• Title/Summary/Keyword: 성취감성

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The Effect of Image Realism and Learner's Expertise on Persona Effect of Pedagogical Agent (이미지의 사실성과 학습자의 전문성이 학습용 에이전트의 의인화 효과에 미치는 영향)

  • Ryu, Jee-Heon
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.47-56
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    • 2012
  • The purpose of this study is to test the effect of pedagogical agent realism and expertise on persona effect. There were two perspectives of the pedagogical agents' social interaction. Self-identification hypothesis argues that complexity of agent image is better to increase social interaction. Subjective identification insists that simplified image is more helpful to facilitate social interaction. However, from the cognitive load theory perspective, learners' expertise can be a major factor to determine persona effect. Sixty-eight college students (male=19 and female=49) participated. The independent variables were the degree of realism of pedagogical agent (detailed vs. simplified image) and the expertise (high prior knowledge group vs. low prior knowledge group). The dependant variables were comprehension test and the agent persona instrument (API). There was no significant difference in comprehension test score; however, there were significant interaction effect on the most constructs of API: 1) facilitating of learning, 2) credible, and 3) human-like. The follow-up analysis of simple main effect revealed that high expertise group showed significantly higher perception of the three construct with high realism of pedagogical agent. The results of study show that learners' expertise plays a key role of perception of persona effect.

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An empirical study on the attribution style of individual economic success (개인의 경제적 성공 관련 귀인양식에 대한 실증 연구)

  • Kim, Yoon-Sik;Yang, Hae-Sool
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.541-552
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    • 2012
  • This research is an empirical study on an attributions style of individual economic success based on the attributions theory. I established the title of an empirical study on an attributions style of an individual economic success based on a theoretical analysis and an advanced research of an attributions theory. This paper conducted a survey of 238 adults inhabited in Seoul Metropolitan Area by age and gender sample extraction method for an empirical study. A results on attributions factors of individual economic success, Persons under 1billions won indicated that an individual economic success charged off ingrained environment(72.1%) and efforts(18.0%). Persons over 3 billions won suggested that an individual economic success charged off efforts(48.0%) and ingrained environment(12.0%). A man of few wealth showed that an individual economic success chalked up to an ingrained environment. But wealthy persons demonstrated that an individual economic success charged off an individual efforts by attributions style of cause perception, Weiner(1979).

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Development Convergence Education Program for Elementary and Middle School Using Design (디자인을 활용한 초‧중등 융합교육 프로그램 개발)

  • Lee, Jong-Hak;Yoon, Ma-Byong;Ryu, Sung-Rim;Kim, Hak-Sung
    • Journal of the Korea Convergence Society
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    • v.8 no.10
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    • pp.173-183
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    • 2017
  • The purpose of this study is to develop students' creativity and artistic sensitivity by developing a convergence education program that links various subjects, including mathematics, science, and art based on design. Design is done in almost every human activity that pursues beauty and implements cultural value through patterns and images. We have developed three programs for elementary school students and two programs for middle school students, taking into consideration the achievement standards and curriculum content appropriate for the 2015 revised curriculum. It was assessed by a panel of five educational experts during the development and demonstration courses to evaluate the feasibility of the development program. The development program can enhance the design literacy and design sense of elementary and junior high school students and can be used convergent educational contents that can be applied in the free-semester system activities of junior high school. Through this program, adolescents who will lead the future design society will be able to acquire the sense of design, literacy, and design ability as design consumers and producers.

A Study on the Effect of Happenstance Factors on the Perception of Means-Goal Relationship (우연 요인이 수단-목표 관계의 지각에 미치는 효과)

  • Lee, Byung-Kwan;Kim, Sung-Eun
    • Science of Emotion and Sensibility
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    • v.19 no.1
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    • pp.11-20
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    • 2016
  • This study was performed to examine how intrinsic acceptance for happenstance(IAH) affects evaluation of the means to achieve additional goals when the additional goals are happened to be added to the original means-goal link. Specifically, participants were asked to evaluate the effectiveness of means(e.g., exercise and saving) to achieve additional goals which are either more or less relevant to the means. The result showed that participants with high IAH were more likely to think that the original means is effective to accomplish additional goals than those with low IAH. This pattern, however, was found only when the additional goals are relevant to the means. When the relevance of the additional goals to the means was low, there was no difference in evaluation of the effectiveness of the means to achieve additional goals between participants with high and low IAH. Future research and implications of this study for goal-systems theory and intrinsic acceptance for happenstance were discussed.

