• 제목/요약/키워드: motivation promotion

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Cyber University Students' Perceptions of a DST Project to Develop English Skills

  • Moon, Dosik
    • International Journal of Advanced Culture Technology
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    • 제8권4호
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    • pp.200-206
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    • 2020
  • Digital storytelling, a 21st century educational tool that combines digital media with storytelling, is considered as a powerful tool to learn foreign languages in an authentic and meaningful way. This study explored cyber university students' perceptions and experiences with a digital storytelling project implemented to enhance their English writing and speaking skills. The results of 9 week-long research indicated that most of the students' attitudes were positive: the digital storytelling project was effective to increase their English skills, learning motivation and interest in learning English. Most students perceived that the process writing approach and videotaping tasks provided them with good opportunities to develop their English writing and speaking skills. Although many students had difficulties selecting a topic and writing a script in the initial stage, they could handle with these challenges with the help of professors' feedback and successfully completed their projects. After completing the project, most students expressed a strong sense of accomplishment. These results suggest that the digital storytelling project effectively met cyber university students' learning needs and facilitate their English learning.

Development of Subject-Convergent Teaching-Learning Materials for Core Principles of Support Vector Machines

  • Hwang, Yuri;Choi, Eunsun;Park, Namje
    • International Journal of Advanced Culture Technology
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    • 제10권1호
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    • pp.42-46
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    • 2022
  • To cultivate talented people with creative and convergent thinking skills to live in the era of the 4th industrial revolution, the national curriculum of Korea is gradually emphasizing convergence education and software education. To meet the demands of the times, this paper suggests subject-convergent teaching-learning materials for educating core principles of Support Vector Machines, especially targeting elementary learners. Based on analysis of the national curriculum, achievement standards of three subjects are integrated. After printable worksheets for traditional face-to-face classes had developed, they were transformed to online interactive worksheets for non-face-to-face classes. The teaching-learning materials are expected to promote the growth of the learners' academic motivation and knowledge.

A Study of Learner-Centered Participatory Activities and Learner Satisfaction Using a 4-Cut Cartoon Creation in College Liberal Arts English Classes

  • HyeJeong Kim
    • International Journal of Advanced Culture Technology
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    • 제11권3호
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    • pp.106-112
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    • 2023
  • This study proposes learner participatory activities for learner-centered college liberal arts classes. In addition, it analyzes learners' perceptions of and satisfaction with learner-centered classes and identifies the issues that must be considered when planning learner-centered activities for college liberal arts classes. The study used a learner-centered participatory activity in which participants created a 4-cut cartoon addressing a specific theme. An open-ended questionnaire was administered to identify learners' attitudes about and satisfaction with the learner-centered classes. It showed that most learners (87.5%) were highly satisfied with the 4-cut cartoon creation activities in the learner-centered participatory class. Learners identified the burden- free nature of the class activities, the fact that they improved their understanding of class content, and that they were fun (not boring) as the main reasons they found the class activities satisfying. In liberal arts English classes, more diverse participatory class activities should be developed to arouse interest and motivation of learners and encourage learners' participation.

Research on improving efficiency in VR game development

  • Kim Tae Gyu
    • International Journal of Advanced Culture Technology
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    • 제11권4호
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    • pp.74-80
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    • 2023
  • Currently, hardware companies such as Oculus, Samsung, and HTC are producing virtual reality devices, and game software development companies are developing or servicing VR games using these devices. Accordingly, the VR game market is expected to continue to grow in the future. However, in order for the VR game market to become active, various problems raised during game development and service must be resolved. This paper investigates solutions to problems raised during the development and service of VR games, such as cyber sickness, risk of injury due to environmental restrictions during play, and reconnection induction problems. Cybersickness can be alleviated by utilizing multiple GPUs for each display processing to achieve higher frame rates and optimizing play space design. Environmental constraints during play can be mitigated by optimizing space design, and the problem of inducing reconnection can be solved by continuously providing the motivation and purpose used in existing game methods. Through this, we were able to apply it to develop VR content that can be played continuously.

