• Title/Summary/Keyword: 의미지식

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A Model of Mathematics Classroom for Gifted Students Applying Social Constructivism (수학 영재 수업에서 사회적 구성주의 적용 방안)

  • Seo, Dong-Yeop
    • School Mathematics
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    • v.7 no.3
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    • pp.237-252
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    • 2005
  • This study aims to present a model of mathematics classroom for gifted students by applying the social constructivism. An important function of good materials is promoting students' conjectures and discussions actively, and the model is appropriate to these kinds of materials. This model includes four stages, i. e. forming the subjective knowledge, objectifying, forming the objective knowledge, individual re-forming. And the four stages form a cycle working continuously on more progressive materials. This study presents an example of the classroom for fifteen students of grade 6 on the properties of multiples. Students performed so active investigations, and structured the con-tents learned effectively.

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[ $Computer{\cdot}Information$ ] Use Curriculum toy Information Literacy Development (정보능력 개발을 위한 컴퓨터${\cdot}$정보 이용 교육과정 -교과 교육의 관점을 중심으로-)

  • Hahm Myung-Shik
    • Journal of the Korean Society for Library and Information Science
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    • v.33 no.3
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    • pp.127-144
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    • 1999
  • The purpose of this study is to develop information use curriculum for information literacy development of students. School education in information society needs the development of students' information capabilities, and the curriculum of Information use for it. As the speed that the knowledge learned in schools became useless, has been accelerated, the importance of ability to manage new information and knowledge has risen Information capability means capabilities to access, analyze, apply and evaluate information through various kinds of Information media such as printed information, audiovisual information, electronic communication information. experiences information. The information use curriculum is to develop information capabilities to inquiry new information with his own established knowledge, settle ali information tasks and create new information.

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Teachers' Decision and Enactment of Their Content Knowledge Assessed Through Problem Posing - A U.S. Case (문제 만들기를 통해 알아본 교사의 내용지식 사용에 대한 결정과 수행 - 미국 사례를 중심으로)

  • Noh, Jihwa
    • Communications of Mathematical Education
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    • v.31 no.2
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    • pp.153-166
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    • 2017
  • 164 preservice elementary teachers' decision and enactment of their knowledge of fraction multiplication were examined in a context where they were asked to write a story problem for a multiplication problem with two proper fractions. Participants were selected from an entry level course and an exit level course of their teacher preparation program to reveal any differences between the groups as well as any recognizable patterns within each group and overall. Patterns and tendencies in writing story problems were identified and analyzed. Implications of the findings for teaching and teacher education are discussed.

An Impact of IT Routines on Firm Performance (정보기술 루틴의 기업성과에 대한 영향)

  • Kim, Gi-Mun;Kim, Ki-Joo
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.3
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    • pp.77-92
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    • 2010
  • The purpose of this study is to explore how IT routines influence firm performances. To do this, a research model are proposed which includes 5 constructs: firm performance, business process performance, IT infrastructure flexibility, IT personnel knowledge, and IT routines. It is presumed that the IT routines enhance other IT capabilities (IT infrastructure flexibility and IT personnel knowledge) and subsequently business process performance which in turn influence firm performance. Then, with 243 firm level data, the proposed dynamics were empirically validated and tested using PLS. The study result revealed that all the routes proposed in the model are statistically significant.

A Language Model based Knowledge Network for Analyzing Disaster Safety related Social Interest (재난안전 사회관심 분석을 위한 언어모델 활용 정보 네트워크 구축)

