Teaching-learning activities in a school class is influenced by the development of a information science in the 21 century. Recently, the instruction in a school class use a multimedia teaching-learning contents chiefly. A great number of teachers don't recognize a foundation of the effects on teaching-learning contents utilizing multimedia. In this paper, I propose to analyze and verify the foundation of effects on cognitive psychology of multimedia teaching-learning contents. The principal method of this study is to synthesize and analyze researches of scholars or literature study largely. In this paper, the foundations of effects on multimedia teaching-learning contents are following: the dual encoding of information process, the skill on direction and speed-regulation of learning, and the others educational strength. The theoretical conviction in multimedia teaching-learning contents is operated as the confidence of education contents & media utilized by teachers and learners, and is anticipated as the growth of the quantitative and qualitative learning activities.
The purpose of this study is to draw a distinction between general computer graphics courses and game development ones and to find out making various improvements in game graphics courses. In addition to general hand-drawing skills and computer graphics technology which are essential for the students who major in game graphics; however, the special classes should be required for them to comprehend the work process of game development and to produce the game graphics data. This necessity of the discriminative education is going to be an identification of game development department. Although loading game data onto a game engine and finding out the solution to problems of data is one of the excellent settlement for educating game graphics students, it is not possible to purchase the commercial game engine such as Quake or Lithtech and to analyze the commercial program libraries. For this reason, this research presents the replacement of commercial game engine with VRML97 for the academic purpose and shows what effect upon education will be. It is expected that the VRML97 can be a substitute of the game engine for the effectiveness of game graphics education with more active study and verification of game fields.
Purpose: Nursing students experience a high degree of perceived stress during skills training. The resulting academic sentiment is worthy of research. This study examined the learning motivation as a mediator in the association between perceived stress and positive deactivating academic emotions in nursing students undergoing skills training. Methods: A survey was conducted on 386 third-year undergraduate nursing students at a university in Changchun, China, in 2017. The survey included the items on perceived stress, learning motivation during nursing skill training, and general academic emotion. There were 381 valid responses (response rate=98.7%). Based on the results of partial correlation and stepwise multiple regression equations, the study examined the mediation model between perceived stress, learning motivation and positive-deactivating academic emotions using process 2.16 (a plug-in specifically used to test mediation or moderation effect in SPSS). Results: There was a significant negative correlation between students' perceived stress and learning motivation during nursing skills training and positive-deactivating academic emotions. Nervousness, loss of control, and interest in developing reputation had significant predictive effects on positive-deactivating academic emotions. The mediating model was well supported. Conclusion: Learning motivation during nursing skills training lessened the damage of perceived stress on positive-deactivating academic emotions. Improving students' motivation to learn could reduce their perceived stress and build more positive emotions. Positive emotions during learning played an important role in helping nursing students improve skills and enhance their nursing competence.
Purpose - The purpose of this study is to identify team commitment affecting employees' innovative activities and factors affecting team commitment including empowerment by leaders and job enrichment factors. In other words, so as to explain outcome variables of innovative activities, this study aims to emphasize employees' attachment roles towards their groups within nomological network, and identify the motives encouraging employees' innovative activities. The research purpose is significant due to the realistic situation of hotel industry. The reason why innovative activities are important can be found in recent changes of business environment. Also, unlike other various studies on precedence factors encouraging employees' innovative activities, this study classified those precedence factors into job and leader characteristics, and it emphasized the importance of team commitment as the process that job and leader characteristics are connected to innovative activities. Research design, data and methodology - The survey for this study was conducted during October 6th ~ November 10th in 2014 to the employees who are working in 5-star hotels in Korea. As for the selection of hotels and sampling method, convenience sampling method was used to the employees in 5-star hotels. Self-report method was used in the survey, judging that the employees' characteristics would be relatively homogeneous. 311 questionnaires were distributed in total, and 275 reponses were collected. After excluding the missing and unreliable responses, 245 questionnaires were used in the research. SPSS and AMOS programs were used for the analysis. Results - First, empowering leadership had positive effects on hotel employees' team commitment. It indicates that hotel employees are more committed to their team when their leaders set examples, provide information, and involve employees in decision-making process. Second, as a result of the relationship analysis in task diversity, task significance, task identity and team commitment, task diversity and task significance had significant effect on team commitment, while task identity had no significant effect on team commitment. It indicates that team commitment is enhanced when the employees can conduct diverse types of jobs and get more opportunities to talk with the guests. Also, the repetition for the same jobs in hotel rooms and the space for preparing food and beverage do not lead to team commitment, even though the employees fulfill their duties to the end. Third, hotel employees' team commitment has positive effect on their innovative activities. It indicates that employees voluntarily conduct innovative activities when they are attached to their team and identifies themselves with the team. Conclusions - There are theoretical and practical implications in this study. First, in terms of the theoretical perspective, this study proposes structural framework in team commitment, and it identifies the psychological mechanism in team commitment from the aspect of social exchange, which resulted in identification of precedence factors related to team commitment. In addition, this study presents new possibilities for relevant studies about team commitment by examining the effect on team commitment when the importance of innovative activities is emphasized in recent business environment.
The purpose of this study is to acquire the information on the current situation of students' selection process in order to renovate the system of picking up the students. As a first step of the study, we examined the validity of the factors of the single-out system such as qualification and the process for the application and the standards and proceeding of the selection. Then we analysed the result of the entrance examination of Hansung Science Highschool in 2002. The analysis was on the correlation between the result of entrance examination and the achievement in the school and the decision of the course after graduation. To know on the achievement of the students, we investigated the records of regular tests and asked the teachers' opinion in math and science classes. As a result, we gained the following points: First, the present single-out system has a danger of excluding students who are much talented in science and math field because it is based on students' achievements in middle schools; Second, the new selection system should consider the character and attitude of the applicants in addition to their knowledge; Third, the continuous observation of the teacher in middle school should be an important factor of the picking up system; Fourth, more questions requiring divergent thinking ability and inquiry skill should be developed as selective examination question. Also examination questions should cover the various contents from mathematics to science, and do not affect pre-learning; Finally, the system of present letting all students stand in one line should be changed into that of letting students in various lines. We can consider using multi-step selection system.
