With the advent of communication technologies including electronic collaborative tools and conferencing systems provided over the Internet, virtual collaboration is becoming increasingly common in organizations. Virtual collaboration refers to an environment in which the people working together are interdependent in their tasks, share responsibility for outcomes, are geographically dispersed, and rely on mediated rather than face-to face, communication to produce an outcome. Research suggests that new sets of individual skill, knowledge, and ability (SKAs) are required to perform effectively in today's virtualized workplace, which is labeled as individual virtual competence. It is also argued that use of online social networking sites may influence not only individuals' daily lives but also their capability to manage their work-related relationships in organizations, which in turn leads to better performance. The existing research regarding (1) the relationship between virtual competence and task performance and (2) the relationship between online networking and task performance has been conducted based on different theoretical perspectives so that little is known about how online social networking and virtual competence interplay to predict individuals' task performance. To fill this gap, this study raises the following research questions: (1) What is the individual virtual competence required for better adjustment to the virtual collaboration environment? (2) How does online networking via diverse social network service sites influence individuals' task performance in organizations? (3) How do the joint effects of individual virtual competence and online networking influence task performance? To address these research questions, we first draw on the prior literature and derive four dimensions of individual virtual competence that are related with an individual's self-concept, knowledge and ability. Computer self-efficacy is defined as the extent to which an individual beliefs in his or her ability to use computer technology broadly. Remotework self-efficacy is defined as the extent to which an individual beliefs in his or her ability to work and perform joint tasks with others in virtual settings. Virtual media skill is defined as the degree of confidence of individuals to function in their work role without face-to-face interactions. Virtual social skill is an individual's skill level in using technologies to communicate in virtual settings to their full potential. It should be noted that the concept of virtual social skill is different from the self-efficacy and captures an individual's cognition-based ability to build social relationships with others in virtual settings. Next, we discuss how online networking influences both individual virtual competence and task performance based on the social network theory and the social learning theory. We argue that online networking may enhance individuals' capability in expanding their social networks with low costs. We also argue that online networking may enable individuals to learn the necessary skills regarding how they use technological functions, communicate with others, and share information and make social relations using the technical functions provided by electronic media, consequently increasing individual virtual competence. To examine the relationships among online networking, virtual competence, and task performance, we developed research models (the mediation, interaction, and additive models, respectively) by integrating the social network theory and the social learning theory. Using data from 112 employees of a virtualized company, we tested the proposed research models. The results of analysis partly support the mediation model in that online social networking positively influences individuals' computer self-efficacy, virtual social skill, and virtual media skill, which are key predictors of individuals' task performance. Furthermore, the results of the analysis partly support the interaction model in that the level of remotework self-efficacy moderates the relationship between online social networking and task performance. The results paint a picture of people adjusting to virtual collaboration that constrains and enables their task performance. This study contributes to research and practice. First, we suggest a shift of research focus to the individual level when examining virtual phenomena and theorize that online social networking can enhance individual virtual competence in some aspects. Second, we replicate and advance the prior competence literature by linking each component of virtual competence and objective task performance. The results of this study provide useful insights into how human resource responsibilities assess employees' weakness and strength when they organize virtualized groups or projects. Furthermore, it provides managers with insights into the kinds of development or training programs that they can engage in with their employees to advance their ability to undertake virtual work.
Journal of the Korean Society of Earth Science Education
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v.10
no.2
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pp.122-139
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2017
The purposes of this study are to develop the STEAM program grounded on curriculum and to investigate educational effects of the developed program on students' attitude of science and science self-efficacy by application to elementary informal science education environment. In order to develop this program, the literature reviews were conducted and then STEAM education program based on the theme 'light' is developed. The developed program was revised and complemented through preliminary applications and consulting with experts, and applied to 65 students. A single group pre-post paired t-test was conducted through the students' attitude of science and science self-efficacy test. The semi-structure interviews were used to gather focused and additional data. The results of this study were as follows: firstly, STEAM education program was developed with the theme 'light' for elementary students in order to increase their interest related to real life. Secondly, the results indicated that the program was statistically significant on the attitude of science for the group of third and fourth graders. However, the effects of science self-efficacy did not appear a significant result for the third and fourth graders. They expressed one possible reason. The theme of light was not familiar with them because the theme was scheduled to teach in the second semester of the fourth graders. Some of students in this group did have a chance to learn the theme. Thirdly, the program was very effective for the fifth and sixth graders on their attitude of science and science self-efficacy. In conclusion, STEAM education program developed with the theme of light is contributed to elementary students' attitude of science in the informal science education. Students' learning experiences of relevant concepts can influence on students' science self-efficacy. It could be very important factor to consider students' grade level and previous learning experiences when the educational programs develop.
