• Title/Summary/Keyword: 소통상황

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An Instructional Design of STEAM Programs using 3D Printer and Analysis of its Effectiveness and Satisfaction (3D 프린터를 활용한 융합인재교육 프로그램 개발 및 효과성과 만족도 분석)

  • Bae, Youngkwon;Park, Phanwoo;Moon, Gyo Sik;Yoo, Inhwan;Kim, Wooyeol;Lee, Hyonyong;Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.475-486
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    • 2017
  • The purpose of this study is to develop the STEAM program using 3D printer and to verify its effectiveness and students' satisfaction in order to draw implications and suggest the future directions. To design the alternative instructional framework utilizing the 3D printer, we used the learning standards of 'presenting the situation', 'creative design', and 'emotional experience' for the 3rd to 4th grade and 5th and 6th graders in elementary school. As a result of the experiment, statistically significant results were obtained about 'interest', 'care and communication', 'self-directed learning', 'career choice for science and engineering'. According to the students' satisfaction survey, students responded that they are interested in general, they can learn various subjects in relation to existing the regular classes, and that they have lots of making and experiencing activities.

e-Learning Contents Development as Social Negotiation Perspective: A Case Study of Program Development for the Public Sector Officials' Case Management (사회적 협상 관점의 e-Learning 콘텐츠 개발: 사례관리 담당 공무원을 위한 프로그램 개발 사례연구)

  • Kim, In-Sook;Jin, Sun-Mee
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.519-527
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    • 2011
  • The e-Learning program is a multimedia data program consisting of texts, images, animation, audio and video. The development of an e-Learning program requires time and is a complex process, requiring cooperation and open-communication between all parties involved, particularly in the event of a problem. This study will analyze the e-Learning contents development process from the Social Negotiation Perspective. An appropriate process for the development of the program and effective decision-making guidelines for those parties involved will be recommended. Participants' viewpoints regarding program development and guidelines were studied qualitatively, while the evaluation of developed content employed both qualitative and quantitative research. The study found the following results. First, the development of an e-Learning program requires a clear goal and purpose. Second, the target group must be clearly identified. Third, all parties involved must share in the development process and its outcomes. Fourth, the party requesting the program must allocate the appropriate time and budget for the development group. Finally, the project requires a strong, capable leadership for effective decision-making.

User Centered Design and Development Strategies for Participatory Learning Media (사용자중심의 참여 미디어 교육시스템 프로토타입 개발 전략)

  • Ahn, Mi-Lee;Cho, Y.C.;Hwang, Y.J.;Cha, H.J.;Kim, H.J.
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.926-932
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    • 2009
  • Recently many research reports on effective use of mobile devices for museums to provide information on displayed artifacts providing individualized learning space, collaborative learning, and discovery learning, Such devices have many possibilities to support learning as a participatory media and social network. Mobile devices are used, however, limited for its usability and lack in providing expected learning experiences. It offers one-way interaction and they are often limited in providing customized services for different patrons to experience learning and entertainment. In this research, we have adopted user centered design approach to identify the needs and possible usage of PDA system in the museum. Research methods include contextual observation and inquiry with symbolic interactionism for qualitative research and its epistemology. We have developed conceptual model with scenario and storyboard method, and developed vertical prototype with Flash.

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The Legal Study on the Demonstration-on-sea (해상시위의 기본권성과 집시법적용가능성 고찰)

  • Lee Kee-Chun
    • Journal of Navigation and Port Research
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    • v.29 no.3 s.99
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    • pp.235-244
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    • 2005
  • A new type qf demonstrations in the temporal and spacial aspects, such as accidental and unprepared demonstration, urgent assembly, demonstration-on-sea, demonstration-on-highway, and etc., which are not intended in the Law of Assembly and Demonstration, are becoming a social problem Especially, the law on demonstration-on-sea needs to be discussed further because it is not clear if the Law of Assembly and Demonstration is applicable here. If so, how can it be explained logically? Or, if not so, which law should be applied to this context? So far, various theories on demonstration-on-sea have been opposed aggressively vs. submissively. However, it should be guaranteed that the demonstration on sea is one of the constitutional rights based on the self-decision right of demonstration's place. Accordingly, these contents have to be interpreted with a concept of demonstration in Demonstration's law in coordination with the Constitution. Therefore, it is not persuasive that Demonstration's law is analogized, or general police law is applied, to such untypical demonstrations. In addition, taking into consideration a demonstrative function for minority under modem situation of demonstration, it is right to apply the Law of Assembly and Demonstration to the demonstration-upon-sea directly.

