that the nature of the questions generated by students focused on details more than the whole of the problem. In the SRC course, we also found pattern of a small group discussion. In other words, they generated questions relatively personally, but sought answer cooperatively. This study identified the possibility of SRC as a tool to provide a holistic learning mode of small group discussions in small class, which bring about future mathematics classrooms. This study is meaningful to investigate how students develop their own mathematical inquiry process through self-directed learning, learner-specific curriculum are emphasized and the paradigm shift is required.
Background : In this study, we examined body image perception and dissatisfaction with weight and height in children and adolescents, according to age and body mass index. Additionally, we compared our findings with those of previous studies concerning eating disorders. Materials and Methods : In July and August 2008, 1,501 students were sampled from elementary, middle, and high schools in Ulsan and assessed using self-completion questionnaires. We used the Korean version of the Eating Attitude Test-26 (EAT-26) to screen for eating risk groups. Participants were stratified by grade, gender, and body mass index. Results : 1) Dissatisfaction with height, weight, and body image was greater in the older group. 2) Dissatisfaction with weight and body image was greater in the heavier group. 3) EAT-26 scores and the number of individuals at high risk for eating disorders were higher in the female group than in the male group. Conclusion : The EAT-26 score in this study was similar to those found in previous Western studies. 2) There were a number of high-risk individuals in the female group, with a tendency toward earlier presentation. Continuous health management and prevention programs are required.
Recently, there have been many attempts to develop BCI (brain computer interface) based on EEG (electroencephalogram). Measurement and analysis of EEG evoked by particular stimulation is important for the design of brain wave pattern and interface of BCI. The purpose of this study is to develop a general-purpose system that measures subject's reaction time after audio-visual stimulation which can work together with any other biosignal measurement systems. The entire system is divided into four modules, which are stimulation signal generation, reaction time measurement, evoked potential measurement and synchronization. Stimulation signal generation module was implemented by means of Flash. Measurement of the reaction time (the period between the answer request and the subject reaction) was achieved by self-made microcontroller system. EEG measurement was performed using the ready-made hardware and software without any modification. Synchronization of all modules was achieved by, first, the black-and-white signals on the stimulation screen synchronized with the problem presentation and the answer request, second, the photodetectors sensing the signals. The proposed method offers easy design of purpose-specific system only by adding simple modules (reaction time measurement, synchronization) to the ready-made stimulation and EEG system, and therefore, it is expected to accelerate the researches requiring the measurement of evoked response and reaction time.
Journal of The Korean Association For Science Education
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v.35
no.5
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pp.885-893
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2015
In this study, we compared the use of information and communications technology (ICT) by middle school teachers in Korea and other countries utilizing the teacher survey data of the IEA International Computer and Information Literacy Study (ICILS) 2013. The ICILS target population consisted of all students in the eighth grade. We compared Korea with Australia, the Czech Republic, Norway, and Poland, which are nations showing the highest achievements in computer and information literacy. We selected nine questions from the teacher questionnaire and divided them into the categories of computer use, use of ICT for teaching and learning, and the ICT support environment in school. In comparison to their counterparts in other countries, Korean middle school science teachers used computers frequently and also had high ICT self-efficacy. They were confident in their ability to use computers for general tasks, but not in their ability to use computers for teaching and learning. The Korean teachers also had a high percentage of utilization of presentation and graphics software. Also, the proportion of activities concerning the information provided and teacher-led tasks was high, but the proportion of activities for student collaboration or peer interaction was low. In Korea, middle school science teachers had more negative than positive views of using ICT in teaching and learning. The teachers thought that computer-related resource support and digital learning materials were insufficient and that the computer model was outdated in schools. Therefore, we propose to build an ICT infrastructure and to develop and disseminate ICT teaching and learning methods for student activities.
