• Title/Summary/Keyword: Strategies and Elements

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Exploration of the Strategy in Constructing Visualization Used by Pre-service Elementary School Teachers in Making Science Video Clip for Flipped Learning - Focusing on Earth Science - (Flipped Learning을 위해 제작한 과학 학습 동영상에서 초등예비교사들이 사용한 시각화 구성 전략 탐색 - 지구 영역을 중심으로 -)

  • Ko, Min Seok
    • Journal of The Korean Association For Science Education
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    • v.35 no.2
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    • pp.231-245
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    • 2015
  • Flipped learning can be used as an innovative teaching method in science education. This study analyzes video clip produced by pre-service elementary school teachers for flipped learning and explore strategies to organize effective visualization. The pre-service elementary school teachers focused on providing information on macroscopic natural phenomenon using concrete case selection strategy for earth science class. They used marker and spatial transformation elements effectively, but their efforts to link the elements to the experience of students were not sufficient. In addition, it was very rare to put the contents into simplified drawing or provide extreme cases to enhance the imagery of students. In addition, it is necessary to provide specific case of multi-modal and link the material to the experience of students closely through familiar cases or analogical model to establish an effective visual teaching material. It may also be needed to present simplified drawing for enhancing imagery and provide extreme cases to make students have an opportunity to infer a new situation.

What Teachers Consider Important in Lesson Design: Focusing on the Analysis of a Lesson Plan of Elementary Mathematics (교사가 수업 설계에서 중요하게 고려하는 요소: 초등 수학 수업지도안에 대한 분석을 중심으로)

  • Sunwoo, Jin;Pang, JeongSuk;Park, Yejin
    • Communications of Mathematical Education
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    • v.35 no.1
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    • pp.15-36
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    • 2021
  • A well-designed mathematics lesson is the foundation for effective mathematics instruction. Given this significance, this paper focused on analyzing what would be important elements for in-service teachers in planning an elementary mathematics lesson. For this purpose, a total of 27 in-service teachers were asked to write down whatever they would consider important in designing a mathematics lesson. A mathematics lesson plan prepared by a pre-service teacher was provided for the in-service teachers. They were then asked to analyze the strengths of the lesson plan and to provide detailed feedback on how to improve it. The results of this study showed that the in-service teachers tended to analyze the given mathematics lesson plan in terms of what they considered important regarding lesson design. Such elements were specified when the in-service teachers described the strengths and feedback for improvement of the lesson plan. In particular, the aspects of instructional strategies and materials were explained in detail. Based on these results, this paper is expected to provoke discussions on lesson design of in-service teachers and subsequent research.

Identifying the Key Success Factors of Massively Multiplayer Online Role Playing Game Design using Artificial Neural Networks (인공신경망을 이용한 MMORPG 설계의 핵심성공요인 식별)

  • Jung, Hoi-Il;Park, Il-Soon;Ahn, Hyun-Chul
    • The Journal of Society for e-Business Studies
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    • v.17 no.1
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    • pp.23-38
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    • 2012
  • Massive Multiplayer Online Role Playing Games(MMORPGs) headed by some Korean game companies such as NC Soft, NHN, and Nexon have exploded in recent years. However, it becomes one of the major challenges for the MMORPG developers to design their games to appeal to gamers since only a few MMORPGs succeed whereas they require a huge amount of initial investment. Under this background, our study derives the major elements for designing MMORPG from the literature, and identifies the ones critical to the users' satisfaction and their willingness to pay among the derived elements. Though most previous studies on the design elements of MMORPG have used analytic hierarchy process(AHP), our study adopts artificial neural network(ANN) as the tool for identifying key success factors in designing MMORPG. The results of our study show that the elements of the game contents quality have a bigger effect on the user's satisfaction, whereas the ones of the value-added systems have a bigger effect on the user's willingness to pay. They also show that user interface affects both the user's satisfaction and willingness to pay most. These results imply that the strategies for the development of MMORPG should be aligned with its goal and market penetration strategy. They also imply that the satisfaction and revenue generation from MMORPG cannot be achieved without convenient and easy control environment. It is expected that the new findings of our study would be useful forthe developers or publishers of MMORPGs to build their own business strategies.

