• Title/Summary/Keyword: 그룹 테크놀로지

Search Result 22, Processing Time 0.048 seconds

Implementation and Analysis about Technology Knowledge Education Program for Pre-service Teacher based on the TPACK Model (TPACK 모형에 기반한 예비 교사의 테크놀로지 지식 교육 프로그램 적용과 분석)

  • Choe, Hyun-Jong;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
    • /
    • v.20 no.2
    • /
    • pp.231-239
    • /
    • 2015
  • This study aimed to design and apply the technological pedagogical and content knowledge(TPACK) model to pre-service education program, and to analyze its results for attending student's questionnaire. At first, a lecture that designed to elevate one's technological knowledge was studied and implemented. To perform this study, TPACK survey instruments were distributed to pre-service teacher group A who took the designed lecture and group B who took ordinary ICT literacy lecture. The results showed that TK, TCK, TPK, and TPACK improved significantly in group A, and significant positive corelation shows among 7 subcategories of TPACK. Based on the result of this study, we suggested that pre-service teacher education should consider the combination of pre-service education program and technology knowledge in TPACK model.

A heuristic approach solving the bottleneck machine problem in group technology manufacturing systems (예외적 원소의 재배치를 고려한 그룹테크놀로지 접근방법)

  • Jo, Mun-Su;Jeong, Byeong-Hui;Yun, Chang-Won
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.3 no.5
    • /
    • pp.503-510
    • /
    • 1997
  • 기존에 있는 그룹테크놀로지의 방법들은 기계와 부품간의 공정유사성이나 그밖의 다른 정의의 유사성을 갖고 한 가지 정도의 알고리즘이나 수학적인 모델로써 해를 구했으나 그 해들은 실질적으로 현대 산업의 생산시스템이나 자동화에서 풀어나가야 하는 기계들의 병목현상을 풀어나가는 직접적인 접근방법을 제시하지 못했다. 따라서 본 연구에서는 새로운 기계간 유사성의 개발과 그래프이론을 응용한 알고리즘 그리고 수학적인 모델을 동시에 응용해서 병목현상을 초래하는 예외적인 원소의 재배치를 효과적이고 쉬운방법으로 제시하였다.

  • PDF

University Service System for Students Using Group Technology : A Reengineering Case (그룹 테크놀로지를 이용한 대학에서의 학생 민원 서비스 리엔지니어링)

  • Choe, Byung-Don;Choi, Seog-Gyo
    • Korean Business Review
    • /
    • v.11
    • /
    • pp.67-81
    • /
    • 1998
  • In this study, we discuss the possibility of applying the group technology to the service area. We analyze student service system to improve college student service and constructed new service cells using the group technology. To do so, we build service cells for the information technology support and related business in college student service with the standard of service cell formation process. This naturally leads us to the way to improve or to solve those problems such as waiting time and complexity of the related department to provide service to the student. The application of the group technology means the increase of the investment in the view point of the owner. However, to stand against the infinite competition and the open of the education market, university have to prepare. This preparation can be helped by applying the group technology for improving the college student service quality.

  • PDF

Designing an Instructional Model for Smart Technology-Enhanced Team-Based Learning (스마트 테크놀로지를 활용한 팀 기반 학습 모형 설계 연구)

  • Lee, Soo-Young
    • Journal of The Korean Association of Information Education
    • /
    • v.17 no.4
    • /
    • pp.497-506
    • /
    • 2013
  • The purpose of this study is to explore and develop a new instructional approach to a technology-enhanced, collaborative learning environment called Smart technology-enhanced Team-Based Learning (S-TBL). We designed a novel instructional model that combines mobile technology, collaborative teamwork, a problem-solving process, and a variety of evaluation techniques from the viewpoint of a conventional team-based model. Based on the traditional TBL model, we have integrated smart learning technologies: 1) to provide a holistic learning environment that integrates learning resources, assessment tools, and problem solving spaces; and 2) to enhance collaboration and communication between team members and between an instructor and his or her students. The S-TBL instructional approach combines: 1) individual learning and collaborative team learning; 2) conceptual learning and problem-solving & critical thinking; 3) both individual and group assessment; 4) self-directed learning and teacher-led instruction; and 5) personal reflection and publication.

Analysis of the Pre-service Chemistry Teachers' Cognition of the Nature of Model in the Design and Development Process of Models Using Technology: Focusing on Boyle's Law (테크놀로지를 활용한 모델의 설계와 개발 과정에서 나타난 예비화학교사의 모델의 본성에 대한 인식 분석: 보일 법칙을 중심으로)

  • Na-Jin Jeong;Seoung-Hey Paik
    • Journal of the Korean Chemical Society
    • /
    • v.67 no.5
    • /
    • pp.378-392
    • /
    • 2023
  • The purpose of this study is to analyze the pre-service chemistry teachers' cognition of the nature of model in process of designing and developing models using technology. For this purpose, 19 pre-service chemistry teachers' in the 3rd grade of a education college located in the central region observe experimental phenomena related to Boyle's law presented in the 7th grade science textbook and researchers required the design and development of a model related to the observed experimental results using technology. Based on previous studies, the nature of model were classified into two aspect: 'Representational aspect' and 'Explanatory aspect'. The 'Representational aspect' was classified into 'Representation', 'Abstraction', and 'Simplification', and the 'Explanatory aspect' was classified into 'Analysis', 'Interpretation', 'Reasoning', 'Explanation', and 'Quantification'. The pre-service chemistry teachers' cognition were analyzed by the classification. As a result of the study, the 'Representation' of the 'expressive aspect' was uniformized in the form of space that changes in volume, and the pressure was expressed as the Brightness inside the cylinder or frequency of color change of particles for 'Abstraction'. In the case of 'Simplification', the particle collision was expressed as a perfectly elastic collision, but there was a group that could not simply indicate the type of particle. In the 'Explanatory aspect', in the case of 'Analysis', volume was classified as a manipulated variable, and in the case of 'Interpretation', most groups analyzed the change in pressure through the collision of gas particles. However, the cognition involved in 'Reasoning' was not observed much. In the case of 'Explanation', there were groups that did not succeed in explanation because the area where the particles collided was not set or incorrectly set, and in the case of 'Quantification', there was a group that formulated the number of collisions per unit time, and on the contrary, there was a group that could not quantify the number of collisions because they could not be expressed in numbers.