The deployment of social network service(SNS) makes the social network game(SNG) as the new value added service of SNS be popular. But, a few study had identified the reason of this popularity and the elements of SNG. Based on the social presence theory and media richness theory, we had tried to identify three community artifacts (i.e. persistent labeling, self presentation and deep profiling) and two media characteristics(i.e. vividness and interactivity) as the SNG elements in this research. Then we had empirically validated the effect of these elements on the SNGexperience (i.e. social presence, perceived enjoyment) and behavioral intentions (i.e. Continuous usage intention, willingness to pay and loyalty) of the users. We conducted a survey to the actual SNG users. 243 data were collected and analyzed by PLS algorism. The results indicated that the community artifacts mediated by the social presence and media characteristics could significantly affect on the experiences and behavioral intentions. These findings could contribute to identify what element could be the reason of social network game popularity and could also contribute to design more attractive social network game in practice.
Journal of Korean Home Economics Education Association
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v.30
no.2
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pp.137-147
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2018
The purpose of this study was to develop and examine the effects of flipped learning in ancient Mesopotamian costume history. The flipped learning class was designed to three steps(pre-class, in-class, after-class). Pre-class: Students learned the socio-cultural background of Mesopotamia by watching videos online and Mesopotamian costume with PPT. In-class: Students were evaluated for their prior learning through the quiz. After the quiz, the instructor had a supplementary mini-lecture. Then the advanced learning was progressed with the team project(Mesopotamian costume analysis) by online Louvre Museum. Students made a team presentation and the instructor provided feedback. After-class: The effectiveness of flipped learning was measured based on the students' self-reflective journals and class awareness surveys. As the results, students actively participated in flipped learning and the class was rated appropriate. Students were satisfied with the overall quality of the flipped learning class. The Effect of Flip Learning Classes in reflective journals were shown as 'related flipped learning style,' 'related online Louvre museum project,' 'understanding of cooperative learning,' and 'contents of the class'. In conclusion, the flipped learning applied to Mesopotamian costume history was positive as a learner-centered education.
The Journal of the Convergence on Culture Technology
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v.6
no.3
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pp.225-231
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2020
This study aims to examine the efficacy of online lectures conducted by most universities in 2020 in response to the Covid-19 crisis. Furthermore, this study analyzes students' opinions regarding online lectures, thereby assessing the possible direction that future online lectures could take. This study's results indicate that online lectures can have a positive effect on learners' reading comprehension. Also, student satisfaction with online lectures was found to be quite high. Among the reasons students cited for favoring the online format were: (1) the fun presentation of class information; (2) the diversity of subjects covered; and (3) the ease of using the Internet. Among the improvements made for enhancing online lectures were technical enhancements (such as fixing attendance check authentication errors) and stabilizing the playback of lecture videos. By way of concluding, this study claims that professors who are familiar with giving lectures in person should come to recognize that online lectures are not simply another option, but are essential for the future. As such, the academic community must focus on developing online content as a way to further higher education's development in meeting the academic demands of both the present and the future.
Journal of The Korean Association of Information Education
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v.17
no.1
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pp.63-71
/
2013
The purpose of this study was to investigate patterns of IT usage in gifted elementary students. There were 67 Computer Science gifted students and 38 Math/Science gifted students, a total of 105 students, who attended a Convergence Computer Science Camp for 3 days. They were given 20 questions on IT usage. The results showed that these gifted students started to use the computer from ages 7 to 9 (51.9%) and consider their level of usage as average (50.0%). They also expressed a desire to learn more to enhance learning. There were some differences between the Computer Science gifted students and Math/Science gifted students. The Computer Science gifted students spent more time at the computer, considered themselves as more capable in using the computer, and thought that the computer aided in learning more, Another difference is that Computer Science gifted students utilized the computer more for education and learning purposes(56.9%), whereas Math/Science gifted students used it for recreation purposes (40.5%). Furthermore, regarding areas of further interest, most Computer Science gifted students wanted to learn more about computer programming whereas Math/Science gifted students were more interested in learning presentation methods (26.3%). In conclusion, there was a difference between Computer Science gifted students and Math/Science gifted students in self-confidence, areas of utilization and computer related areas.
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