• Title/Summary/Keyword: 인지적.정의적 효과성

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The Status and Direction of Creative Writing Education (창의적 글쓰기 교육의 현황과 방향)

  • Kim, Minhee
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.311-321
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    • 2020
  • This paper presents the current status of creative writing education through examining studies which have been published since 2000 and discusses the future direction. Following the Korean government's educational slogan to nurture creative and competent talents, creative writing, as one of foundational skills across disciplines, had begun to be introduced into the curriculum of liberal arts colleges from early 2000s and has become a required course since 2015. Although many studies on creative writing education have been conducted during this period, whether creative writing, which enhances creativity dealt in cognitive sciences, can be recognized as an independent field of study calls for in-depth discussion. The ongoing issues concerning creative writing education involve a lack of professional instructors and absence of the operational and evaluative system. What's necessary is a clear definition of the extent of creative writing education; the educational efficiency of the proposed contents also need further verification. Therefore, as the basis for future constructive conversation, the current paper recapitulates the literature on creative writing education in Korean universities, classifying studies based on periods and cases of contents, and presents the direction regarding the operation of and research on creative writing education.

A Study on Influence of Foodservice Managers' Emotional Intelligence on Job Attitude and Organizational Performance (급식관리자의 개인적 감성지능이 직무태도 및 조직성과에 미치는 영향)

  • Jung, Hyun-Young;Kim, Hyun-Ah
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.39 no.12
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    • pp.1880-1892
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    • 2010
  • The purposes of this study were to: a) provide evidence concerning the effects of emotional intelligence on job outcomes, b) examine the impacts of emotional intelligence on employee-related variables such as 'job satisfaction', 'organizational commitment', 'organizational performance', and 'turnover intention' c) identify the conceptual framework underlying emotional intelligence. A survey was conducted to collect data from foodservice managers (N=231). Statistical analyses were completed using SPSS Win (16.0) for descriptive analysis, reliability analysis, factor analysis, t-test, correlation analysis, cluster analysis and AMOS (16.0) for confirmatory factor analysis and structural equation modeling. The concept of emotional intelligence (EI) has been on the radar screens of many leaders and managers over the last several decades. The emotional intelligence is generally accepted to be a combination of emotional and interpersonal competencies that influence behavior, thinking and interaction with others. The main results of this study were as follows. The four EI (Emotional Intelligence) dimensions correlated significantly with age. The means of job satisfaction score were above the midpoint (3.04 point) scale. The organizational commitment score was above the midpoint (3.41 point) scale and was higher at 'loyalty' factor than 'commitment' factor. The means of organizational performance score were above the midpoint (3.34) scale. The correlations among the four EI (emotional intelligence) factors were significant with job satisfaction; organizational commitment, organizational performance and turnover intention. The test of hypothesis using structural equation modeling found that emotional intelligence produced positive effects on job attitude and job performance. Emotional intelligence enhanced organizational commitment, and in turn, managers' attitude produced positive effects on organizational performance; emotional intelligence also had a direct impact on organizational performance. This study has identified the effect of emotional intelligence on organizational performance and attitudes toward one's job.

The Effect of Integrated Mind Map Activities on the Creative Thinking Skills of 2nd Year Students in Junior High School (통합형 마인드맵 활동이 중학교 2학년 학생들의 창의적 사고력에 미치는 영향)

  • Yoon, Hyunjung;Kang, Soonhee
    • Journal of the Korean Chemical Society
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    • v.59 no.2
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    • pp.164-178
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    • 2015
  • The purpose of this study was to design a teaching and learning method conductive to the development of creative thinking skills and investigate its effects. It has been developed integrated mind map with feature of visualizing the divergent thinking to the aspects of Science (S), Technology (T) & Engineering (E), Arts (A), Mathematics (M). Integrated mind map can be divided into four types of STEAM type, STEA type, STEM type, STE type depending on the category of key words in the first branch. And Integrated mind map can be divided into three levels of guided, intermediate, open depending on the teacher's guide degree. And also integrated mind map activities were carried out in the form of group, class share as well as individual. This study was implemented during a semester and students in experiment group experienced individual-integrated mind map activity 10 times, group-integrated mind map activity 10 times, class share-integrated mind map activity 3 times. The results indicated that the experimental group presented statistically meaningful improvement in creative thinking skills (p<.05). And there was a statistically meaningful improvement in fluency, flexibility, originality as a sub-category of creative thinking skills(p <.05). Also creative thinking skills are not affected by the level of cognitive, academic performance, gender (p<.05). In conclusion, it was found that 'integrated mind map activity' improved student's creative thinking skills. There was no interaction effect about creative thinking skills between the teaching strategy and cognitive level, achivement, gender of those students.

