• Title/Summary/Keyword: 수행과제 개발 도구

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Does sports intelligence, the ability to read the game, exist? A systematic review of the relationship between sports performance and cognitive functions (게임을 읽는 머리, 스포츠 지능이 존재하는가? 스포츠 수행과 관련된 인지기능에 관한 문헌고찰)

  • Yongtawee, Atcharat;Park, Jin-Han;Woo, Min-Jung
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.325-339
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    • 2021
  • The purpose of the study is to examine sports-related cognitive functions through a systematic review and to suggest effective instruments to measure the cognitive functions. The present study was conducted based on the systematic review and meta-analysis protocol-the PRISMA. Of 429 articles searched through keywords from 2008 to 2020, 45 articles that met the selection criteria were analyzed. It was revealed that athletes had better cognitive functions than non-athletes, that the higher the sports expertise was, the higher the cognitive functions, and that there were differences in cognitive functions according to the sport types. The primary cognitive functions related to sports performance summarized as executive functions (inhibition ability, cognitive flexibility), information processing speed, spatial ability, and attention. As tasks for measuring each cognitive function, a stop signal task for inhibition ability, a design flexibility task for cognitive flexibility, a simple and choice reaction time test for information processing, a mental rotation task for spatial ability, and an attention network test for attention are appropriate.

Earned Value based Construction Project Control System (Earned Value 기반 프로젝트 관리체계 및 사례연구)

  • Lee Yoo-Seob;Cho Chang-Yon;Oh Kyu-Hoan;Kim Jung-Hun
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • autumn
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    • pp.123-130
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    • 2002
  • Project plan and control is a highly skilled task which is vital for business success, and Project control systems are important for successful project execution. To support construction process management effectively, an integrated cost and schedule control function is required to collect quality data in a timely manner and to provide quality historical data for future planning of new projects. In Korea construction industry, the development and implementation cases of a project control system which to efficiently support construction project planning and controlling processes, have been increased to ensure a project success and the profitability of a construction company. To contribute to improving practical effectiveness of a project control system, the paper reviewed and analyzed the current trends and functional features of current project control systems. And it also described the pending issues and their solutions faced on previous project control systems.

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Earned Value based Construction Project Control System (EV기반 공사관리시스템 기능의 비교분석 연구)

  • Lee Yoo-Seob
    • Korean Journal of Construction Engineering and Management
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    • v.5 no.1 s.17
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    • pp.168-174
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    • 2004
  • Project plan and control is a highly skilled task which is vital for business success, and Project control systems are important for successful project execution. To support construction process management effectively, an integrated cost and schedule control function is required to collect quality data in a timely manner and to provide quality historical data for future planning of new projects. In Korea construction industry, the development and implementation cases of a project control system which to efficiently support construction project planning and controlling processes, have been increased to ensure a project success and the profitability of a construction company. To contribute to improving practical effectiveness of a project control system, the paper reviewed and analyzed the current trends and functional features of current project control systems. And it also described the pending issues and their solutions faced on previous project control systems.

Collaborative Learning Supporting Agent for Facilitating Peer Interaction (상호작용 촉진을 위한 협력학습지원 에이전트)

  • Suh Hee-Jeon;Moon Kyung-Ae
    • The KIPS Transactions:PartA
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    • v.12A no.6 s.96
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    • pp.547-556
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    • 2005
  • Online collaborative teaming, which has emerged as a new type of education in knowledge-based society, is being discussed actively in the areas of action learning at companies and project-based learning and inquiry-based learning at schools. It regards as an effective method for improving learners practical and highly advanced problem solving abilities, and for stimulating their absorption into learning through pursuing common goals of learning together. Different from individual learning, however, collaborative learning involves complicated processes such as organizing teams, setting common goals, performing tasks and evaluating the outcome of team activities .Thus, it is difficult for a teacher to promote and evaluate the whole process of collaborative learning, and it is necessary to develop systems to support collaborative learning. Therefore, in order to monitor and promote interaction among learners in the process of collaborative learning, the present study developed an extensible collaborative teaming supporting agent (ECOLA) in online learning environments.

A Study on the Operation Aid Expert System for Activated Sludge Process (활성슬러지 공정에서의 조업지원용 전문가 시스템에 관한 연구)

  • Cho, Wook-Sang;Lee, Jin-Woo;Park, Sang-Jin;Won, Jong-Sik;Kim, Sang-Wook
    • Applied Chemistry for Engineering
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    • v.7 no.2
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    • pp.371-378
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    • 1996
  • A prototype of expert system which can support the operation for the municipal waste water treatment plant located at Kyoung-Ki Do, Kwang-ju Kun was developed and tested. This system provides (i) tracking the cause of the problem, (ii) analysis, and (iii) solution Knowledge-base consists of about 100 production-rules for the biological wastewater process, such as bio-reactor and final clarifier. Rules were obtained from the analysis of the problems such as sludge bulking. The system provides stable process control and management and effectively helps inexperienced operators with advanced and standard technologies. Future works will focus to develop a statistical process control model and associate with expert system. The control model can process the operation data statistically; analyze the relationship between affecting factors and control variables; and provide optimum operation parameters.

