• 제목/요약/키워드: the amount of studying content

검색결과 14건 처리시간 0.019초

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

  • 왕석순
    • 한국가정과교육학회지
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    • 제17권4호
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    • pp.133-156
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    • 2005
  • 이 연구는 중등 기술$\cdot$가정교과에서의 교육내용 적정성을 평가하기 위하여, 우선은 교육내용 적정성의 개념을 명료화하고, 이러한 적정성을 교과에서 평가하기 위한 준거를 선행연구를 근거로 하여 구안하였다 즉, 중등 기술$\cdot$가정 교과에서는 교과내용의 학습량, 내용의 난이도, 내용의 타당도, 내용의 연계 등의 4가지 준거를 교육내용의 적정성을 평가하는 준거틀로 설정하고, 적정성 평가에 대한 실증적인 자료를 수집하기 위하여, 학생 교사$\cdot$교수를 대상으로 한 전국적인 단위의 실태조사를 실시하였다. 그 결과, 첫째, 교육내용의 학습량에 대한 평가에서는 6차 교육과정에 비하여 $30\%$가량 감소하였다는 응답이 가장 맡았으나, 중학교 교사들은 '활동 중심인 교과 성격상 수업시수가 부족'하다는 이유를 지적하면서, 기술·가정 수업시간에 배우는 학습량이 '맡다'고 인지하고 있는 것으로 나타났다. 둘째, 교육내용의 난이도에 대한 평가는 전체적으로 '적절하다'는 응답(교사)과 '어렵다'(학생)라는 응답으로 서로 차이가 나타났다. 구체적으로 학생의 이해도가 떨어지는 단원은 중등의 기술 영역에서 중학교의 '제도의 기초', '기계의 이해' 단원, '전기$\cdot$전자 기술', '에너지와 수송기술' 단원이고, 가정 영역에서는 고등학교의 '가정생활의 설계' 단원만이 학생들의 이해정도가 떨어지는 단원으로 나타났다. 세째, 내용의 타당성과 관련해서는 기술·가정과의 교육목표를 고려할 때 중요하지 않다고 응답한 교육내용은 '제도의 기초', '컴퓨터와 정보처리', '자원의 관리와 환경'의 단원으로 나타났다. 넷째, 교육내용의 연계성은 교과 명칭에 대한 조사를 조사항목으로 설정하여 조사를 실시하였는데, 교사는 '기술$\cdot$가정으로 그대로 둔다'의 응답이 가장 많았고, 사대 교수들은 '기술$\cdot$가정으로 그대로 둔다'는 의견$(45.5\%)$보다, 초등 실과교과와의 연계성 확보의 차원에서 제3의 명칭으로의 개칭을 원하는 의견이 다소 많은 것으로$(50.5\%)$ 나타났다. 후속연구에서는, 이 연구에서 제시한 교육내용의 적정성 평가를 위한 준거틀에 대한 분석적이고 비판적인 검토를 통하여, 교과의 성격과 목표에 적합하게 평가 준거틀이 수정$\cdot$보완되고, 이러한 수정된 평가틀에 의하여 적정성 평가 연구가 지속되어, 우리 교과의 교육과정의 질 관리가 체계적으로 이루어져야 할 것이다.

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

  • 이화식;배봉진;박명호
    • 대한치과기공학회지
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    • 제30권1호
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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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웨이블 시험노력을 이용한 개발 소프트웨어의 최적발행 모델에 관한 연구 (A Study on the Optimum Release Model of a Developed Software with Weibull Testing Efforts)

  • 최규식;장윤승
    • 정보처리학회논문지D
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    • 제8D권6호
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    • pp.835-842
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    • 2001
  • 본 논문에서는 소프트웨어 시험 단계중에 발생되는 시험노력 소요량을 고려한 소프트웨어 신뢰도 성장 모델을 제시하여 시간종속적인 시험 노력소요량 동태를 웨이블 곡선으로 설명한다. 시험 단계중에 소요되는 시험노력의 양에 대한 결함 검출비를 현재의 결함 내용에 비례하는 것으로 가정하여 소프트웨어 신뢰도 성장 모델을 비동차 포아송 프로세스(NHPP)로 공식화하되, 이 모델을 이용하여 소프트웨어 신뢰도 척도에 대한 데이터 분석기법을 개발한다. 시험 시간의 경과와 신뢰도와의 관계, 시험비용과 신뢰도와의 관계를 연구한다. 소프트웨어의 비용을 고찰함에 있어서 조건별로 검토하여 비용이 최소로 되는 발행시각을 결정하되, 목표신뢰도를 만족시키는 최적발행시각을 정한다. 비용의 입장에서 발행 시각을 결정하는 문제와 신뢰도의 입장에서 발행 시각을 결정하는 문제를 동시에 고려하여 최적 발행시각을 결정하도록 한다.

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

  • 백남권;서승조;조태호;김성규;박강은;이경화
    • 한국초등과학교육학회지:초등과학교육
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    • 제21권1호
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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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우리나라와 일본 수학 교과서의 순환소수 내용 비교 (Comparison of Recurring Decimal Contents in Korean and Japanese Mathematics Textbooks)

  • 김부미
    • 한국학교수학회논문집
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    • 제25권4호
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    • pp.375-396
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    • 2022
  • 본 연구에서는 2015 수학과 교육과정의 내용을 재구조화하여 새로운 교육과정을 다룰 때 학습량 적정화와 관련한 아이디어를 제공하기 위해 우리나라와 일본의 교육과정에서 차이가 있게 다루는 순환소수를 교육과정의 연계성 관점에서 살펴보고자 한다. 교육과정의 연계성은 수학 내적 연결성의 계통성과 공유성을 의미하며, 이를 바탕으로 우리나라 2015 개정 교육과정과 일본의 2017 개정 교육과정의 순환소수를 도입 시기, 내용, 다루는 방법 등을 비교하고, 두 나라의 중·고등학교 수학 교과서에서 이를 구체적으로 어떻게 다루는지 비교하였다. 연구결과, 우리나라는 무리수 개념 도입 전인 중학교 2학년에서 순환소수를 정의하고 순환소수와 유리수의 관계를 순환소수의 분수 표현으로 다루고 있었다. 반면 일본은 중학교 3학년에서 무리수를 학습한 후 순환소수의 용어를 간단히 다루고 고등학교 <수학I>에서 순환소수 개념을 다루고 <수학III> 교과목에서 극한 개념을 배울 때 유리수와 순환소수의 관계를 다루고 있었다. 이를 바탕으로 향후 교육과정 개정에서 학습량 적정화 등을 고려할 때 순환소수를 어떻게 다룰지 등에 대한 시사점을 제안하였다.

Effect of GGBFS on time-dependent deflection of RC beams

  • Shariq, M.;Abba, H.;Prasad, J.
    • Computers and Concrete
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    • 제19권1호
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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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    • 제14권7호
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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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    • 제12권1호
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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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    • 제11권2호
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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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    • 제14권3호
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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.