Location Efficiencies of Host Countries for Strategic Offshoring Decisions Amid Wealth Creation Opportunities and Supply Chain Risks

  • Ma, Jin-Hee;Ahn, Young-Hyo
    • Journal of Korea Trade
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    • v.25 no.3
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    • pp.21-47
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    • 2021
  • Purpose - Offshoring has emerged as one of the major trends in international trade and has become one of the strategies for achieving competitiveness in the global market. In spite of this, the expected gains of offshoring can be offset by hidden costs and risks, such as those associated with the COVID-19 pandemic, the trade war between the USA and China, and the ongoing trade dispute between Korea and Japan. To obviate such business failure and prevent critical business blunders, offshoring strategies that efficiently consider both risk elements and potential wealth creation are urgently need. The first purpose of this study is to contribute to the development of more advanced offshoring strategies to help host countries select the best locations to manage supply chain risks and create unique value. The second purpose is to specifically analyze the current status of Korea and provide Korean companies with implications to be considered when deciding whether to offshore or re-shore. Design/methodology - A Network DEA model was applied to measure the comparative location efficiency of national competencies for offshoring strategy from perspectives of wealth creation opportunities (profitability and marketability) and supply chain risk management. The location efficiencies are compared among a total 70 countries selected from the Global Competitiveness Index (GCI) and globally attractive locations outlined by Kearney (2017). For the secondary analysis of efficiency, a t-test examining the nature of competitive advantage and the level of sophistication in production processes was implemented in three divisions. We then analyzed differences in offshoring performance in terms of the identified national traits. Moreover, Tobit regression analysis is conducted to investigate the correlation between value-added business activities and each divisional efficiency, seeking to determine how each degree of value-added business activity influences the increase in offshoring productivity. Findings - Regarding overall location efficiency for offshoring performance, only the USA and Italy were identified as being efficient as host countries for offshoring, under circumstances of advanced development, such as productivity and risk management. Korea ranks 13th among 70 countries. The determinants of national competitiveness depend on national traits (the nature of competitive advantage and business sophistication). Countries with labor/resource advantages and labor-intensive industries are more competitive in terms of marketability than others. In contrast, countries with strong technology-intensive industries benefit offshoring companies, particularly in the technology sector, with the added advantage of supply chain risk management. As the perception of a value chain is broader in a country, it can achieve both production sophistication and competitive advantages such as marketability and SCRM. Originality/value - Existing studies focus on offshoring effectiveness from a company perspective. This paper contributes to comparing country efficiency in producing core competencies related to an offshoring strategy and also segments countries into three performance-based considerations associated with the global offshoring market. It also details Korea's position as an offshoring location according to national efficiency and competency.

The Contents Analysis of 'Nutrition and Diet for Adolescents' based on the Elaboration Theory - Middle School Textbook of Technology and Home Economics - (정교화 이론에 기초한 중학교 1학년 기술.가정 교과서 '청소년의 영양과 식사' 단원분석)

  • Shim, Min-Hee;Kim, MI-Jeong;Kim, Young-Nam
    • Journal of Korean Home Economics Education Association
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    • v.23 no.3
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    • pp.37-51
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    • 2011
  • The contents of 'Nutrition and Diet for Adolescents' in the 12 technology and home economics middle school 1st grade textbooks are analyzed based on the elaboration theory. The elaboration theory is the lecture strategy with 7 essential elements, proposed by Reigeluth. The elaboration strategies shown in 'Nutrition of Adolescents' and 'Diet for Adolescents' are all the same in 12 books, the conceptual elaboration, and the process elaboration, respectively. On the other hand, the elaboration strategies shown in 'Diet and Dietary Habit for Adolescents Nutrition Issues' and 'Proper Eating Habit and Nutrition Issues' are different depend upon the textbooks, all 3 conceptual, theoretical, and process elaborations strategies are shown. The element of pro study is presented by study objective, opening the thinking, and looking back. The summarizer is presented in all 11 but 1 textbooks by various activities and data. On the other hand, the element of analogy has the lowest implementation rate, only 3 among the 12 textbooks implement the analogy. The cognitive-strategy activator and learner control are shown in all 12 textbooks, mostly by data. Implementation of more activities and more analogies might be helpful to the students' participation and understanding the contents of 'Nutrition and Diet for Adolescents'.