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Performance improvement of Software Build through Software Configuration Management and Work Information Reporting (소프트웨어 형상관리와 작업정보 리포팅을 통한 소프트웨어 제작 성능 향상)

  • Kim, Jeong-Il;Lee, Eun-Seok
    • The KIPS Transactions:PartD
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    • v.12D no.7 s.103
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    • pp.1039-1048
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    • 2005
  • A software configuration management(SCM) is essential for processing large scale project. The scope of SCM involves each developer's work space management, software building management, and development process control as wet] as version control. In this paper we focus on what parts should be controlled systematically for the optimized software build that is an important part of the SCM. We also analyze that to increase the efficiency of software build, what kind of configuration management information should be reported. Based on the analysis, we have actually designed and implemented a new reporting system and evaluated it. The evaluation includes comparative evaluation in efficiency based on the analysis about the related functions provided by existing tools and some additional qualitative evaluation through the questionnaires from stakeholders.

Analysis of the Learning Activities using Asexual Reproduction Learning Application for School Students with Special Needs in Middle School by the Cultural Historical Activity Theory (문화역사적 활동이론을 통한 중학교 특수교육 대상 학생의 무성생식 스마트러닝 활동 분석)

  • Kim, Ah-Ra;Jeong, Jin-Su;Kim, Yong-Seong;Moon, Dong-Oh
    • Journal of Science Education
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    • v.40 no.1
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    • pp.52-71
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    • 2016
  • The purpose of this study is to analyze the learning activities which use asexual reproduction learning application(app) of students with special needs through the Cultural Historical Activity(CHAT). The asexual reproduction learning app was developed for students with special needs, and analyzed the learning activities of students with special needs in perspective of CHAT. The app was developed as subsidiary study material for asexual reproduction inquiry learning. Main functions of the app were composed of concept learning, problem solving, video playing, and report writing. According the CHAT analysis, findings indicated that students with special needs as the subject were able to organize division of labor demonstrated in cooperative learning with the object to actively participate in the class by using the tool of an app. This study also showed effective teaching strategy for improvement of learning achievement and task behavior level of student with special needs.

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The difference of measurement results between the questionnaire and performance assessment of Pre-service teacher's TPACK competency (예비교사의 TPACK 역량 측정 설문과 수행평가 결과의 차이)

  • Choi, Kyeongsik;Paik, Seoung-Hey
    • Journal of The Korean Association For Science Education
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    • v.40 no.4
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    • pp.437-449
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    • 2020
  • The purpose of this study was to compare the results of the developed questionnaire and performance assessment for measuring TPACK competency of pre-service teachers. For this purpose, we developed the TPACK questionnaire for pre-service teachers. Then, through the performance assessment task and interview data related to the 'change of the moon and the celestial bodies', the TPACK competency of the pre-service teachers was analyzed and compared with the questionnaire results. The results of the questionnaire showed that PCK and TPK of the pre-service teachers were high, and the TCK and TPACK were relatively low. However, as a result of analyzing the performance assessment of pre-service teachers who showed low TPK in the questionnaire, it was found that the TPK was high. Conversely, as a result of analyzing the performance assessment of pre-service teachers who showed high TPK in the questionnaire, it was found that the TPK was low. In addition, as a result of analyzing the performance assessment of pre-service teachers who showed low TCK in the questionnaire, it was found that the TCK was very high. Conversely, as a result of analyzing the performance assessment of pre-service teachers who showed high TCK in the questionnaire, the actual TCK competency was found to be low. Although TPCK was high in the questionnaire, TPCK was found to be low through actual results of performance assessment. Through these results, it was confirmed that TPACK measurement tools measure self-efficacy rather than actual capability.

Analysis of Observation Characteristics by Cognitive Style : MEG Study (인지양식에 따른 관찰 특성 분석 : MEG 연구)

  • Yang, Il-Ho;Lee, Soon-Joo;Kim, Eun-Ae;Lee, So-Ree;Kwon, Suk-Won
    • Journal of The Korean Association For Science Education
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    • v.30 no.8
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    • pp.1097-1109
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    • 2010
  • The purpose of this study is to analyze the ERF components patterns of observers who have different cognitive styles using magneto-encephalography (MEG). The task was developed based on the CSA (Cognitive Style Analysis) program. Eight right-handed, healthy male college students participated in voluntarily. To investigate college students' ERF components during the task, an MEG system with block design was used to measure magnetic signals in their brains. For examining the observation characteristic by cognitive style, MEG ERF components were analyzed. As a result, four ERF components (M1, M2, M3, M4) were observed. Through the results of this study, the reason for different observation characteristics by cognitive styles was verified in the neurophysiological methods. This study will have implications to establish theories on scientific observation and cognitive styles.

A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.