Fault localization plays a significant role in enormous distributed system because it can identify root cause of observed faults automatically, supporting self-managing which remains an open topic in managing and controlling complex distributed systems to improve system reliability. Although many Artificial Intelligent techniques have been introduced in support of fault localization in recent research especially in increasing complex ubiquitous environment, the provided functions such as diagnosis and prediction are limited. In this paper, we propose fault localization for self-managing in performance evaluation in order to improve system reliability via learning and analyzing real-time streams of system performance events. We use probabilistic reasoning functions based on the basic Bayes' rule to provide effective mechanism for managing and evaluating system performance parameters automatically, and hence the system reliability is improved. Moreover, due to large number of considered factors in diverse and complex fault reasoning domains, we develop an efficient method which extracts relevant parameters having high relationships with observing problems and ranks them orderly. The selected node ordering lists will be used in network modeling, and hence improving learning efficiency. Using the approach enables us to diagnose the most probable causal factor with responsibility for the underlying performance problems and predict system situation to avoid potential abnormities via posting treatments or pretreatments respectively. The experimental application of system performance analysis by using the proposed approach and various estimations on efficiency and accuracy show that the availability of the proposed approach in performance evaluation domain is optimistic.
Journal of The Korean Association For Science Education
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v.36
no.6
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pp.935-946
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2016
This study aims to explore cognitive biases relating the core competences of science and instructional strategy in reducing the level of cognitive biases. The literature review method was used to explore cognitive biases and science education experts discussed the relevance of cognitive biases to science education. Twenty nine cognitive biases were categorized into five groups (limiting rational causal inference, limiting diverse information search, limiting self-regulated learning, limiting self-directed decision making, and category-limited thinking). The cognitive biases in limiting rational causal inference group are teleological thinking, availability heuristic, illusory correlation, and clustering illusion. The cognitive biases in limiting diverse information search group are selective perception, experimenter bias, confirmation bias, mere thought effect, attentional bias, belief bias, pragmatic fallacy, functional fixedness, and framing effect. The cognitive biases in limiting self-regulated learning group are overconfidence bias, better-than-average bias, planning fallacy, fundamental attribution error, Dunning-Kruger effect, hindsight bias, and blind-spot bias. The cognitive biases in limiting self-directed decision-making group are acquiescence effect, bandwagon effect, group-think, appeal to authority bias, and information bias. Lastly, the cognitive biases in category-limited thinking group are psychological essentialism, stereotyping, anthropomorphism, and outgroup homogeneity bias. The instructional strategy to reduce the level of cognitive biases is disused based on the psychological characters of cognitive biases reviewed in this study and related science education methods.
Journal of Korean Home Economics Education Association
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v.32
no.3
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pp.1-26
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2020
The purpose of this study is to develop and implement new classes using the concept of personal color system to the section 'Daily Outfits & Clothing Acquisition' in the 2015 revision of middle school home economics curriculum, and find out the effects on middle school students. For this, We redesigned a curriculum for 'Clothing Outfits and Self-Expression' part using personal color system, developed teaching/learning plans and teaching/learning materials, and examined the changes in self-identity, attitude in clothing life, and class satisfaction among students at the end of the class. The results of this research are as follows. After the implementation of 'Daily Outfits & Clothing Acquisition' unit classes which included the concept of personal color system, the students' self-identity and attitude in clothing life were improved. And according to the results of the individual interviews, students were generally satisfied with the class. If the 'Daily Outfits & Clothing Acquisition' unit classes using personal color system is widely used in middle school home economics classes, it can have positive impacts on adolescents and is expected to be of great help to home economics teachers as a valuable class material.
