• Title/Summary/Keyword: 실험참여수준

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The Practicability of the Sample Course Evaluation System through Simulation (모의실험을 통한 표본 강의평가제의 실현 가능성 탐구)

  • Kim, Yong-Tae;Kim, Seong-Yoon;Lee, Sang-Jun
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.468-475
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    • 2018
  • The current system of making course evaluations mandatory in universities in Korea in order to supplement low participation levels is a major hindering factor for the validity of the evaluation results due to students' insincere responses. This study points out the problems in course evaluations that are in the form of surveys and instead proposes a sample course evaluation system that utilizes a sample mean to deduce a population mean, attempting to prove through simulation that this is statistically significant. Thus, small, medium, and large scale courses as well as cyber courses that were available in S University in the fall 2016 semester were set as the population, and each course's evaluation average grade was set as the population mean. Furthermore, we used the average grade and standard deviation of the same courses from the previous year in order to decide the sample number, the reliability level was set as 95%, and the margin of error was set as ${\pm}0.25$. As a result of carrying out a simulation using the data analysis tool R, all the courses (small scale, medium scale, large scale, and cyber) showed to have a reliability level close to 95% including the population mean, and consequently practicality of the representative sample course evaluation system was proven.

The Effect of Digital Storytelling Type on the Learner's Fun and Comprehension in Virtual Reality (가상현실에서 디지털 스토리텔링 형태가 학습자의 재미와 이해에 미치는 영향)

  • Shin, Bok-Jin;Park, Hyung-Sung
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.417-425
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    • 2008
  • The purpose of this study is to explore the educational potential of digital story telling in Second Life with three-dimensional virtual reality. Virtual reality such a Second Life can provide to learner chance with the rich learning environment through fidelity. In this study, we have been measured the fun and comprehension among three groups on digital storytelling types. Through the result of experimental, comprehension was no significant but fun was different among three groups on storytelling. we have the result that experiential activity in virtual reality that provide to get the identification as a main character, good environment is influenced the fun to learner via engagement facilitation.

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Analyzing drivers' visual response variation in very long expressway tunnel ; the Yuksimnyeong tunnel (장대터널에서의 운전자 시각각성변화 분석연구 (육십령터널을 대상으로))

  • Kim, Ju-Yeong;Kim, Hyeon-Jin;Jang, Myeong-Sun
    • Journal of Korean Society of Transportation
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    • v.27 no.1
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    • pp.17-25
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    • 2009
  • This research analyzed the changes of drivers' visual workload with beta wave of bionic signals from brain's occipital lobe from entrance to exit section of the Yuksimnyeong tunnel which is 3.1km long in Daejeon-Tongyeong section of Jungbu expressway. There are 10 subjects who Participate our experiments and the results are as follows. First. the drivers' visual workload is higher about 41% in entrance section of the tunnel than 200m in advance of the section of the tunnel. Second, it is higher than 200m in advance of the section of the tunnel by 34.5% that the value of the drivers' visual workload who is driving in the tunnel. Third, as a result of analyzing the tunnel into 200m unit section, it is statistically different from other sections' at the 1.0km and 2.4km section from the entrance of the tunnel. If drivers sustain average visual workload for safe driving in very long tunnel, it's not desirable environment that drivers' visual workload goes under the average workload. Therefore, it would be the section where drivers who is driving in tunnel could cause a traffic accident.

Development of RPG-based Cognitive Behavioral Group Therapy for Reducing Delinquency in Adolescents (청소년의 비행 문제 감소를 위한 롤플레잉게임형식 인지행동 집단치료 프로그램의 개발)