Enhancing e-Learning Interactivity vla Emotion Recognition Computing Technology (감성 인식 컴퓨팅 기술을 적용한 이러닝 상호작용 기술 연구)

  • Park, Jung-Hyun;Kim, InOk;Jung, SangMok;Song, Ki-Sang;Kim, JongBaek
    • The Journal of Korean Association of Computer Education
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    • v.11 no.2
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    • pp.89-98
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    • 2008
  • Providing appropriate interactions between learner and e- Learning system is an essential factor of a successful e-Learning system. Although many interaction functions are employed in multimedia Web-based Instruction content, learner experience a lack of similar feedbacks from educators in real- time due to the limitation of Human-Computer Interaction techniques. In this paper, an emotion recognition system via learner facial expressions has been developed and applied to a tutoring system. As human educators do, the system observes learners' emotions from facial expressions and provides any or all pertinent feedback. And various feedbacks can bring to motivations and get rid of isolation from e-Learning environments by oneself. The test results showed that this system may provide significant improvement in terms of interesting and educational achievement.

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A Qualitative Analysis of Affective Components Influencing the Teaching of Computer Education (컴퓨터교과교육의 교수활동에 영향을 미치는 교사의 정의적 요소 분석)

  • Kim, Hye Jeong;Kim, Hong-Rae
    • The Journal of Korean Association of Computer Education
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    • v.11 no.3
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    • pp.21-32
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    • 2008
  • The purpose of this study was to explore components of affective domains for teaching activities regarding computer education in elementary school. In addition, we investigated various influences on the components from teachers' responses. This paper included qualitative data collected from a total of thirteen teachers. Using qualitative analysis methods, we identified teachers' positive and negative emotions, attitudes, self-efficacy, expectations, interests, and internal and external motivations as well as various influences on the affective components. Therefore, we emphasize the importance of teachers' cognitive domains as well as affective domains to achieve the goals of the teaching of computer education. This study will contribute to research pertaining to the affective domains supporting successful teaching of computer education.

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Emotion Changes during Virtual Bowling Game: An EEG Study on Hemispheric Asymmetry (가상현실볼링 수행에 따른 정서변화: 대뇌반구 비대칭 연구)

  • Shin, Kyeong-Sik;Kim, Jin-Gu;Ryu, Kwang-Min
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.49-56
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    • 2017
  • The purpose of this study was to investigate the effects of virtual reality bowling on emotional changes using EEG (Electroencephalogram). Sixteen bowling players who have at least three years of experiences in bowling participated in this study. Their aged ranged from 26 to 35 years old with a mean age of 29.6 years. The frontal lobes (Fp2-Fp1, F4-F3, F8-F7) of each player were measured while subjects were performing five games of bowling. And after performing every frame, their emotion was measured immediately with Visual Analogue Scale. The data were analyzed by one-way analysis of variance to test differences in the alpha value of each region of the frontal lobes. The dependent variable is the alpha power of the cerebral asymmetry. The results showed that players who scored a strike showed higher VAS values than those who missed the spares or cleared the spares; those who cleared spares showed higher VAS values than those who missed spares In addition, with respect to frontal R-L asymmetry score, the alpha-wave of the left frontal lobe was activated when scoring a strike and clearing spares and the alpha-wave of the right frontal lobe was activated when missing spares. In conclusion, the results of this study demonstrated that success or achievement in competition gives rise to positive emotions and vice versa. This study neurophysiologically proved that performance outcomes during a competition directly influence players' emotion and brain waves.

