• Title/Summary/Keyword: 몰입평가

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Mathematical Life of Emmy Noether (여성수학자 에미 뇌터의 수학적 삶의 역사)

  • Noh, Sun-Sook
    • Journal for History of Mathematics
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    • v.21 no.4
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    • pp.19-48
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    • 2008
  • In this paper, the life of Emmy Noether is reviewed in context of today's society where progress in social and educational equality for women have not significantly impacted the participation of women mathematician at the highest level of mathematics study. Recent studies have shown that there is little or no gender difference in mathematics performance if the women are treated equally in the country. Yet, the number of women scientists/mathematicians at the university level or related research centers are very low for all countries including the U.S. as well as Korea. Emmy Noether became a mathematician in early 20th century Germany where women were discouraged(not allowed) from even studying mathematics at the University. She overcame gender, racial, and social prejudices of the time to become one of the greatest mathematicians of the 20th century as a founding contributor of Abstract Algebra. Overcoming all the difficulties to focus on the study of mathematics to contribute at the highest level of mathematics provides an example of leadership for both men and women that is relevant today. Especially for women, Emmy Noether's life is a study in perseverance for the love of mathematics that proves that there is no gender difference even at the highest level of mathematics.

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The Case Study on Game Balancing for Player VS Player Fighting Game (대전 격투게임의 사례 분석을 통한 게임 밸런싱 연구)

  • Han, Seung-Woo;Lee, Jae-Joong;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.15-27
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    • 2008
  • Games can be divided into different genres such as action, adventure, role playing, simulation and etc based on the types of the play provided to a player. And each genre has various kinds of balancing system. Fighting games are classified as one of the action genres. They seem to have a simple structure but there is a variety of complex balancing factors. Because there are quite a number of the fighting games that were developed in a relatively short period, it is possible to identify diverse balancing systems in the fighting games from unstable ones in the early stage to the recent ones in a stable condition. The balancing system allows players to use all the contents offered in the game by eliminating the imbalance created among the various components. It helps players maintain their interest during the procedure. Furthermore, it gives the justification, increases the efficiency of controlling, and develops the empathy in the process. Therefore, the balancing system plays a crucial role in the games when it comes to getting an evaluation and building popularity, which can determine its lifespan. In this study, we researched on the possibilities of expanding an application to the other genres by understanding the established balancing model developed from the case study of the fighting games.

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The Recognition Comparison for the Utilization State of Smart Devices and Culinary Education Application Development of High School Students (고등학생의 스마트 기기 활용 실태와 조리교육 애플리케이션 개발에 대한 인식 비교 연구)

  • Kang, Keoung-Shim
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.619-626
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    • 2012
  • The purpose of this study is to compare and analyze the utilization state of smart devices and the recognition level of educational application development of the general high school and the specialized high school. Specialized high school students preferred the utilization of smart devices more and daily spent on the devices more time than general high school students. As for the learning field, language for the general high school and the certificate of qualification for the specialized high school were shown high. The merit of smart device utilization is the use of spare time and its infrastructure was most required. The most expected content is a video lecture for the general high school and cooperative learning for the specialized high school and the most satisfied point was mobility. The specialized high school students feel more necessity about the application development for culinary education and had a plan to utilize it more and more preferred practice videos. As for the food development areas, the general high school students hoped simple food and the specialized high school students did cooking technician food and they both hoped the application to be uploaded in portal sites and the department homepage. The application development for culinary education is required to focus simulation learning including practice videos and cooking recipes and add an evaluation function to check the academic achievement levels. It is required to provide the subject goals of each course and concrete information on solving problems. Contents including video, music, texts need to be attached to improve learning immersion. There should be the beginning and development of a lesson and the flow of arrangement and communication between main bodies of learning should be improved by utilization of SNS cooperative learning services.