Journal of The Korean Association For Science Education
/
v.44
no.1
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pp.87-103
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2024
The content system table of the subject-matter curriculum is considered important in the Korean national curriculum, textbook writing, and teaching and learning in the classroom. However, studies that comprehensively organize the issues concerning the format of the subject-matter curriculum content system have been scarce. This study scrutinized the evolution of the content system from its inception in The 6th Curriculum to the most recent 2022 Revised National Curriculum, focusing on science curricular. The following issues and suggestions were derived for the format of the subject content system. First, caution should be exercised in using terms such as "domain," "field," and "category," and it should be clarified whether these terms are intended simply for logical differentiation or to serve as a content organizer with a specific emphasis. Second, the nature of components such as "core ideas," which can serve as innovative content organizers, should be strictly defined. Third, while the introduction of three-dimensional content elements such as "knowledge and understanding," "process and skill," and "value and attitude" is viewed positively, it is suggested that a further delineation be made, elaborating how each can be utilized to form core competencies. Fourth, the construction of the subject-specific content system in national curriculum needs caution because whether it will resolve or exacerbate the 'disparity between general curriculum and subject-matter curriculums' is uncertain. Finally, as an apparent pendulum motion of the subject-matter content system is observed in national curriculum documents, efforts should be made to ensure that it does not result in meaningless repetition, but instead achieves meaningful dialectical progress.
Creativity, the ability to produce through imaginative skill, is pursued by all designers. However, originality does not refer to absolute novelty. In this age, information is shared and disseminated. Creation of works is an activity to re-establish all shared information and reorganize relationship among things. Therefore, a new design is a product of reorganization rather than originality. Moreover, designers can generate ideas different from each other because they individually espouse different system of knowledge. From such perspective, a very important task of designers is to explore methods of expanding design thinking that can enhance the ability to new connection among things in the process of assimilation and modification. The task can be carried out by identifying characteristics and limits of their unique system of knowledge. Therefore, it is necessary to seek methods of expanding design thinking for efficient cognitive activities. In explaining human knowledge, this study applied semantic network, a method used in cognitive science for creating structure, and the method of expanding design thought was proposed by corresponding method of design conceptualization. By organizing, categorizing, and flexibly combining and modifying the methods of design thinking conceptualization and expansion generated by this study, strengths of each method were enhanced and limits of each method were overcome to enable more effective design thinking. In this study, the method of expansion was used when connecting of nodes cannot be sustained after using each method of conceptualization. By avoiding unique method of thinking through diversification and vitalization of conditional points, efficient design thinking was achieved. The value of this study lies in the fact that the proposed method of expanding thinking using the mechanism of network enhances the ability to establish new connections in the process of assimilation and modification.
The purpose of this study is to ascertain the material design element in traditional palaces among those in the neighboring three nations of East Asia, notably Korea, China and Japan. Undoubtedly the ultimate goal to be pursued has to be inquiry into the identical prototype of Korean material design element. The cultures of East Asia, finely balanced between survival and extinction, sought to tame the natural world. They transformed its raw materials so as to more convenient human life. In this study, the material of the traditional palace is characterized by the actual use. It is to be noticed that the mainly common characteristics of the material is naturalism'. That is, the kind of material is differed from the country - marble or granite, nanmu or cypress -, the East Asian countries have similarity and make use of their own native materials. The typical features of China are glassy surface by artificial process, the meandered curve. In Japan, made-up rough surface by artificial skill. While the major features of Korean material design element are rough surface by natural process.
There are 17 cyber universities granted by the Ministry of Education & Human Resources Department. Most of them have Design department and their educational purpose is practical education. However, their educational process is limited of teaching how to operate computer or production tools and has not offered practical training to students for pre-designer. But it does not mean that students in cyber university are lacking in capability of design. About hundreds of students will graduate from cyber university with a certificate of the completion of a design course on February in 2005. They look for achievement contrary to negatively social view. Because according to the record of 2004 Multi-media major in Seoul Digital University, 73% of them has worked in design field. The purpose of Cyber university is not to instruct a designer but do a lifelong education. I studied how to educate students in cyber university. In other words, I researched an educational methodology in cyber university for practical skill in design, an educational effect in various design contents, an educational process for current designers and beginners, a required education in reality, an limitation of online and an unique contents for design education. And then, I discussed how students in cyber university accept the value of design in online contents and improve their design abilities.
Journal of the Korea Institute of Building Construction
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v.11
no.2
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pp.145-153
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2011
Since the early 1990s, Korean construction companies have strived to evolve into global Engineering Construction (EC) companies. However, such efforts have been unsuccessful, partly due to a lack of clear objectives and a misunderstanding of the direction that needed to be taken for such a change. A better understanding is required with respect to the need to transform into an EC company in the context of the rapidly changing global construction environment. This research investigates major EC companies from around the world, and assesses the status of domestic companies' efforts for EC transition. The results of these investigations revealed that domestic firms need to better prioritize their strengths for different markets, i.e., decide whether to implement directly, outsource or limit to process management. In addition, the investigations showed that the global market is shifting from monolithic projects to more complex projects. Such projects require firms with the ability to develop and implement high front-end investment strategies, planning capabilities, and pre-design management skills. Accordingly, we recommend that firms differentiate themselves by developing such a skill set required for specific products.
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