Identification of Variables as the Effects of Integrated Education Using the Delphi Method (통합교육의 효과변인 추출을 위한 델파이 연구)

  • Yoon, Heojoeng;Kim, Jiyoung;Bang, Dami
    • Journal of The Korean Association For Science Education
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    • v.36 no.6
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    • pp.959-968
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    • 2016
  • In this study, the Delphi Method was conducted to extract variables as effects of integrated education. Forty-six experts engaged in both the integrated education and research fields participated in this study. The Delphi survey was conducted for three rounds. In the first round, an open questionnaire was given asking variables possibly considered as effects of integrated education. In the second round, variables induced from analysis of the first survey results were given and the degree of agreement for each variable was determined according to the Likert scale. In the third round of the survey, mean, standard deviation, and the first and third quartile calculated using the results of the second survey were given to experts to determine their degree of assent. In addition, categories for variables were suggested. The degree of agreement for appropriateness of categorization and relative importance were determined As a result, a total of 18 variables were chosen except for career awareness. They were categorized according to their definition and properties into five categories: 'creativity' (flexible thinking, associative thinking, intuitive thinking, creative thinking), 'problem solving' (meta-cognition, problem recognition and solving, critical thinking, decision making ability, ability of knowledge application, knowledge and information processing skills), 'integrative perception and sensitivity' (concern and interest in various disciplines, understanding and acceptance of difference, integrative thinking), 'interpersonal relations' (communication skills, cooperation), and 'disciplinary literacy' (humanistic imagination, basic knowledge and literacy of each discipline, academic motivation). The degree of agreement was high in variables included in 'creativity' and 'problem solving' categories and the frequency of choosing the importance was high in variables included in 'integrative perception and sensitivity'. The educational implication related to implementation and practice of integrated education were discussed on the basis of results.

A study on the package design approach on sensitive (감성소구에 있어서 포장디자인 연구- 베이커리 제품 중심으로)

  • 장욱선
    • Archives of design research
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    • v.14 no.2
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    • pp.117-126
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    • 2001
  • Dietary life is said to be consummated even to a phase of art from phase of survival, recognition, selection and preference. Dietary life, from a sheer earing, is now transforming itself into a joy, and therefore, function of foodstuff packaging demand diversification rather than a simple packaging. Recently, socio-economic environment is showing conspicuous changes in that there are increasing number of working couples nuclear family, old-age population, social activity and improvement of living standards. Such a change in the living environment has much impact on our dietary life. Particularly, an age when cake and cookies of western origin were all but strange is gradually phasing out, while it is deemed to be improper to overlook the fact that bread and cakes are solidifying their position as part of foodstuff meanies for on dietary life. Of cakes and cookies, cakes have come to enjoy a position whereby they are regarded as part of an imperative for family banquets, various get-together and birthday celebration, etc., with a significant improvement that caters to our taste vis-a-vis an stage of introduction of cakes. At the time when reined foreign bakeries, one after another , are contemplating to make an inroad into Korea, and when the distribution market is to be opened fully in July of 1993, Korea bakeries that have been building up their position within the domestic market are expected to face a considerable number of difficulties. Accordingly, under such circumstances of the time text we are in it is attempted in this study to map out measures that may contribute to the strengthening of the products of business enterprises and improvement of corporate image that may appeal to feeling and emotions of consumers packaging that could attain objectives, and package design planning that, as an important factor for playing its own share in the restoration of humanism that is being alienated, may appeal to consumer sensitivity, rather than packaging that is being utilized merely as tool designed for marketing

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Development of Convergence Education Program for Elementary School Gifted Education Based on Mathematics and Science (초등학교 영재교육을 위한 수학·과학 중심의 융합교육 프로그램 개발)

  • Ryu, Sung-Rim;Lee, Jong-Hak;Yoon, Ma-Byong;Kim, Hak-Sung
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.217-228
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    • 2018
  • The purpose of this study is to develop STEAM program for gifted education by combining educational contents of humanities, arts, engineering, technology, and design into various subjects, focusing on mathematics-science curriculum of elementary school. The achievement standards and curriculum contents of elementary mathematics-science curriculum were analyzed while considering 2015 revised national curriculum. And then, a 16 class-hour convergence education program consisting of 3-hour block time was developed by applying the STEAM model with 4 steps. The validity of the program developed through this process was verified, and four educational experts evaluate whether the program can be applied to the elementary school. Based on the evaluation results, the convergence education program was finalized. As a result of implementing the gifted education program for mathematics-science, students achieved the objectives and values of convergence education such as creative design, self-directed participation, cooperative learning, and interest in class activities (game, making). If this convergence education program is applied to regular class, creative experiential class, or class for gifted children, students can promote their scientific creativity, artistic sensitivity, design sence, and so on.