A Research on Effect of Motion Modality on Aspects of Genre and Medium (모션의 양태성이 매체·장르에 미치는 효과 연구)

  • Lee, Yong-Soo
    • Cartoon and Animation Studies
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    • s.28
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    • pp.125-153
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    • 2012
  • This study is regarding what motion modality has influences on aspects of genre and media. Nowadays, motion modality becomes an element which is actively manipulated in live actions as well as animations. And, it has been generally accepted that a strategy on manipulation of motion depends on matters of genre or medium. As respected, can we say the premise is correct? if it is, can we refine the premise more theoretically, without using the words, 'genre' or 'media' which have not been are not been defined on an academic aspect. I intend to discuss on this issue. I will speculate the issue of manipulation of motion modality on theoretical bases. According to McLuhan's hot/cool media theory and Bolter's oscillation theory, the effect of it turns out to be same as manipulation of sentience ratio of media readers, and the ideal result will be examined by an example analysis. In the analysis, I will explore what effects manipulation of motion has on several examples. Then, by examining what kind of correlation these effects has with media/genre positioning, I ultimately will evaluate the genre/medium-based determinism of motion modality, which is represented by a typical premise like "Animation is most realistic when it has the most animation-like movement." Conclusively I suggest a refined premise like the following. Modality of motion is a strategy depending on issues of genre, with no regard to issues of medium, and the issue of genre is a category which is positioned considering mixture ratio of sentience. With this reason, A strategy of modality of motion depends to sentience a certain sequence needs. So, motion modality becomes a strategy which has to be approached in functionality of genre rather than economic values which spring from technical devices like a motion capture.

The Development of Robot and Augmented Reality Based Contents and Instructional Model Supporting Childrens' Dramatic Play (로봇과 증강현실 기반의 유아 극놀이 콘텐츠 및 교수.학습 모형 개발)

  • Jo, Miheon;Han, Jeonghye;Hyun, Eunja
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.421-432
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    • 2013
  • The purpose of this study is to develop contents and an instructional model that support children's dramatic play by integrating the robot and augmented reality technology. In order to support the dramatic play, the robot shows various facial expressions and actions, serves as a narrator and a sound manager, supports the simultaneous interaction by using the camera and recognizing the markers and children's motions, records children's activities as a photo and a video that can be used for further activities. The robot also uses a projector to allow children to directly interact with the video object. On the other hand, augmented reality offers a variety of character changes and props, and allows various effects of background and foreground. Also it allows natural interaction between the contents and children through the real-type interface, and provides the opportunities for the interaction between actors and audiences. Along with these, augmented reality provides an experience-based learning environment that induces a sensory immersion by allowing children to manipulate or choose the learning situation and experience the results. In addition, the instructional model supporting dramatic play consists of 4 stages(i.e., teachers' preparation, introducing and understanding a story, action plan and play, evaluation and wrapping up). At each stage, detailed activities to decide or proceed are suggested.

A case study of the emotional changes of the mathematically gifted during mathematics gifted camp program (영재 캠프프로그램에서 수학영재들의 정서 변화의 사례 연구)

  • Yi, Seung-Hun;Lee, Sae-Na
    • Communications of Mathematical Education
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    • v.24 no.1
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    • pp.107-122
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    • 2010
  • Mathematically gifted students' emotional changes during Mathematical Olympiad training camp were studied. The emotions of the gifted during the camp were fluctuated significantly by comparing their test scores with other camp attendants, while the morale was high at the beginning. The camp attendants were likely to overcome disappointment resulting from bad scores with putting more efforts on studying, which means their self-assessments for their mathematical talents are not affected by test results. From what characterizes the emotional changes of the gifted, we conclude as follows: First, they tend to be positive on grouping classes depending on the mathematical ability. Second, careful emotional supports and care were needed in ability grouping education. Third, it is important to let the gifted have more chances to communicate with other camp attendants. It is recommended to induce the gifted to put their focus on the learning goal. Fifth, the proper environment helps the gifted be indulged in studying mathematics.

Importance Analysis of SCM Adoption Factors (SCM 도입 요인 중요도 분석)

  • Kim, Wou-Yong;Yang, Hea-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.9
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    • pp.2290-2299
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    • 2009
  • This study aims to analyze the importances of various SCM adoption factors suggested in precedent researches with AHP. SCM adoption factors were categorized by four types: organization factor, transaction factor, relation factor, and information factor. Each factor has sub-factors. Organization factor has five sub-factors: adoption strategy, support of CEO, maturity of information technology, development of assessment system, and innovation leadership. Transaction factor has three sub-factors: transaction period, delivery/quality, and shared goal. Relation factor has five sub-factors: trust, collaboration, inter-dependence, conflict, and immersion. Information factor has three sub-factors: information quality, information share, and information exchange. There are sixteen sub-factors altogether. Analyzing the importances of SCM adoption factors with AHP, the importance of organization factor(.387) ranked the highest. Relation factor(.291), information factor(.167), and transaction factor(.155) followed. Putting the analysis results of primary hierarchy factors and secondary hierarchy factors together, support of CEO(.169) ranked the highest and trust(.124), adoption strateg (.089), share goal(.081), information exchange(.069), collaboration(.064), and information share (.057) followed.