디지털프린팅의 비즈니스 전략

  • Kim, Won-Je
    • 프린팅코리아
    • /
    • s.21
    • /
    • pp.64-66
    • /
    • 2004
  • 오늘날 인쇄업계는 디지털 프린팅이라는 테크놀로지를 새로운 사업기회로 승화하기 위한 다양한 노력을 전개하고 있다. 그러나 아직 적당한 비즈니스 모델이 제시되지 못하고 있는 형편이다. 이는 디지털 프린팅을 통해 수익을 발생시킬 수 있는 방안에 대해 구체적인 전략이 도출되지 못하고 있기 때문이다. 이에 인터넷을 통해 자유롭게 이동할 수 있는 가변적인(variable) 데이터를 수용하는 디지털 프린팅을 어떻게 구체화할 것인가 하는 과제가 대두되는데, 인쇄출판 전문가 그룹인 리트렐 협회(Littrell Associates)가 제안하는 7단계 전략은 우리나라 인쇄업계가 디지털 프린팅을 어떻게 수용할 것인지에 대한 청사진을 제공해준다.

  • PDF

A Trend Analysis of Contemporary Dance (컨템포러리 댄스 트렌드 분석에 관한 연구)

  • CHUNG, Euisook
    • Trans-
    • /
    • v.1
    • /
    • pp.67-89
    • /
    • 2016
  • This study aims to examine the present (Western) modern dance by analyzing the works of three choreographers who are currently at the forefront of the dance scene to identify and understand the current choreographic trend. The three selected choreographers for this study are Justin Peck (USA), Sidi Larbi Cherkaoui (Belgium) and Zach Morris (USA). These choreographers were chosen on the basis of their significant identity within the current dance scene. For analysis, one noteworthy works of each choreographer were selected for video analysis. The result of the analysis illustrates that in the current era of promoting technology convergence in the performing arts industry, the three choreographers approach convergence differently by integrating dance and other mediums in their choreography. Peck converges between ballet and the ordinary, Cherkaoui converges between dance and other cultures and Morris converges between dance and venue.

  • PDF

International Collaboration in the Age of Digital Technologies : Focusing on the 10 East-Asian Countries (디지털 테크놀로지 시대의 국제 협동연구 : 동아시아 지역의 분석을 중심으로)

  • Park, Han-Woo
    • Journal of Information Management
    • /
    • v.36 no.1
    • /
    • pp.77-101
    • /
    • 2005
  • The purpose of this paper is to examine some aspects of international collaboration in the age of digital technologies. First, the paper describes the longitudinal structure of collaborative pattern among the 10 East-Asian countries based on their frequency of co-authoring SCI journal articles in the year 2001-2003. Second, a focus interview was made to explore the way in which new digital technologies such as the Internet have changed a research practice in the field of science, technology, and innovation. This research found that Japan and China are preferred as the number one collaborator by other Asian countries. Their share of international collaboration with other Asian countries has been increasing in three years. The results of indepth interview with a scholar suggest that digital network technologies have several advantages enabling individual and institutional actors to collaborate with each other effectively in terms of knowledge management as well as information exchange.

An Analytic Study on Latin Rhythm of K-POP (K-POP의 라틴 리듬 차용 분석 연구)

  • Lee, Yoon-Sang;Chung, Jae-Youn
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.6
    • /
    • pp.45-52
    • /
    • 2019
  • This study focuses on analyzing rhythms revealed in music songs of Korean third-generation idol girl groups. The development of genre and development of rhythm continues and the rhythm of Third World music is strong worldwide. The development of genres and rhythms continues and the rhythms of the Third World music are winning big popularity world wide. In the past, Third World rhythms were used only in countries where rhythm originated and neighboring countries, and the rhythms between countries were combined to occur in various conersence composite forms. In the past, the Third World rhythms were used only in rhythm-oriented countries and neighboring countries, and the rhythms between countries were combined in various and composite forms The changes in the global music market and the structure of the Korean pop music market show the same pattern in the local pop music genre. This study analyzes the phenomenon in which the Dembow rhythm and the tresillo rhythm, one of the rhythms of the Third World music, are concentrated in third-generation idol music, and notes that a certain number of combinations appear in rhythms and melodies. Moreover, this study identifies and compares the origin, the structure and the application cases of the Dembow rhythm and the tresillo rhythm by analyzing 12 songs of Korean third-generation idol girl groups. A game, as a sort of media like a movie, may be subjected to an ambivalent evaluation in accordance with the quality of each content. In this regard, it is necessary to have an active discussion about which game has desirable contents. Emotion which is an influential factor on interaction among players in game design needs to be approached from a social perspective. Also, based on social emotions associated with players, a significant relationship between emotional vocabularies and game emotions should be understood in comparison with social emotions within the game. based on social emotions regarding players As a result, social emotions within the game exhibited differences from the meaning of the terms. It is supposed that this result was caused by the ethical standards and differences in the real world. Accordingly, for qualitative enhancement of games, it is required to utilize the contents of this study, since emotions within the game are based on social emotions regarding players.