• Title/Summary/Keyword: the amount of studying content

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Empirical Survey for the Evaluation of Content Relevance in the 7th Technology & Home Economics Subject (제7차 기술$\cdot$가정 교육내용 적정성 평가 - 가정과교육 영역을 중심으로 -)

  • Wang Seok-Soon
    • Journal of Korean Home Economics Education Association
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    • v.17 no.4 s.38
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    • pp.133-156
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    • 2005
  • This study clarifies the concept of the education content relevance in order to evaluate the content relevance of Technology & Home Economics in a secondary school, and design its standards based on the preceding study. In other words, four standards such as the amount of studying content, the degree of difficulty, the validity of contents and the sequence of contents are established. Also, a survey on the current status of nationwide units targeting students, teachers, and professors was conducted to collect actual data about relevance evaluation. The results are as follows. First, as for the evaluation in terms of the amount of studying content, the majority of respondents answered that it decreased by about $30\%$ when compared to the 6th Technology & Home Economics Curriculum However, middle school teachers pointed out that the number of classes is not enough considering the fact that it's an activity-oriented subject. So, they acknowledged that the amount of study time during a Technology Sl Home Economics class is 'quite a lot.' Second, the evaluation in the degree of difficulty is divided into two responses. Teachers responded that it's reasonable overall, but according to students, it's difficult. Especially, the chapters that students don't understand well including 'The Elements of Draftsmanship,"' 'Understanding of Machinery,' 'Electronics & Electricity Technology,' and 'Energy & Transportation Technology.' In the Home Economics area, 'The Design of Home Life' is the only chapter that students don't understand well. Third, as for the validity of contents, the chapters that were not considered as important considering the objective of Technology Sl Home Economics Curriculum include 'The Elements of Draftsmanship,' 'Computer & Processing,' and 'The Management of Resources and Environment.' Fourth, as for the sequence of contents, the survey was conducted including the name of the course asone of the survey items. The majority of teachers wanted it as it is, but the Professors of education colleges who wanted the 3rd name to connect the course with the elementary school course was a little more $(50.5\%)$ than the ones who don't want any changes $(45.5\%)$. The follow-up study should correct and complement the standards that this study suggested through analytic and critical review according to the character & goal of the subject. Based on such standards, the evaluation of content relevance should be continued to realize the quality control of the curriculum systematically.

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A Study on Content Organization and Assigning Score of Evaluation Elements of Clinical Practice of Dept. of Dental Technology - Centering on the undergraduates - (치기공과 임상실습 평가항목의 내용구성과 배점에 관한 연구 - 재학생 중심으로 -)

  • Lee, Hwa-Sik;Bae, Bong-Jin;Park, Myoung-Ho
    • Journal of Technologic Dentistry
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    • v.30 no.1
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    • pp.73-82
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    • 2008
  • This study has been analyzed to write an ideal training evaluation table after analyzing validity of content organization and assigning score of evaluating elements of clinical practice of Dept. of dental technology. 220 junior students who are studying dental technology in D university in Daegu were questioned to analyze the relationship of content organization and score of clinical practice evaluation table. The corrected material has been inspected by SAS V8 for Windows. The results are as following. 1. The validity of content organization of clinical practice evaluation table has a result which can be reliable over than 70% but the validity of score shows low reliance. c 2. The validity of content organization of detail elements of clinical practice evaluation shows that overuse of material and attentiveness(3.78) and responsibility (3.60) are high response but in score organization, the validity shows that safety measure(2.36) when controling machines, arrangement(2.98) after use and ability (2.98) of solving problems are very low. 3. In the elements without interpersonal relation, it shows that those are related to each other. its grading is p < 0.01 so it appears to be meaningful. 4. In result of analyzing the effect to 'studying amount' mark in clinical practice evaluation mark, it appears the element of attitude for job to affect it. And in result of analyzing the effect to 'training attitude' mark, it appears the element of 'controling machines' to affect it. For these results, to be a better evaluation tool, it should be modified by continuous research with arranging evaluation elements to be marked differently in between elements.