A Study on Learners' Perceptions and Learning styles of Task Research (R&E) conducted by Science High School Students

  • Dong-Seon Shin;Jong Keun Park
    • International Journal of Advanced Culture Technology
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    • 제11권4호
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    • pp.286-294
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    • 2023
  • We studied learners' perceptions and learning styles of project research activities in the chemical field conducted by 54 science high school students. In a survey of students' perceptions of task research, positive responses were found in "internal motivation," "cooperation," "task solving," and "tenacity and immersion," and statistically significant differences were found in "self-directedness," "cooperation," and "tenacity and immersion" by year. The 'lower' group responded most positively in the 'cooperation' category, and the 'higher' group responded most positively in the 'task solving' category. As a result of investigating the learning styles of the students who conducted the task research, it was found in the order of assimilator, converger, accommodator, and diverger. The assimilators showed the characteristic of systematically and scientifically approaching the problem. Convergers were found to have excellent problem-solving and decision-making ability, are practical, and have experimental-based thinking characteristics. In this study, the characteristics of science high school students showed well in the results of the learning style performed.

Motivating the Workforce in a Precarious Time: Focusing on Career Self-Help Advice in the U.S.

  • Jeongsuk Joo
    • International Journal of Advanced Culture Technology
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    • 제12권2호
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    • pp.104-109
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    • 2024
  • In this paper, we examine American career self-help advice in the context of white-collar labor market changes in the U.S., especially how it tries to motivate and empower white-collar job seekers and how fundamentally flawed this is. In this regard, we focus on What Color Is Your Parachute? by Richard Nelson Bolles, as it is the foundational and representative literature in the field of career self-help advice. We first look at the white-collar labor market changes in the U.S. and the growth of career self-help advice along with its influence. We then show that What Color Is Your Parachute? seeks to motivate and inspire job seekers by defining job searching in individual terms and overlooking its structural nature. From this, we point out the most problematic aspect of career self-held advice, i.e., shifting job search responsibility as well as its outcome solely to individual job seekers, while also making it difficult to scrutinize and understand the broader context affecting job searching.

Indoor Surveillance Camera based Human Centric Lighting Control for Smart Building Lighting Management

  • Yoon, Sung Hoon;Lee, Kil Soo;Cha, Jae Sang;Mariappan, Vinayagam;Lee, Min Woo;Woo, Deok Gun;Kim, Jeong Uk
    • International Journal of Advanced Culture Technology
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    • 제8권1호
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    • pp.207-212
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    • 2020
  • The human centric lighting (HCL) control is a major focus point of the smart lighting system design to provide energy efficient and people mood rhythmic motivation lighting in smart buildings. This paper proposes the HCL control using indoor surveillance camera to improve the human motivation and well-beings in the indoor environments like residential and industrial buildings. In this proposed approach, the indoor surveillance camera video streams are used to predict the day lights and occupancy, occupancy specific emotional features predictions using the advanced computer vision techniques, and this human centric features are transmitted to the smart building light management system. The smart building light management system connected with internet of things (IoT) featured lighting devices and controls the light illumination of the objective human specific lighting devices. The proposed concept experimental model implemented using RGB LED lighting devices connected with IoT features open-source controller in the network along with networked video surveillance solution. The experiment results are verified with custom made automatic lighting control demon application integrated with OpenCV framework based computer vision methods to predict the human centric features and based on the estimated features the lighting illumination level and colors are controlled automatically. The experiment results received from the demon system are analyzed and used for the real-time development of a lighting system control strategy.

노인의 문화교육활동 참여동기가 심리적복지감의 융복합 형성에 미치는 영향 (The Effect of Participation motivation of the Culture and Education Activities on the psychological well-being Convergence Formation of the Elderly)