The Introduction of Green Infrastructure in South Korea and Its Implication focusing on Urban Resilience (국내 그린 인프라의 도입과 그 기대효과 : 도시 회복력 정의)

  • Kang, Dawon;Seo, Yongwon
    • Proceedings of the Korea Water Resources Association Conference
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    • 2020.06a
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    • pp.253-253
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    • 2020
  • 최근 전 세계는 급격한 기후변화와 도시화의 집중 등으로 인해 예상치 못한 수문학적인 문제, 특히 도시 내 홍수 피해 규모와 빈도가 매년 증가하고 있다. 기존의 도시 개발은 그레이 인프라(Gray Infrastructure)형을 중심으로 불투수 포장면의 증가를 가져왔다. 그 결과로 자연적 투수층이 감소하여 첨두유량 증가, 침투량 감소와 같은 도시물 순환의 문제점이 부각되기 시작했다. 이에 많은 국가들이 그린 인프라(Green Infrastructure)의 중요성과 필요성을 인지하고 그와 관련된 정책 마련에 나서고 있다. 그린 인프라는 모든 개발사업의 계획 이전에 고려되느냐 기타 기반 시설의 계획 후 입지를 결정하느냐에 따라 입지 선정 기준을 크게 두 가지로 구축할 수 있는데, 본 연구는 도시 내 물 순환을 관리하여 유출수를 지표로 침투시켜 도시의 회복력을 평가하는 것이기 때문에 후자에 해당된다. 자연과 분리되거나 별도로 적용하지 않으면서 기후변화에 대응할 수 있는 지속가능한 도시를 만들 수 있으며 소규모로도 물 순환을 가능하게 해 도시의 큰 구조적 변화 없이 적용 가능하다. 본 연구에서는 서울 신월지구에 선행 된 시험 관측 결과를 토대로 도시 내 그린 인프라의 설치에 따른 도시 회복력에 대한 정의를 내려보았다.

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The Effect of Emotional Sounds on Multiple Target Search (정서적인 소리가 다중 목표 자극 탐색에 미치는 영향)

  • Kim, Hannah;Han, Kwang Hee
    • Korean Journal of Cognitive Science
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    • v.26 no.3
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    • pp.301-322
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    • 2015
  • This study examined the effect of emotional sounds on satisfaction of search (SOS). SOS occurs when detection of a target results in a lesser chance of finding subsequent targets when searching for an unknown number of targets. Previous studies have examined factors that may influence the phenomenon, but the effect of emotional sounds is yet to be identified. Therefore, the current study investigated how emotional sound affects magnitude of the SOS effect. In addition, participants' eye movements were recorded to determine the source of SOS errors. The search display included abstract T and L-shaped items on a cloudy background and positive and negative sounds. Results demonstrated that negative sounds produced the largest SOS effect by definition, but this was due to superior accuracy in low-salient single target trials. Response time, which represents efficiency, was consistently faster when negative sounds were provided, in all target conditions. On-target fixation classification revealed scanning error, which occurs because targets are not fixated, as the most prominent type of error. These results imply that the two dimensions of emotion - valence and arousal - interactively affect cognitive performance.

Development and Application of a Teaching-learning Model Integrating Cognitive, Affective and Conative Dimensions for the Reinforcement of Practice of Elementary School's Information Technology Ethics (초등학생의 정보통신윤리 실천력 강화를 위한 지(知)·정(情)·의(意) 통합 교수·학습 모형 개발 및 적용)

  • Lee, MaengHwa;Jung, BokMoon;Kim, YungSik
    • The Journal of Korean Association of Computer Education
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    • v.11 no.4
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    • pp.13-21
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    • 2008
  • Although education on information technology ethics is increasingly being reinforced in elementary and middle schools, immoral and illegal behaviors online are not showing any sign of decrease. Because cognition- based education fails to lead students' practice on what they learned. Therefore, this study proposes a teaching- learning model integrating cognitive, affective and conative dimensions which had been developed on the elementary students' practice of information technology ethics. We verified the effect of achievement and practice through application this model to the school. To raise reliability we analysed the result of learning such as observation, analysis video data, homepage etc., and interview.