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A Study on the Optimum Release Model of a Developed Software with Weibull Testing Efforts (웨이블 시험노력을 이용한 개발 소프트웨어의 최적발행 모델에 관한 연구)

  • Choe, Gyu-Sik;Jang, Yun-Seung
    • The KIPS Transactions:PartD
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    • v.8D no.6
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    • pp.835-842
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    • 2001
  • We propose a software-reliability growth model incoporating the amount of testing effort expended during the software testing phase. The time-dependent behavior of testing effort expenditures is described by a Weibull curve. Assuming that the error detection rate to the amount of testing effort spent during the testing phase is proportional to the current error content, a software-reliability growth model is formulated by a nonhomogeneous Poisson process. Using this model the method of data analysis for software reliability measurement is developed. After defining a software reliability, we discuss the relations between testing time and reliability and between duration following failure fixing and reliability are studied in this paper. The release time making the testing cost to be minimum is determined through studying the cost for each condition. Also, the release time is determined depending on the conditions of the specified reliability. The optimum release time is determined by simultaneously studying optimum release time issue that determines both the cost related time and the specified reliability related time.

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The Comparative Analysis of the Content and illustration in the 6th and 7th National Curriculum 3rd and 4th Grade Primary Science Textbooks (제 6차와 제 7차 초등학교 3, 4학년 과학 교과서의 내용과 삽화의 비교ㆍ분석)

  • 백남권;서승조;조태호;김성규;박강은;이경화
    • Journal of Korean Elementary Science Education
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    • v.21 no.1
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    • pp.61-70
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    • 2002
  • The purpose of this study was to examine whether or not they have been revised corresponding to the purpose of revision by making a comparative analysis of the content and illustration in the 6th and 7th primary science textbooks. The analysis of content was composed of knowledge, inquiry process and attitude. The analysis of illustrations was composed of the kinds of illustrations and the role of illustrations. The findings of this research were as follows: First, as a result of content analysis of the primary science textbooks in the 6th and the 7th national curriculum, the ratio of inquiry process showed the highest frequency, next knowledge and lastly scientific attitude. And the 7th textbooks are greatly emphasized knowledge and science attitude. Second, as a results of the illustration analysis are as follows: There are conspicuous differences in that the illustration number of the 7th science textbooks Is about twice the illustration number of the 6th science textbooks and next, they place more weights on pictures and comics hard to discovery in the 6th science textbooks. Therefore, they have tried to induce the interests of students and heighten their understanding by supplementing the role of illustration presented as picture-centered and increasing its number presented as picture. In the results, although they have improved the problems of the 6th national curriculum a lot through the innovation including the interest induction of pupils through comics, the development of its content presentation method, the gradual change of subject number and the cultivation of curriculum according to the level of enrichment and supplementing types, the 7th science textbooks have fallen short of 6.3%, not around 30% in terms of the reduction in the 7th national curriculum. Accordingly, the 7th science textbooks also can be pointed out to have the problems of too much amount of studying compared to the time per week like the 6th science textbooks.

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Comparison of Recurring Decimal Contents in Korean and Japanese Mathematics Textbooks (우리나라와 일본 수학 교과서의 순환소수 내용 비교)

  • Kim, Bumi
    • Journal of the Korean School Mathematics Society
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    • v.25 no.4
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    • pp.375-396
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    • 2022
  • In this paper, to provide an idea for the 2022 revised mathematics curriculum by restructuring the content of the 2015 mathematics curriculum, the content elements of recurring decimals of textbooks, which showed differences in the curriculum of Korea and Japan, were analyzed. As a result of this study, in Korea, before the introduction of the concept of irrational numbers, repeating decimals were defined in the second year of middle school, and the relationship between repeating decimals and rational numbers was dealt with. In Japan, after studying irrational numbers in the third year of middle school, the terminology of repeating decimals is briefly dealt with. Then, when learning the concept of limit in the high school <Mathematics III> subject, the relationship between rational numbers and repeating decimals is dealt with. Based on the results of the study, in relation to the optimization of the amount of learning in the 2022 curriculum revision, implications for the introduction period of the circular decimal number, alternatives to the level of its content, and the teaching and learning methods were proposed.

Effect of GGBFS on time-dependent deflection of RC beams

  • Shariq, M.;Abba, H.;Prasad, J.
    • Computers and Concrete
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    • v.19 no.1
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    • pp.51-58
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    • 2017
  • The paper presents the experimental investigations for studying the effect of ground granulated blast furnace slag (GGBFS) on the time-dependent deflection of reinforced concrete (RC) beams due to creep and shrinkage. The RC beams were reinforced with 2-10 mm bars at tension side and subjected to constant sustained two-point loading for the period of 150 days. The amount of cement replacement by GGBFS was varied from 0 to 60% with an increment of 20%. The total deflection was measured at different ages of up to 150 days under sustained loads. The experiments revealed that the time-dependent deflection of the reinforced concrete RC beams containing GGBFS was higher than that of plain concrete RC beams. At 150 days, the average creep and shrinkage deflection of RC beams containing 20%, 40% and 60% GGBFS was 1.25, 1.45 and 1.75 times higher than the plain concrete beams. A new model, which is an extension of authors' earlier model, is proposed to incorporate the effect of GGBFS content in predicting the long-term deflection of RC beams. Besides validating the new model with the current data with higher percentage of tension reinforcement, it was also used to predict the authors' earlier data containing lesser percentage of tension reinforcement with reasonable accuracy.