Two-phases Hybrid Approaches and Partitioning Strategy to Solve Dynamic Commercial Fleet Management Problem Using Real-time Information (실시간 정보기반 동적 화물차량 운용문제의 2단계 하이브리드 해법과 Partitioning Strategy)

  • Kim, Yong-Jin
    • Journal of Korean Society of Transportation
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    • v.22 no.2 s.73
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    • pp.145-154
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    • 2004
  • The growing demand for customer-responsive, made-to-order manufacturing is stimulating the need for improved dynamic decision-making processes in commercial fleet operations. Moreover, the rapid growth of electronic commerce through the internet is also requiring advanced and precise real-time operation of vehicle fleets. Accompanying these demand side developments/pressures, the growing availability of technologies such as AVL(Automatic Vehicle Location) systems and continuous two-way communication devices is driving developments on the supply side. These technologies enable the dispatcher to identify the current location of trucks and to communicate with drivers in real time affording the carrier fleet dispatcher the opportunity to dynamically respond to changes in demand, driver and vehicle availability, as well as traffic network conditions. This research investigates key aspects of real time dynamic routing and scheduling problems in fleet operation particularly in a truckload pickup-and-delivery problem under various settings, in which information of stochastic demands is revealed on a continuous basis, i.e., as the scheduled routes are executed. The most promising solution strategies for dealing with this real-time problem are analyzed and integrated. Furthermore, this research develops. analyzes, and implements hybrid algorithms for solving them, which combine fast local heuristic approach with an optimization-based approach. In addition, various partitioning algorithms being able to deal with large fleet of vehicles are developed based on 'divided & conquer' technique. Simulation experiments are developed and conducted to evaluate the performance of these algorithms.

Study on the Development of Convergence Class Model about Marketing and Business English in Mongolia University (몽골 대학에서 상업영어와 마케팅 교과간 융합수업 모형 개발에 관한 연구)

  • Bayarmaa, Natsagdorj;Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.610-616
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    • 2018
  • A variety of creative convergence education studies have been conducted around the world, but the study of creative convergence education based on problem-oriented learning is insignificant. STEAM education development research for engineering human resources also recognizes important factors like ethics awareness and consideration, cooperation, leadership, and communication skills. This study developed a model of interdisciplinary classes between marketing and commercial English classes as a way to effectively learn to cultivate the creative and fusion talents required by modern society. A model was developed for the process of convergence classes to be developed for evaluation after class by designing courses, selecting subjects, designing classes, drawing questions, and developing problems, as well as for discussion of pre-convergence courses, class performance, and class evaluation. The Mongolian university discussed in this paper plans to introduce a suitable educational environment by developing a problem for interdisciplinary classes in marketing and business English. Based on the need to nurture talent required by the rapidly changing knowledge-based society, Mongolian universities should continue the strategy of fostering creative convergence talent through the convergence of technology. This is because creativity is the most important thing in the current situation.

A Criticism of John Hick's Copernican Revolution (존 힉의 코페르니쿠스적 혁명 비평)

  • Je, Haejong
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.494-504
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    • 2014
  • This is a study of Hick's self-described Christological 'Copernican revolution.' Since Hick as a former Christian theologian did not want to reject one of the core Christian doctrines(incarnation), he presented his copernican revolution in terms of Agape Christology, an inspiration Christology and myth Christology through his Christological reinterpretation. Thus Hick's Christologies that are developed gradually are discussed and evaluated chronologically. First, agape Christology understands that the incarnation is taking place all the time in different degrees everywhere. As a result agape Christology makes Jesus as a mere human being. Second, an paradox of grace or inspiration Christology views the incarnation as the Spirit of God enabling people to fulfill the will of God by their free responses. This Christology assumes that divine incarnation can occur anywhere and anytime in any person. Thus, according to this, Jesus is not literally God incarnate as Christian claims. Third, myth Christology views that the incarnation is not literal but mythological. Though he prefers to use metaphor in his later writings because it has a more positive connotation than myth, myth and metaphor have one thing in common: they are neither literal nor historical. Hick's mythological Christology implies the denial of Jesus Christ as God incarnate. Accordingly, the researcher must conclude that Hick's Christology as copernican revolution cannot said to be a perfect solution for today's religious situation, even though it was a sincere try to communicate with pluralistic world.