  • Choi, Dong-Jin;Han, So-Hee;Kim, Kyung-Jun;Bae, Eun-Sol
    • Proceedings of the Korean Society of Disaster Information Conference
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    • 2022.10a
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    • pp.145-147
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    • 2022
  • 본 논문은 대규모 텍스트 데이터에서 이슈를 발굴할 때 사용되는 기존의 정보 네트워크 또는 지식 그래프 구축 방법의 한계점을 지적하고, 문장 단위로 정보 네트워크를 구축하는 새로운 방법에 대해서 제안한다. 먼저 문장을 구성하는 단어와 캐릭터수의 분포를 측정하며 의성어와 같은 노이즈를 제거하기 위한 역치값을 설정하였다. 다음으로 BERT 기반 언어모델을 이용하여 모든 문장을 벡터화하고, 코사인 유사도를 이용하여 두 문장벡터에 대한 유사성을 측정하였다. 오분류된 유사도 결과를 최소화하기 위하여 명사형 단어의 의미적 연관성을 비교하는 알고리즘을 개발하였다. 제안된 유사문장 비교 알고리즘의 결과를 검토해 보면, 두 문장은 서술되는 형태가 다르지만 동일한 주제와 내용을 다루고 있는 것을 확인할 수 있었다. 본 논문에서 제안하는 방법은 단어 단위 지식 그래프 해석의 어려움을 극복할 수 있는 새로운 방법이다. 향후 이슈 및 트랜드 분석과 같은 미래연구 분야에 적용하면, 데이터 기반으로 특정 주제에 대한 사회적 관심을 수렴하고, 수요를 반영한 정책적 제언을 도출하는데 기여할 수 있을 것이다

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Analysis of inter-disciplinarity on renewable energy research (지식흐름 관점에서 신.생에너지연구의 학제간 다양성 분석 -태양전지 연구를 중심으로-)

  • Kim, Minji;Park, Junggyu
    • 한국신재생에너지학회:학술대회논문집
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    • 2010.11a
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    • pp.141-141
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    • 2010
  • 과학기술은 기술영역간의 관계를 통해 고유한 연구영역을 그리며 발달하며, 이는 학제의 다양성을 바탕으로 기존 기술들이 독특한 결합과정의 형성을 의미한다. 기술의 결합과정은 지식의 결합과정 관점으로 이해할 수 있다. 본 연구에서는 기존의 에너지산업과 다른 특성을 갖는 신 재생에너지의 기술발전경로를 '지식흐름'의 관점에서 탐색하여 신 재생에너지 연구의 학제 구조 및 다양성을 살펴보고자 한다. 계량서지학적 분석은 데이터 수집의 간편성 및 초기 연구결과물 분석에 적용할 수 있다는 장점에 의해 여러 분야에서 폭넓게 응용되어 왔다. 특히, A.L Porter(1984)에 의해 'citation'을 이용한 학제간관계 측정에 적용하여 계량서지학적 방법을 바탕으로 지식흐름을 관찰하는데 선구적인 방법을 제시하였다. 또한 Tijsen(1992)은 동시분류분석방법을 적용하여 네덜란드 에너지 연구분야의 학제구조를 분석하였고, Kajikawa(2007)은 에너지분야의 신기술인 태양전지와 연료전지에 한정하여 인용네트워크 분석을 수행하여 연구발전의 경향을 알아보았다. 이에 본 연구에서는 계량 서지학적 방법의 하나인 co-classification 방법론을 적용하여 태양광 분야 중 태양전지에 초점을 맞추어 학제 간 다양성 분석 연구를 수행 하였다. 태양광은 신 재생에너지 중 전후방연관 파급효과가 가장 큰 분야이며, 반도체 기반기술을 바탕으로 그 기술을 전개할 수 있기에 국내 산업과의 연관도가 높은 산업이다. 태양전지의 연구 동향 파악 및 고유의 연구영역을 도출을 분석하기 위한 기본 자료는 ISI의 'Web of Science'를 기반하여 수집하였다. 또한 태양광 연구의 연구구조 파악을 위하여 계량서지학분석의 하나인 'co-classification' 방법론을 추가적으로 적용하여 학제간의 분석을 수행하였다. 분석결과 1979-2009년까지의 태양전지 연구 논문 2,602개를 바탕으로 동시에 2개 이상의 SC를 포함한 논문은 총 논문의 51.8%이며, 출현한 SC는 65개로 분석되었다. 이 중 2개 이상의 SC가 동시에 출연한 횟수는 증가하는 경향을 가짐을 알 수 있었다. 이는 과학기술의 발전이 기술의 결합과정 또는 지식의 결합과정 관점으로 이해할 수 있음을 확인할 수 있었다.

