• Title/Summary/Keyword: 인지재구성

Search Result 114, Processing Time 0.022 seconds

The Effects on Particulate Concept Formation Based on Abductive Reasoning Model for Elementary Science Class (귀추적 추론 모형을 적용한 초등 과학 수업의 입자 개념 형성 효과)

  • Kim, Dong-Hyun
    • Journal of The Korean Association For Science Education
    • /
    • v.37 no.1
    • /
    • pp.25-37
    • /
    • 2017
  • The purpose of this study is to analyze the effects on particulate concept formation based on abductive reasoning model for elementary science class. For this study, an author selected two groups in the sixth grade. One group is an ordinary textbook-based control group (N=26) and the other group is an abductive reasoning model-based treatment group (N=26). After twelve lessons, the scores of Concepts Test for Gas were analyzed by t-test and two-way ANOVA. The result of t-test showed both the control and treatment groups have higher score than before they take the lesson. But after the lesson, an author found out that the treatment group had higher score than that of the control group. And compared to the number of particles expressed, the number of the treatment group were higher than that of the control class. The two-way ANOVA result revealed that the interaction effect between their cognitive level and treatment was not significant. And regardless of the level of cognition, the scores of treatment group are higher than those of control group. Therefore, abductive reasoning model-based elementary science class were found to be more effective for particulate concept formation. Based on the results, an author concluded that abductive reasoning model is very effective in teaching particulate concepts to elementary students.

An Analysis on Students' Cognitive and Affective Aspects in Mathematical Fairy Tale Writing Activities (수학동화 쓰기 활동에서 나타나는 초등학생의 인지적.정의적 특성 분석)

  • Seol, Jeong-Hyun;Paik, Seok-Yoon
    • Journal of Elementary Mathematics Education in Korea
    • /
    • v.11 no.2
    • /
    • pp.137-160
    • /
    • 2007
  • Within the field of mathematics education there is an active movement which attempts to apply more beneficial learning activities, like mathematical writing activities, for the students. In this context, the current study attempts to identify elementary school students' cognitive and affective aspects as they participate in a novel writing activity, the 'mathematical fairy tale.' Some positive outcomes from the mathematical fairy tale writing activities were as follows: First, from these mathematical writing activities, students began to reconstruct and adapt the mathematical contents they've learned through their reflective thinking. Second, while the mathematical fairy tale writing activities were going on, the communication of mathematics was greatly animated between the students, and they could get the restudying chance about they've learned. Third, from these mathematical writing activities, many of students became discover the practical using case of the mathematical contents they've learned and they perceived the necessity of the mathematics learning. Forth, from these mathematical writing activities, most of students felt the delights of the mathematics learning and the achievement, so they indicated that their attitude for the mathematics course was changed positively. Lastly, students began to concentrate on their mathematics learning through participation in mathematical fairy tale writing activities of their own accord.

  • PDF

Effect of Arousal Control Training Conjugated Heart Rate Biofeedback for National Substitute Archery Players (심박수 바이오피드백기법을 활용한 국가대표 후보 양궁선수의 각성조절훈련 효과 분석)

  • Hong, Seong-Taek
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.9
    • /
    • pp.469-484
    • /
    • 2011
  • The purpose of this study was to examine the effect of arousal control training conjugated heart rate biofeedback for national substitute three archery players. The arousal control training programs was developed on previous researches and 3 archery experts and 1 sport psychologist had meetings. The training programs contained as orientation, breathing regulation, progressive relaxation technique, heart rate biofeedback, cognitive restructuring, routine and consisted of 24 weeks. XCOACH was utilized as heart rate biofeedback instrument. The effects was examined on competitive state anxiety inventory-2, archery score and ranking, observation, interviews and self assessment. As the results, the score of subfactor was improved on somatic state anxiety, cognitive state anxiety and self-confidence. As the results of observation, interviews and self assessment, the ability of arousal control was enhanced by using effective psychological skills conjugated heart rate biofeedback.

A study on the ludonarrative dissonance of AAA-level games, examined through (<라스트 오브 어스 파트2>(The Last of Us Part II)를 통해 살펴본 AAA급 게임의 루도내러티브 부조화(Ludonarrative dissonance) 연구)

  • Park, In-Seong
    • Journal of Popular Narrative
    • /
    • v.27 no.1
    • /
    • pp.227-264
    • /
    • 2021
  • This paper summarizes the concept of ludonarrative dissonance that occurred in the realm of full-scale game criticism, and materializes it with the latest work . In the process, it is examined that this game actively utilizes the ludonarrative dissonance to deliver cognitive experiences to players that go beyond the definition of gameness. Along with the all-round development of AAA-class games, the ludonarrative dissonance is emerging as an important task that each game must overcome. On the contrary, however, it should be noted that has a different effect than expected by revealing rather than overcoming the ludonarrative dissonance. The ludonarrative dissonance conveyed by has the effects of ironic interpretative possibilities. This paper looks at dissonance in two dimensions, and the first is the dissonance between the play-narrative structure inside the game. induces the player to recognize the dissonance and actively reconstruct the meaning of the whole game by reminding the player of the dissonance that occurs between the two structures. Second, it stimulates the cognitive dissonance that exists inside the player playing the game beyond the internal structure of the game. That is, by expanding the concept of gameness, it evokes the possibility that games can function more than a tool for convenient self-efficacy. As such, the ludonnarrative dissonance can be a more fundamental redefinition of game nature and an expression of a problem consciousness about the possibility of change.