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Stephen Sondheim's Experiments and Strategies for Musical Fusion Style (스티븐 손드하임의 뮤지컬 융합 양식을 향한 실험과 전략)

  • Lee, Eun-Hye
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.15-23
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    • 2019
  • This paper aims to identify the characteristics implied in the process of change of Stephen Sondheim's musical style and to derive the structural communication tools that connect the creator and audience and the implications. The strategies that appear in Sondheim's musical works are the following. First, Sondheim's early musical works follow the principles of book musical and emphasize the integration faithful to the basic elements such as the rhythm and meaning of the lyrics. Second, in the era of early postmodernism, Sondheim attempts the principle of extreme deconstruction through the concept musical Company and pursues rational thought through fragmented dramatic flow. Third, while maintaining dramatic linearity to overcome the lack of immersion caused by extreme deconstruction, Sondheim realizes a more elaborate and formalized fusion style of the principles of integration and deconstruction through the choruses and the songs of the characters in Little Night Music and Sweeney Todd. Finally, Sondheim attempts multiple experiments to break down the boundaries of act and scene and to express new subject matters through his works such as Sunday Park with George and Into the Woods. In conclusion, Sondheim's fusion experiments and strategies are the process of finding a framework and a medium of communication to induce dramatic immersion of audience and at the same time create rational thinking about social problems to deliver the message of the creative work with the leading aesthetics of the modern musical's box-office success.

An Analysis on the Proportional Reasoning Understanding of 6th Graders of Elementary School -focusing to 'comparison' situations- (초등학교 6학년 학생들의 비례 추론 능력 분석 -'비교' 상황을 중심으로-)

  • Park, Ji Yeon;Kim, Sung Joon
    • Journal of Elementary Mathematics Education in Korea
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    • v.20 no.1
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    • pp.105-129
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    • 2016
  • The elements of mathematical processes include mathematical reasoning, mathematical problem-solving, and mathematical communications. Proportion reasoning is a kind of mathematical reasoning which is closely related to the ratio and percent concepts. Proportion reasoning is the essence of primary mathematics, and a basic mathematical concept required for the following more-complicated concepts. Therefore, the study aims to analyze the proportion reasoning ability of sixth graders of primary school who have already learned the ratio and percent concepts. To allow teachers to quickly recognize and help students who have difficulty solving a proportion reasoning problem, this study analyzed the characteristics and patterns of proportion reasoning of sixth graders of primary school. The purpose of this study is to provide implications for learning and teaching of future proportion reasoning of higher levels. In order to solve these study tasks, proportion reasoning problems were developed, and a total of 22 sixth graders of primary school were asked to solve these questions for a total of twice, once before and after they learned the ratio and percent concepts included in the 2009 revised mathematical curricula. Students' strategies and levels of proportional reasoning were analyzed by setting up the four different sections and classifying and analyzing the patterns of correct and wrong answers to the questions of each section. The results are followings; First, the 6th graders of primary school were able to utilize various proportion reasoning strategies depending on the conditions and patterns of mathematical assignments given to them. Second, most of the sixth graders of primary school remained at three levels of multiplicative reasoning. The most frequently adopted strategies by these sixth graders were the fraction strategy, the between-comparison strategy, and the within-comparison strategy. Third, the sixth graders of primary school often showed difficulty doing relative comparison. Fourth, the sixth graders of primary school placed the greatest concentration on the numbers given in the mathematical questions.