Review of Research Trends on Virtual Reality-Based Intervention for Students with Autism Spectrum Disorders and Intervention Characteristics (자폐 범주성 학생을 위한 가상현실 기반 중재 연구동향 및 중재 특성 고찰)

  • Yang, Yi;Lee, Suk-Hyang;Suh, Min-Kyung
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.623-636
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    • 2017
  • The use of virtual reality(VR)-based interventions for students with autism spectrum disorders(ASD) has received special attention as evidence-based practices for its feasiblity, practicality, and appropriateness. However, there is little research to investigate the effects of VR-based intervention for students with ASD in Korea. This study identifies and reviews studies applying VR-based interventions. In total, 13 experimental studies were found that examine the effects of VR interventions published from 1990 to 2016. The selected studies were analyzed by 6 variables including publication year, participants, research design, independent variable, dependent variable, and outcome. The results of this study showed the feasibility of the implementing VR-based interventions in various age group students with ASD. In addition, the utilization of VR techniques was particularly effective in improving a wide range of social communication skills including facial recognition, empathy, joint attention, understanding social context, and resolving issues due to limited cognitive abilities. Several recommendations for the future study on VR-based intervention for students with ASD such as interdisciplinary approach to VR-based interventions, support needs regarding characteristics of ASD, generalization and maintenance of acquired technology, and consideration for participants' cultural background. were discussed.

Influencing Factors on Knowledge Adoption of Administrator in an Online Idea Proposal Community: Focusing on the Tourism Idea Bank of Korea Tourism Organization (온라인 아이디어 제안 커뮤니티에서 담당자 지식수용에 영향을 미치는 요인: 한국관광공사 관광아이디어뱅크 게시판을 중심으로)

  • Park, Jong-Won;Koo, Chulmo;Yang, Sung-Byung
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.1-17
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    • 2016
  • Recently, although many government agencies, including the Korea Tourism Organization, have been operating two-way interactive online idea proposal communities in order to reflect the various ideas of citizens in business, the utilization rate is still extremely low due to the lack of public's understandings and management's commitments. Therefore, based on previous studies on the characteristics of information quality, this research (1) derives key factors constituting idea quality in the context of online idea proposal communities, (2) classifies them into the content cues (value-added, relevancy, originality, and completeness) and the non-content cue (amount of writing) according to the heuristic-systematic model, and (3) finally validates how these content/non-content cues influence the knowledge adoption of administrators in an online idea proposal community. The findings of the structural equation modeling analysis with all of the 240 completed idea proposals in the 'Tourism Idea Bank' of Korea Tourism Organization reveal that, among content cues, value-added, relevancy, and originality have a significant effect on knowledge adoption. Moreover, it is also found that amount of writing as a non-content cue has a positive moderation effect on the relationships between originality and knowledge adoption.

Study of the Image Design Components of Urban Landscape Media Facade (도시경관 미디어파사드의 영상디자인 구성요소 연구)

  • Yu, Jung-Sun;Chung, Jean-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.11
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    • pp.6478-6483
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    • 2014
  • Media facades project images on the external walls of a building as a screen. Such facades can recover the cultural emotions of users tired of a high level of market competition in urban spaces and develop into urban aesthetics and be reinterpreted as an image design as the city becomes a topic as well as the target projected. From a cultural perspective, the artistic possibility and strengthening of publicness of media facades are discussed. One of the considerations is that it should be the medium communicating with the building or surrounding of the projected target. Urban landscape media facades, such as 2014 Gwanghwamun media facade, 2014 Sejong Center for the Performing Arts media facade and 2013 Namsan media facade were compared and analyzed. As a result, four types of image design components could be derived such as motifs, concepts, stories and projection types. Media facade, which is establishing itself as a new technological genre beyond canvas and theater screens, should contain messages, themes and technological advances as a higher level of the urban symbolic art form in the future. This paper derived the components of image design through the comparative analysis of symbolic urban landscape media facade.