Factors Affecting Intention to Experience of 6th Industry (6차 산업 체험 의향에 영향을 미치는 요인에 관한 연구)

  • Choi, Yang-ae
    • Journal of Venture Innovation
    • /
    • v.3 no.1
    • /
    • pp.117-142
    • /
    • 2020
  • The purpose of this study is to explore the factors affecting the 6th industry experience by Schmitt experience model. The newly introduced variables are the cognitive experience, emotional experience, and social experience that are reconstructed based on Schmitt's experience theory and gender, family as a moderrating variable and trust as a mediation variable. In addition to experience intention. The hypothesis was set as follows. the experience factors that are the cognitive factor, the emotional factor, and the social factor will have a positive(+) influence on the intention to experience. Mooring factors will have a negative(-) effect on intention to experience. For statistical analysis, SPSS 24 and AMOS 23 statistical packages were used to test the research hypothesis. The research was based on 320 questionnaire data and tested by 314 valid responses were analyzed. As a result of the research, First, cognitive, emotional, and social factors had positive(+) effects on experience intention. Among the factors that directly affect the experience intention, the magnitude of influence appeared in the order of cognitive factors > social factors > emotional factors > mooring factors. Second, mooring factors have negative(-) effects on experience intention. Third, Trust has been partially influenced by factors of attraction, cognitive, emotional, and social. Fourth, there are significant statistical differences between men and women in cognitive and mooring factors in the path differences. Fifth, Social factors and mooring factors differed significantly in the composition of the household. Social factors with significant differences in path analysis have also been statistically demonstrated. The results of this study are academically verified that the cognitive, emotional, and social factors have an important influence on the experience intention in the 6th industry experience and the Schmitt's experience model proposed in this study is useful framework of analysis. In practical terms, it could provide implications for what factors should be strategically and marketingly focused to activate the 6th industry experience.

Reframing The Global Leadership Competencies Models (글로벌 리더십 역량 모형의 재구성)

  • Kim, Beom-Seong
    • Journal of Digital Convergence
    • /
    • v.10 no.1
    • /
    • pp.215-228
    • /
    • 2012
  • This study aims to answer the research question of what are the global leadership competencies(GLC) and what is the integrating framework of GLC? To attain the goal of reframing the GLC models with systematic research on GLC, the specific objectives are delineated as follows; the first objective is to identify the area of GLC. The second one is to extract the dimensions agreed with consensus. The third one is to suggest the reframed GLC model. Through the literature review and content analysis about GLC and global mindset, the two dimensions-subject and objects-of GLC model are emerged to classify the existing clusters of GLC. The extracted objects are self, others, culture, business, and global world. The dimension of subject who is global leader is more specifically divided into the knowing/doing process and three aspects of human activity like cognitive, emotional, and behavioral one. GLC are reframed and rearranged based on the two dimensions. As a results new framework for GLC with 11 clusters are presented. Knowing group of GLC contains personal, social, cultural, business literacy, and global mindset. Doing group of GLC contains personal, social, cultural, business savvy, and global change. Personal traits as a core character are at the core of the knowing and doing process of the self. Lastly, the implications and limitations of this research are suggested, and suggestion for further research is followed.

Exploring Teachers' Perceptions of Computational Thinking Embedded in Professional Development Program (컴퓨팅 사고를 반영한 교사연수 과정에서 나타난 교사의 인식 탐색)