Concepts of Disaster Prevention Design for Safety in the Future Society

  • Noh, Hwang-Woo;Kitagawa, Keiko;Oh, Yong-Sun
    • International Journal of Contents
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    • v.10 no.1
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    • pp.54-61
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    • 2014
  • In this paper, we propose a pioneering concept of DPD(Disaster Prevention Design) to realize a securable society in the future. Features of danger in the future society are expected to be diverse, abrupt occurring, large scale, and complicated ways. Due to increment of dangers with their features of uncertainty, interactivity, complexity, and accumulation, human-oriented design concept naturally participates in activities to prevent our society against disasters effectively. We presented DPD is an essential design activity in order to cope with dangers expected in the future societies as well as realize securable environments. DPD is also an integrated design aids including preemptive protections, rapid preparing, recovery, and interactive cooperation. We also expect these activities of DPD is effective for generation of new values in the market, satisfaction of social needs, expansion of design industry, and a novel chance for development in the future society. Throughout this paper, we submit various aspects of DPD concepts including definition, classification, scope, necessity, strategy, influencing elements, process, and its principle. We expect these concepts will be the seed and/or basement of DPD research for the future works. For the direction of study for DPD in the future, we emphasize alarm system for preemptive protection rather than recovery strategy for the damage occurred. We also need to research about progressive prevention techniques and convergence with other areas of design. In order to transfer the concept of product design from facility-oriented mechanism to human-oriented one, we should develop new kinds of city basis facilities, public-sense design concepts referred to social weak-party, e-Learning content design preparing disasters, and virtual simulation design etc. On the other hand, we have to establish laws and regulations to force central and/or provincial governments to have these DPD strategies applying their regional properties. Modern design activities are expanding to UI(user interface) content design area overcoming the conventional design concept of product and/or service. In addition, designers are recognized as art directors or life stylists who will change the human life and create the social value. DPD can be divided into prevention design, preparedness design, response design, and recovery design. Five strategies for successful DPD are Precaution-oriented, Human-oriented, Sense-oriented, Legislation, and Environment Friendly Strategies.

A Study on UX of Shared Electric Scooters Using Gamification: Focusing on User Engagement and Motivation (게이미피케이션을 이용한 공유 전동킥보드 서비스 UX 연구: 사용자 참여와 동기 부여 향상을 중심으로)

  • Lee, Ja-Eun;Kim, Dongwhan
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.173-186
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    • 2022
  • The purpose of this study is to investigate the influence of gamification strategies on improving participation and motivation of shared electric scooter users. To this end, this study derived the user type through the first research question of how the shared electric scooter usage behavior and pulse are, and derived user tasks and scenarios. The second research question, a shared electric kickboard app with gamification, was tested by users to see if it helps increase user participation and form motivation. As a result of the analysis, it was found that users were induced to be considerate of other users by using a combination of the motivational, relational, and self-expression strategies of gamification. Second, it was found that the use of motivation, achievement and reward, and reward visualization strategy elements promotes user's voluntary behavior. Third, through relationship, achievement, and reward strategies, users participated to create a positive culture of shared electric scooters, drawing immediate feedback, indicating that convenience has increased. In conclusion, it was found that the user helped to play a positive role in voluntary participation and motivation through the use of the shared electric kickboard service with gamification.

An Analysis of International PR Campaign Cases for Revitalization of Reading Culture (읽기문화 활성화를 위한 해외 PR 캠페인 사례 분석)

  • Choi, Jinbong
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.147-159
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    • 2016
  • The purpose of this study is to provide PR campaign strategies for revitalization of reading culture that are pertinent to Korean situation through analyzing successful international PR campaign cases of advanced countries in reading. For analyzing successful international PR campaign cases for revitalizing reading culture, this study selected four international PR campaign cases from Europe, North America, South America, and Oceania. In addition, this study analyzed the goals and objectives, strategies and tactics, and strengths and weaknesses of the selected PR campaigns in order to draw a way for establishing effective PR campaign strategies for expanding social support about reading culture and diffusing reading culture. According to the findings of this study, the selected PR campaigns are maximizing PR effect by getting attentions of news media and public through using unique and ingenious ideas, and utilizing convenience for public to participate PR campaign easily as a main PR strategy. Furthermore, the selected PR campaigns are improving public's participation in the PR campaign by targeting readers who usually like reading as a main target audience, and maximizing public's participation in the PR campaign by using interesting elements that are attracting attentions from the public.