  • Bae, Seonghoon;You, Sungeun
    • Korean Journal of School Psychology
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    • v.16 no.3
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    • pp.471-499
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    • 2019
  • The purpose of this study was to develop a program that reduces adolescent delinquency and enhances adolescents' social problem-solving, emotional regulation, and self-control skills and to assess the effectiveness of the program. The program was administered in the form of a role-playing game ("RPG") to increase the participants' motivation to participate in and the effectiveness of the therapy. The subjects in this study were 36 adolescents who engaged in delinquent behavior and their 18 homeroom teachers in middle schools located in Seoul and Gyeonggi Province. The subjects were randomly assigned to the experimental group or the comparison group. The experimental group received the proposed RPG-based cognitive behavioral group therapy while comparison group received problem-solving group therapy. Teachers in the experimental group were educated about how to guide their students following each therapy session while teachers in the comparison group did not receive any education. The dependent variables in this study were incidences of delinquent behavior and social problem-solving, emotional regulation, and self-control skill level. Each variable was assessed before treatment, immediately after the end of the full treatment program, and two months after the end of the full treatment program. At the end of the full treatment program, the experimental group engaged statistically significantly in fewer delinquent behaviors and displayed statistically significantly higher levels of social problem-solving, emotional regulation, and self-control skills than the comparison group. These differences persisted until the assessment two months after the end of the full treatment program. Moreover, the experimental group reported higher levels of satisfaction with the treatment program than the comparison group. The findings of this study suggest that this RPG-based cognitive behavioral group therapy program is effective at reducing adolescent delinquency, improving adolescents' social and emotional management techniques and strategies for avoiding delinquency, and in motivating delinquent adolescents to engage more actively in treatment.

A Practice and Evaluation of New In-Service Training Program for Science Teachers about Computer Inquiry Experiments Using Interface and Probes in Chemistry (컴퓨터 인터페이스와 센서를 이용한 화학 탐구 실험 연수 프로그램의 실기와 평가)

  • Ree, Jong-Baik;Park, Jong-Won;Oh, Hee-Gyun;Moon, Kyung-Hwan
    • Journal of the Korean Chemical Society
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    • v.44 no.3
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    • pp.258-265
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    • 2000
  • This study was designed to evaluate the effectiveness of an in-service training programusing computer interface and probes for science odified by 9 science teachers Then,27 science teachers participated in the 5 days of in-service training, which ran for three hours a day. The questionnaire for investigating the effectiveness of the program after the training showed that many teachers (1 ) voluntarily participated in this program with internal motivation,(2) were satished with the level of program difficulty, professionalism of lecturer, and classroom environment,(3) gave positive responses about the achievement of the purposes of this program,(4) showed strong intention for applying this program to their school teaching.

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Effects of Floss Band on Ankle Joint functional Range of Motion and gait ability (발목관절에 플로스밴드 적용이 기능적 관절가동범위와 보행능력에 미치는 영향)

  • Moon, Byoung-Hyoun;Kim, Ji-Won
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.419-425
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    • 2021
  • The objective of this study is to verify the effects of the application of flossband to the ankles of healthy adults on the functional range of ankle and walking ability. Total 20 people participated in the experiment, and through the randomization, one foot was set up as experimental side while the other foot was set up as control side. To analyze the two factors(before/after intervention/experimental side and control side), the two way-repeated ANOVA was conducted. The significance level was set up as 0.05. In the results of this study, compared to the control side, the experimental side showed significant increase in WBLT and heel strike(p=.05). In the test before/after intervention, the experimental side showed significant increase in WBLT, heel strike, and toe off(p=.05). The control side showed significant increase in toe off(p=.05). Thus, the application of floss band on ankle joint performed in this study would be helpful for improving the functional range and walking ability in the sports & rehabilitation field.

The effects of combined exercise training 12weeks on body composition and basic physical strength in obese college women (12주간 복합운동이 비만 여대생의 신체조성 및 기초체력 향상에 미치는 영향)

  • Kim, Won-Hyun;Kim, Seung-Suk
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.471-478
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    • 2016
  • The purpose of this study is to analyse the effect of 12-weeks of combined training on body composition and basic physical strength of obese female college students. The research object was composed of 12 obese female college students of D University, who learned the purpose of this research enough and wrote the consent form of voluntary participation, who have no medical history and currently no special disease, and no experience in regular exercise. They underwent body composition inspection, left right grasping power which is the basic physical strength, back muscle strength, flexibility, rapidity, muscle endurance, and the researcher performed descriptive statistics to calculate the average standard deviation, and analyzed to verify difference between groups by using paired t-test. With statistical significance level p<.05, the results are as follows. Obese female college students showed meaningful differences in weight, skeletal muscles, body fat volume and left right grasping power, back muscle strength, rapidity(p<.05) - flexibility and muscle endurance(p>.05).