  • 최경민;임왕규
    • 디지털융복합연구
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    • 제13권6호
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    • pp.55-67
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    • 2015
  • 본 연구는 노인 문화교육활동 참여동기가 노인 심리적복지감의 융복합 형성에 미치는 영향을 고찰하는데 목적이 있다. 본 연구를 위하여 수도권 노인복지관과 노인문화센터 등에서 문화교육활동에 참여 중인 노인들을 대상으로 설문조사를 하였으며, 총 255부의 자료를 모아 분석을 수행하였다. 연구결과 첫째, 목표지향형과 활동지향형(독립변수)이 생활만족도(종속변수) 형성에 유의미한 영향을 미치는 것으로 확인되었다. 둘째, 활동지향형과 학습지향형(독립변수)이 자기효능감(종속변수) 형성에 유의미한 영향을 미치는 것으로 파악되었다. 셋째, 활동지향형과 학습지향형(독립변수)이 참여태도(종속변수)에 유의미한 영향을 미치는 것으로 확인되었다. 그러나 학습지향형과 생활만족도와의 관계, 목표지향형과 자기효능감과의 관계, 목표지향형과 참여태도와의 관계는 유의미하지 않았다. 이러한 연구결과는 노인복지 증진과 관련된 정책 제안에 활용될 수 있을 것이다.

Effects on the Use of Two Textbooks for Four Types of Classes in a South Korean University

  • Ramos, Ian Done D.
    • International Journal of Advanced Culture Technology
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    • 제1권2호
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    • pp.24-32
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    • 2013
  • This paper determined students' ranks of difficulty on the use of materials in terms of 1) understanding the layout of the learning materials, 2) reading comprehension of the learning materials, and 3) realization on relevance to needs of the learning materials. It also determined students' 4) rank and frequency of attitude on the materials. With the data gathered through 128 survey questionnaires, 7 focused group discussions, and 10 interviews, the results were found out that there was an inappropriate assessment procedure set by this particular university. The researcher concludes that: 1) design of four types of classes by just using the two textbooks with their respective workbooks is grammar-based with limited conversation activities; 2) placement for these students in one big class size was implemented without considering their common interest and motivation and language levels; and, 3) qualification of teachers teaching these EFL students did not support students' real needs and the language program itself. Content professors who were made to teach may have the ability to input learning, but their teaching styles may differ from the ones who are real English teachers. This paper then recommends that teachers and school administration should have an appropriate placement exam before students attend the class, especially in a big class size. There could only be a few problems among students in one big class size when students' level of competence is proportioned. With this, topics and conversation activities can even be more flexible with the maneuver of art of questioning, various dimensions of thinking, strategic competence, learning attitude or behavior, etc. to ensure sustenance of communicative mode and level of interest and motivation in the classroom. Grammar-based instruction can only be taught when a need arises. Thus, the course description of each class will be able to transact the objectives ready for developing students' communication competence. Moreover, proper measurement can be utilized to validly assess the amount of students' learning and the progress of language curriculum design in terms of materials selection and teaching approach.

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가족친화마을만들기를 위한 모델 및 핵심 요소 (A Discussion of the Family-Friendly Village Model and Important Factors)

  • 차성란
    • 가정과삶의질연구
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    • 제28권2호
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    • pp.63-76
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    • 2010
  • A law facilitating a family-friendly social environment was legislated in December 2007. According to the law, projects for facilitating a family-friendly social environment consisted of a family-friendly working environment, a community environment, and the promotion of a family-friendly culture. There has been much progress in developing a family-friendly working environment through projects such as those advocating for flexible work hours, an employee support system, and child care and a family care support system. However, in terms of a family-friendly community environment project, there was no noticeable advancement. Hence, this study was conducted to find ways to vitalize the family-friendly village project in terms of the family-friendly community environment project. The major findings of this study were as follows: A family-friendly village could be structured on the three axes of time, space, and relation. The model of the family-friendly village project consists of the following three steps: motivation, systematization, and participating & practicing. In the motivation step, integration, community, and sustainability were needed as basic ideologies for a family-friendly village. In the systematization step, providing systematic educational systems for residents taking on leadership and activist roles was stressed. In the participating & practicing step, many ways to facilitate residents' social relationships were suggested: starting the project from matters of common interests, making the resolution of families' problems a communal task of the residents, accepting the opinions of various groups associated with the matter, and taking a differentiated project process according to the geographic, socio-economic, and demographic characteristics of the groups. It is strongly suggested that the family-friendly village should be taken as a common functional scheme in everyone of eight livable village models because a key factor in a family-friendly village, family care, serves an essential function in any livable village model.