  • Hwang, Gyu Jin;Park, Young-Shin
    • Journal of the Korean earth science society
    • /
    • v.42 no.3
    • /
    • pp.344-364
    • /
    • 2021
  • The study explored how two elementary school teachers perceived computational thinking, reflected them into curriculum revision, and taught them in the classroom during longitudinal professional developed program (PDP) for nine months. Computational thinking is a new direction in educational policy-making including science education; therefore we planned to investigate participating teachers' perception of computational thinking to provide their fundamental understandings. Nine meetings, lasting about two hours each, were held with the participating teachers and they developed 11 lesson plans for one unit each, as they formed new understandings about computational thinking. Data were collected through PDP program while two teachers started perceiving computational thinking, revising their curriculum, and implementing it into their class for nine months. The results were as follows; first, elementary school teachers' perception of computational thinking was that the definition of scientific literacy as the purpose of science education was extended, i.e., it refers to scientific literacy to prepare students to be creative problem solvers. Second, STEAM (science, technology, engineering, arts, and mathematics) lessons were divided into two stages; concept formation stage where scientific thinking is emphasized, and concept application, where computational thinking is emphasized. Thirdly, computational thinking is a cognitive thinking process, and ICT (informational and communications technology) is a functional tool. Fourth, computational thinking components appear repeatedly and may not be sequential. Finally, STEAM education can be improved by utilizing computational thinking. Based on this study, we imply that STEAM education can be activated by computational thinking when teachers are equipped with competencies of understanding and implementing computational thinking within the systematic PDPs, which is very essential for newly policies.

Development and Practical Application of Relaxation Training Contents for Middle and High School Archery Players (중.고교 양궁선수용 이완훈련 콘텐츠 개발 및 현장 적용)

  • Hong, Kil-Dong
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.4
    • /
    • pp.237-246
    • /
    • 2008
  • The purpose of this study was to develop relaxation training contents for middle and high school archery players with considering the ecological validity of social, cultural, and sports environment in Korean but also examine the effect of developing relaxation training contents through case study approach and interviews. The relaxation training contents was based on previous researches about relaxation program. In addition, in order to develop the program 3 archery experts and 2 sport psychologists had meetings. The relaxation training contents categorized as orientation, breathing regulation, progressive relaxation training, cognitive restructuring, meditation, heart rate biofeedback training, autogenic training, behavior therapy, self regulation. The experimental group were 6 male Korean national archery substitute players, who were selected in 2007. The effects was examined on competitive state anxiety inventory-2, heart rates, archery score and interviews. As the result of applying the developed program of this study on the field, competitive state anxiety, somatic state anxiety and heart rate were decreased. In the interviews athletes told that they were relaxed psychologically and physically. This result demonstrated the relaxation training program were effective.

Perception of Time-altered Sentences and Selective Word Stress by Normal-hearing Listeners (시간 변화와 선택적 단어 강조법이 정상 청력 성인의 문장인지도에 미치는 영향)

  • Han, Woojae;Yu, Jyaehyoung;Cho, Soojin
    • The Journal of the Acoustical Society of Korea
    • /
    • v.32 no.5
    • /
    • pp.430-437
    • /
    • 2013
  • The present study examined whether sentence perception scores were changed under various conditions of time alteration (compression and/or expansion) and selective word stress in normal hearing listeners. Twenty young normal hearing adults (ten males) were participated. As stimuli, Korean standard-sentence list for adults (KS-SL-A) modified to semantically anomalous sentences was newly recorded by a female speaker. Seven different time-altered conditions (e.g., ${\pm}60%$, ${\pm}40%$, ${\pm}20%$, 0 %) were controlled. To see the effect of selective word stress (i.e., the emphasis of specific syllables in the sentence), all subjects were tested twice 2 weeks apart. The results showed 1) there was significantly different sentence perception scores among the different time-altered conditions, yet only in the 60 % compression condition; 2) there was no significant difference of the sentence perception scores in the effect of stress; however, there was a positive effect of the selective word stress in the sentences consisting of 6 ~ 7 syllables at the 40 % compression condition; 3) there was no significant gender difference. The pattern of results suggests that the combination of time compression and selective word stress is more effective to understand speech, instead of only using time expansion condition. However, further studies should be needed for standardization.

A Study on the Automatic Speech Control System Using DMS model on Real-Time Windows Environment (실시간 윈도우 환경에서 DMS모델을 이용한 자동 음성 제어 시스템에 관한 연구)

  • 이정기;남동선;양진우;김순협
    • The Journal of the Acoustical Society of Korea
    • /
    • v.19 no.3
    • /
    • pp.51-56
    • /
    • 2000
  • Is this paper, we studied on the automatic speech control system in real-time windows environment using voice recognition. The applied reference pattern is the variable DMS model which is proposed to fasten execution speed and the one-stage DP algorithm using this model is used for recognition algorithm. The recognition vocabulary set is composed of control command words which are frequently used in windows environment. In this paper, an automatic speech period detection algorithm which is for on-line voice processing in windows environment is implemented. The variable DMS model which applies variable number of section in consideration of duration of the input signal is proposed. Sometimes, unnecessary recognition target word are generated. therefore model is reconstructed in on-line to handle this efficiently. The Perceptual Linear Predictive analysis method which generate feature vector from extracted feature of voice is applied. According to the experiment result, but recognition speech is fastened in the proposed model because of small loud of calculation. The multi-speaker-independent recognition rate and the multi-speaker-dependent recognition rate is 99.08% and 99.39% respectively. In the noisy environment the recognition rate is 96.25%.

  • PDF