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Building a Philosophy Ontology based on Content of Texts and its Application to Learning (텍스트 내용 기반의 철학 온톨로지 구축 및 교육에의 응용)

  • Chung, Hyun-Sook;Choi, Byung-Il
    • Journal of The Korean Association of Information Education
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    • v.9 no.2
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    • pp.257-270
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    • 2005
  • Researchers of humane studies including philosophy acquire knowledge from understanding of their texts. They spent a lot time and efforts to retrieve, read and understand many texts relevant to their research fields using a metadata-based text retrieval system. In this paper, we develop a philosophy ontology that enables researchers to retrieve knowledge in the content of texts of philosophy. Our philosophy ontology includes concepts and their hierarchical and associative relationships defined by philosophy researchers. We propose a methodology for constructing text-based ontology comprised of three phases and fourteen steps. This methodology may be used to construct another ontologies for learning. Also, we introduce a case study for applying our philosophy ontology to acquire and interchange knowledge of philosophy between a professor and students during philosophy classes.

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An Analysis of Elementary School Students' Informal Knowledge In Proportion (초등학생의 비례에 관한 비형식적 지식 분석)

  • Park, Sang-Eun;Lee, Dae-Hyun;Rim, Hae-Kyung
    • Communications of Mathematical Education
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    • v.24 no.2
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    • pp.345-363
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    • 2010
  • The purpose of this study is to investigate and analyze informal knowledge of students who do not learn the conception of proportion and to identify how the informal knowledge can be used for teaching the conception of proportion in order to present an effective method of teaching the conception. For doing this, proportion was classified into direct and inverse proportion, and 'What are the informal knowledge of students?' were researched. The subjects of this study were 117 sixth-graders who did not have prior learning on direct and inverse proportion. A total eleven problems including seven for direct proportion and four for inverse proportion, all of them related to daily life. The result are as follows; Even though students didn't learn about proportion, they solve the problems of proportion using informal knowledge such as multiplicative reasoning, proportion reasoning, single-unit strategy etc. This result implies mathematics education emphasizes student's informal knowledge for improving their mathematical ability.

Knowability Paradox and Defeater for Counterfactual Knowledge (지식가능성 역설과 반사실적 조건 명제에 대한 논파자)

  • Kim, Namjoong
    • Korean Journal of Logic
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    • v.17 no.1
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    • pp.109-136
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    • 2014
  • Every (semantic) antirealist accepts one or another form of verification principle. The principle has strong and weak forms, the strong form being highly counterintuitive but the weak one being more plausible. Understandably, antirealists have preferred the weak form of verification principle. Unfortunately, the socalled knowability paradox shows that those two forms are indeed equivalent. To solve this problem, Edgington suggests a yet new form of verification principle. Unfortunately, her new principle has its own difficulty. To overcome this difficulty, Edgington provides a new model of knowledge, according to which every true proposition is somehow associated with a known counterfactual conditional. In this paper, I shall argue that even this new model of knowledge confronts with an insurmountable problem. It is a well-known fact that, in the microscopic levels, some facts manage to occur despite very low physical chances. I will argue that the counterfactuals linked with those facts cannot be known due to the existence of epistemic defeaters. Hence, Edgington's knowledge model does not work in all cases.

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A Case study of Knowledge & Information Contents applied Gamification and Alternate Reality Game concepts (게이미피케이션과 대체현실게임 개념을 적용한 지식정보콘텐츠 사례 연구)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.151-159
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    • 2013
  • Recently, gamification has garnered high attention in various fields outside the traditional game world through the adoption of game techniques. The introduction of gamification creates an alternate reality game. It appears virtually the same as other normal games, but is able to pull down the boundary between reality and imagination. At first, this was utilized by the entertainment industry for movies, advertisements, and drama publicity. We can see examples of gamification extending into the knowledge and information contents field. The purpose of knowledge and information contents is to pursue meaning and utility rather than fun, though the introduction of game methods remains interesting. In-depth examination of the conception of an alternate reality game via gamification will lead to the understanding of progression and quality of alternate reality games in the context of knowledge and information contents. As a result, we can effectively understand not only the immediate uses but also be able to measure the potential for utilization of gamification for various fields.