Effect of Complex-exercise on Diabetes Outbreak Prediction Rate, Body Composition and Vascular Compliance in Obese smokers (비만흡연자의 복합운동이 당뇨발생예측률 및 신체조성, 혈관탄성에 미치는 영향)

  • Kim, Seung-Suk
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.587-595
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    • 2014
  • This research aimed at analyzing the influence of complex-exercise on diabetes outbreak prediction rate, body composition and vascular compliance in obese smokers and suggesting effective exercise program for obese smokers' healthy life. The research object was composed of the 20 employees, obese smokers in their age of 40s, of T company, which is the subcontractor of H company in D Metropolitan City, who learned the purpose of this research enough and wrote the consent form of voluntary participation, who have no medical history and currently no special disease, as well as no experience in regular exercise. The researcher conducted an inspection on diabetes outbreak prediction rate and body composition, vascular compliance, also, implemented descriptive statistics to calculate the average and standard deviation before the test and after implementing 12 weeks' complex-exercise program, and verification on the difference between before after the test was analyzed by using Paired t-test. With statistical significance level p<.05, the research results are as follows. after participating in 12 weeks' complex-exercise program, diabetes outbreak prediction rate, weight, body fat percentage, skeletal muscle mass, abdominal fat rate and vascular compliance showed statistically meaningful level of change in upper extremities(right hand, left hand), nether extremities(right foot, left foot) p.<05.

Effect of Cognitive Affordance of Interactive Media Art Content on the Interaction and Interest of Audience (인터랙티브 미디어아트 콘텐츠의 인지적 어포던스가 관람자의 인터랙션과 흥미에 미치는 영향)

  • Lee, Gangso;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.9
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    • pp.441-450
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    • 2016
  • In this study, we investigate the effect of the level of cognitive affordance which explains an explicit interaction method on the interest of viewers. Viewer's recognition of the interaction method is associated with cognitive affordance as a matter of visual-perceptual exposure of the input device and viewer's cognition of it. The final goal of the research on affordance is to enhance the audience participation rather than the smooth interation. Many interactive media artworks have been designed with hiding the explicit explanation to the artwork due to worry that the explicit explanation may also hinder the induction of impressions leading the viewer to an aesthetic experience and the retainment of interest. In this context, we set up two hypotheses for study on cognitive affordance. First, the more explicit the explanation of interaction method is, the higher the viewer' understanding of interaction method is. Second, the more explicit the explanation of interaction method is, the lower the interest of the viewer is. An interactive media art work was manufactured with three versions which vary in the degree of visual-perceptual information suggestion and we analyzed the participation and interest level of audience in each version. As a result of the experiments, the version with high explicitness of interaction was found to have long time spent on watching and high participation and interest of viewers. On the contrary, the version with an unexplicit interaction method was found to have low interest and satisfaction of viewers. Therefore, regarding usability, the hypothesis that a more explicit explanation of interaction would lower the curiosity and interest in exploration of the viewer was dismissed. It was confirmed that improvement of cognitive affordance raised the interaction of the work of art and interest of the viewer in the proposed interactive content. This study implies that interactive media art work should be designed in view of that the interaction and interest of audience can be lowered when cognitive affordance is low.

The Effects of Pedagogical Agents Realism on Persona Effect and Cognitive Load Factors in Cross-use of Printed Resources and Mobile Device (인쇄자료를 활용한 모바일 학습에서 에이전트의 사실성 수준이 의인화 효과 및 인지부하요인에 미치는 영향)

  • Ryu, Jee-Heon;Yu, Jee-Hee
    • The Journal of Korean Association of Computer Education
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    • v.15 no.1
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    • pp.55-64
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    • 2012
  • The purpose of this study is to identify how realism of pedagogical agent can have impacts on persona effect and cognitive load factors. Eighty-two college students participated, and the independent variables of this study were the degree of image details and presence of gesture. The degree of image details were picture, illustration, and line-drawing. The $3{\times}2$ factorial design was applied. There was a significant interaction effect on the engaging of agent persona instrument. When the learners were under the condition of line-drawing agent without gesture, they showed the highest score on engaging of the agent persona instrument. Regarding the cognitive load factors, when learners under the condition of line-drawing showed the highest score of self-evaluation.

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