Journal of The Korean Association For Science Education
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v.41
no.3
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pp.267-281
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2021
The shift in the perspective on learning as participation draws attention to learners' identity work. This manuscript foregrounds the ongoing and fluid processes of identity, and focuses on the structure surrounding learners where identity work occurs and the expression of individual agency. From the perspective of learning as participation, we introduce Holland et al. (1998) identity-in-practice theory, as the theoretical lens that dialectically describes structure, agency and identity. The concepts representing this theory are 'figured world', 'positionality' and 'authoring self'. The figured world is a web of meaning encompassing the continuous construct/reconstruct through human actions and also exerts as the social force that shapes human actions. 'Positionality' on the other hand, means an understanding of one's social position in the world. The notion of 'authoring self', is a dimension that synthesizes the above two concepts, which describes the improvisation of one's self through the orchestration and collaboration of various social voices. Next, we analyzed and described various cases of this theory that we found within the scope of science education. However, due to the nature of this theory, which takes a sociocultural approach, international research studies cannot be simply applied to the Korean context. Therefore, we sought to expand the applicability of this theory as a methodological tool, by discussing the directions in which this theory can be used in a domestic context. It is intended that the introduction of this theory, which emphasizes multi-layered, continuous and cumulative identity work, will be used as a resource to further expand the horizon of science education reform that is required for the times.
The purpose of the study is to investigate the convergence influence of excessive smartphone use on attention deficit, learning environment, and academic procrastination in health college students. A self-reported questionnaire was completed by 255 college students in Busan drom March 6 to June 12, 2017. The degree of smartphone overuse, lack of attention, learning environment, and academic procrastination according to smartphone use characteristics showed significant effects on the time spent on smartphones per day, awareness of smartphone addiction, and personal use of smartphones during class time (p<0.001). It was shown that smartphone overuse was positively correlated with attention deficit (r=0.870, p<0.01), learning environment (r=0.812, p<0.01), academic procrastination (r=0.772, p<0.01), and attention deficit showed a positive relationship with learning environment (r=0.918, p<0.01) and academic procrastination (r=0.798, p<0.01) Learning environment was positively correlated with academic procrastination (r=0.777, p<0.01). The influence factors of smartphone overuse were attention deficit (p<0.001), followed by academic delay behavior (p<0.01). It is necessary to establish a healthy learning environment through prevention and proper use of smartphone.
The purpose of this study was to verify factor structure and validation of Oddi Continuing Learning Inventory (OCLI) and prove up possibility of usage as an evaluation tool for evaluating life-long learning. 330 students in school of engineering of I university at Incheon province were responded for OCLI. Data were analyzed using descriptive statistics, exploratory factor analysis and confirmatory factor analysis. As the exploratory factor analysis results, 24 items in original version were converted to 19 items. The total reliability was .774 and the total covariance was 40.57%. As the confirmatory factor analysis results, four items were removed and GFI .938, AGFI .915, CFI .908 appeared to fit all the criteria. The RMSEA index 0.054 also appeared to fit significantly higher.
This paper deals with the analysis and comparison between on the course of a conventional engineering design (typically project-based learning) and a new engineering design (introduced PBL model to conventional engineering design). The purpose of the study is to identify and prove the effect of PBL model on the course with a new teaching-learning. In the result of t-test, there were significant statistics in the creative problem solving and self-directed learning ability, but no significant statistics in the team work and communication skill ability. Also the average of factors of the problem-based strategy is higher than those of the project-based strategy. In the problem-based strategy, the team work has the most influential on the satisfactory of the course. However in the project-based strategy, the comprehension of given product has the most influential on the satisfactory. Finally, this study has proved the effect of PBL on the course engineering design.
Journal of Korean Home Economics Education Association
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v.32
no.2
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pp.1-17
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2020
The purpose of this study is to develop and evaluate the effect of a teaching-learning plan for teaching about Hanbok to high school students. Results of this study are as follows. First, learning themes in the teaching-learning plan were selected so that the learning objectives could be achieved by gradually advancing from understanding to exploring and finally practicing. Teaching and learning activities for conceptual classes focused on students' exploration and thinking processes. For Making project, students were asked to complete a group artwork using characteristics and images of Hanbok while applying creative thinking and collaboration. Second, the teaching-learning plan was evaluated by comparing students' pre- and post-test scores of knowledge in, perception of, and attitude toward Hanbok; and by analyzing students' journal of reflection and teacher's observation diary. The mean scores of high school student' knowledge, perception and attitude of the post-test were significantly higher than those of pre-test. The content analysis showed that students gained extensive knowledge toward Hanbok and found new values through their classes. Making practices with generation of creative ideas and collaboration has been effective in training a self-directed and a creative learner.
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