An analysis of user behaviors on the search engine results pages based on the demographic characteristics

  • Bitirim, Yiltan;Ertugrul, Duygu Celik
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.7
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    • pp.2840-2861
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    • 2020
  • The purpose of this survey-based study is to make an analysis of search engine users' behaviors on the Search Engine Results Pages (SERPs) based on the three demographic characteristics gender, age, and program studying. In this study, a questionnaire was designed with 12 closed-ended questions. Remaining questions other than the demographic characteristic related ones were about "tab", "advertisement", "spelling suggestion", "related query suggestion", "instant search suggestion", "video result", "image result", "pagination" and the amount of clicking results. The questionnaire was used and the data collected were analyzed with the descriptive statistics as well as the inferential statistics. 84.2% of the study population was reached. Some of the major results are as follows: Most of each demographic characteristic category (i.e. female, male, under-20, 20-24, above-24, English computer engineering, Turkish computer engineering, software engineering) have rarely or more click for tab, spelling suggestion, related query suggestion, instant search suggestion, video result, image result, and pagination. More than 50.0% of female category click advertisement rarely; however, for the others, 50.0% or more never click advertisement. For every demographic characteristic category, between 78.0% and 85.4% click 10 or fewer results. This study would be the first attempt with its complete content and design. Search engine providers and researchers would gain knowledge to user behaviors about the usage of the SERPs based on the demographic characteristics.

Android malicious code Classification using Deep Belief Network

  • Shiqi, Luo;Shengwei, Tian;Long, Yu;Jiong, Yu;Hua, Sun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.1
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    • pp.454-475
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    • 2018
  • This paper presents a novel Android malware classification model planned to classify and categorize Android malicious code at Drebin dataset. The amount of malicious mobile application targeting Android based smartphones has increased rapidly. In this paper, Restricted Boltzmann Machine and Deep Belief Network are used to classify malware into families of Android application. A texture-fingerprint based approach is proposed to extract or detect the feature of malware content. A malware has a unique "image texture" in feature spatial relations. The method uses information on texture image extracted from malicious or benign code, which are mapped to uncompressed gray-scale according to the texture image-based approach. By studying and extracting the implicit features of the API call from a large number of training samples, we get the original dynamic activity features sets. In order to improve the accuracy of classification algorithm on the features selection, on the basis of which, it combines the implicit features of the texture image and API call in malicious code, to train Restricted Boltzmann Machine and Back Propagation. In an evaluation with different malware and benign samples, the experimental results suggest that the usability of this method---using Deep Belief Network to classify Android malware by their texture images and API calls, it detects more than 94% of the malware with few false alarms. Which is higher than shallow machine learning algorithm clearly.

Research on the Development of One IP(intellectual property) Animation & Game in Chinese Market

  • Pan, Yang;Choi, Chul-Young;Meng, Zilu
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.67-75
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    • 2019
  • "No IP, No Content" has become a phenomenon in the content industry, high-quality IP has a strategic importance. It has become a Trinity in the movie-anime-game basic package, Competition is more intense. However, there is a tremendous amount of know-how hidden behind the use of IP to operate games well. We are worth exploring in detail. The research and analysis of digital IP market, the advantages and disadvantages will be the focus of our pragmatic research. As an emerging market in the digital industry, China has great research value. This paper analyzes the status quo of the current Chinese market by comparing the mature US and Japanese markets. For example, the research of American Disney Company analyzes the mature market structure of Japan. compared with the excellent case of the Chinese market legend of qin. By studying the current situation of China's digital market, analyzing the interest trends of the customer base, discovering existing problems and improving the accuracy of the prediction and judgment of the Chinese digital market in the future.According to the survey, the IP heat is mainly concentrated in six categories of games, animation, TV, variety, movies, and novels. At present, the most popular IP of manufacturers have three major categories. This article will conduct research and analysis on digital IP, and analyze the market status of China, the United States, and Japan and the research on outstanding representative works in the market.

Analysis of Barrage Culture and User Analysis in New Media Content in the Chinese Market

  • Pan, Yang;Kim, KiHong;Li, SuoWen
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.115-130
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    • 2022
  • Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.