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What Factors Influence on Immoral Behavior in Games? - Focused on user identity, moral perception toward in-game rules, and moral positioning (게임 내 비도덕적 행동에 대한 영향 요인 연구 - 이용자 정체성, 게임규칙 인식 및 도덕적 포지셔닝을 중심으로)

  • Lee, Sung Je;Piao, Mei Ying;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.149-160
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    • 2021
  • Recently in the gaming market, immoral game behaviors such as flaming, trolling, and illegal program use have drawn attention as serious problems. With 209 gamers of , this study analyzed the effects of perception toward in-game rules, social identity, moral identity, and moral positioning with control of gender and gaming time. Results showed that moral identity and formal moral perception toward in-game rules had positive effects while moral positioning and social identity had negative effects on immoral behavior. Notably, moral identity had interaction effect with moral positioning.

App Development and Usability Evaluation for Caregivers (돌봄 제공자를 위한 디지털 돌봄 앱 개발 및 사용성 평가)

  • Jongchan, Park;Jaegook Kim;Euijae Chung;Changsun Ahn;Bongsu Jung;Youngjoo Kim
    • KIPS Transactions on Computer and Communication Systems
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    • v.12 no.11
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    • pp.337-346
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    • 2023
  • There is a need to develop an app for a caregiver health management that can provide continuous management in response to changes over time, because elderly people have low digital utilization capabilities, difficulty maintaining regular and continuous self-management. Based on this need, this study designed an app with a user-friendly UI and simple structure for the elderly. The app developed in this study supports regular management of health data such as blood pressure, blood sugar, and heart rate, as well as specific information on physical, disease, cognitive, communication, and environment in the care field. The app developed in this study supports care services by automatically entering data through integration with health management devices, automatically analyzing and visually representing recorded data to understand trends and volatility, and adding scalability to connect with various health management and medical support platforms. The effectiveness and satisfaction of the developed app were confirmed to be significant in the field verification results.

Design and Application of the Teaching-Learning Model on Highschool Student's Daily Life : A Case Study of Migration and Population Change Unit in Highschool (생활중심 교수학습 모형의 설계와 적용 - '인구이동과 인구변화' 단원을 중심으로 -)

  • Ock, Han-Suk;Jang, Hyun-Suk
    • Journal of the Korean association of regional geographers
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    • v.11 no.4
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    • pp.523-535
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    • 2005
  • This study is aimed at researching the applicability of teaching-learning models in highschool geography class by designing the models on the basis of geographical experience the learners go through everyday life. The procedures and results of the application of the models are as followed. First, the systematization of the teaching concepts should be preceded to internalize the learners cognitive development, that is, to systemize cognitive structure. The concrete learning points of geographical concepts from the units about Migration and Population Changes are systemized with 'migration' as a higher concept, 'moving type' as basic concept, 'moving factors' as the lower concept. Everyday geographical experiences the students can go through are surveyed. Second, as preparation for the geography class, hand-outs about family-moving history and the change of the family number were used as basic material for real class teaching activity, showing the learners' general concepts are very effective as basic units which can be easily understood and accessed to. Third, with the experimental class, the geography class should secure the flexibility on the teaching-learning process. The result of applying the newly developed teaching-learning model to actual geography classes was that experimental group had higher achievement rate than the compared group with general teaching-learning model applied to. The result of analyzing students' response of the new teaching-learning model was that the students were interested and satisfied emphatically and they showed positive response in regard to practical use of the contents. Here, it is noticeable that the new teaching-learning model causes the students to be interested. But it's also found that there's no big difference in improving the students' inquisitive mind.

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A Study of the Types of Metaphor Reflected on the Sonic Interactive Objets (동작 기반 인터랙티브 사운드 오브제에 나타난 메타포 유형 연구)

  • Kim, Hee-Eun;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.185-201
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    • 2016
  • This study aims to define the basic design elements of a sonic interactive object and relate them with the different metaphor types including physical metaphor, gestural metaphor, sound metaphor, and embodied metaphor that are reflected on the interface, gesture, sound, and embodied experience. It discusses how the concept mapping can be effectively done by utilizing metaphor and considering the relationships between the types of metaphor when designing a sonic interactive object. This study has a significance in the aspect that it expanded the area of metaphor to embodied experience and subdivided the types of metaphor including visual, sound, gestural and tactile information. Furthermore, it attempted to analyze the design elements of a sonic interactive object in relation to the types of metaphor. A researcher or a designer, therefore, can use this study as a reference to design concept mapping of a sonic interactive object, in a way that the design elements and metaphor types work together effectively to enable a visitor to recognize what they are expected to do with the object more intuitively.