The Effects of Participation in Sporting Activities on Job Satisfaction in Rehabilitation Hospital Workers (재활병원 종사자들의 스포츠 참여 활동과 직무만족도에 관한 연구)

  • Moon, Kyung-Min;Lee, Hyuen-Soo
    • 재활복지
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    • v.22 no.4
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    • pp.59-81
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    • 2018
  • The purpose of this study is to investigate the effect of participation of sports activities on job duties by analyzing job satisfaction of workers in rehabilitation hospital. From April to May 2015, 400 nurses, nursing assistants, physiotherapists, occupational therapists, and administrative staffs were selected from eight rehabilitation hospitals in Busan Metropolitan City. Analysis was performed by t-test, frequency analysis, exploratory factor analysis, Cronbach's alpha analysis, one-way ANOVA and Duncan tests. correlation analysis and regression analysis were conducted to obtain the following conclusions. As a result of the difference of job satisfaction according to participation form of sports activity, there was a significant difference in all factors such as exercise time, exercise frequency, sports item, and exercise period. As the exercise time and exercise frequency were higher and the athletic career was higher, Among the items, participation of aquarobic and aerobic was found to increase job satisfaction. Regression analysis showed that self - evaluation, job orientation, job commitment, and job satisfaction had positive effects among the five factors of job satisfaction. There is a significant difference.

A Corpus-based Analysis on Primary English Education Research for the Past 20 Years (초등영어교육 연구 논문의 변천: 코퍼스 기반 분석)

  • Choi, Wonkyung
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.11-21
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    • 2019
  • It has been about 20 years since the English subject was formally taught in public elementary schools in Korea. The present research aims to analyze the studies regarding 'primary English' implemented in Korea during the time period. I have investigated 6,467 theses or research papers in total that were published in Korea with the help of the corpus programs Utagger and WordSmith Tools. The results show that for the last 20 years the number of overall studies appears to have increased since the year 1997, although the recent trend seems to be in recession. The research scope ranges from 'teaching-learning interaction' to 'curriculum' and 'assessment', which have been steadily investigated for 20 years. Furthermore, researchers sometimes appear to have followed the English education policy by conducting particular investigations like 'immersion program' or 'native English speaking teachers' in a certain time period. Recently, researchers started to have interest in the cutting-edge ICT. In conclusion, the academic field of 'primary English' in Korea has grown in quantity, and the spectrum of research areas has been expanded for the past 20 years. It is hoped that the results of this research will help set a new direction for future research.

A Study on the Activation Plan of Play & Education Based on Focus Group Interview (FGI 분석을 통한 놀이교육 활성화 방안 연구)

  • Park, Hye-Jin;Kim, Yong-Young
    • Journal of the Korea Convergence Society
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    • v.10 no.4
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    • pp.165-173
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    • 2019
  • Recently, a variety of programs for elementary school students that utilize play in their curricula are supported. In this study, we are trying to draw up ways to activate play education based on the elements necessary for the play education to be effectively provided on the field and the current operational status. In order to achieve the research goal, nine participants of play experts and parents were selected for the focus group interview (FGI). The FGI consist of five questions: (1) opinions on the establishment and joint operation of the organization to support play and parents' education; (2) opinions based on experience in participating in existing training programs; (3) activation plan of play & education program; (4) competencies required by members of the organization; (5) evaluation of program for quality improvement. Through the FGI survey, we drew ideas for the operation of play & education programs to promote positive growth and support systemic programs of both preschoolers and elementary students. In order for play & education to be active in the field of education, a center where play & education and parents' education can be conducted at the same time should be established and operated so that the education can be integrated with play. Based on these findings, we proposed follow-up research in the direction of achieving specific goals and enhancing the quality of play education.