• Title/Summary/Keyword: 체감난이도

Search Result 18, Processing Time 0.021 seconds

The analysis of sensed difficulty on the selective tracks textbooks based on 2007 revised mathematics curriculum (2007년 개정 수학과 교육과정에 따른 선택과목 교과서의 수학교사 체감난이도 분석)

  • Lee, BongJu;Kim, ChangIl
    • The Mathematical Education
    • /
    • v.52 no.1
    • /
    • pp.1-17
    • /
    • 2013
  • The goal of the textbooks of 2009 revised curriculum is to make customized lectures possible considering learning characteristics and understanding level of students. However, it is not easy to find a research result on sensed difficulty of the mathematics textbook, which is able to provide valuable information on the development of the diverse level textbooks. This research suggested criteria in analysing sensed difficulties of field teachers on the textbooks, and analysed sensory difficulty on the selective tracks textbooks based on 2007 revised mathematics curriculum using the criteria. The results of the analysis on 59 mathematics selective tracks textbooks show that all have average sensed difficulty. The criteria and research results are expected to provide valuable information in future mathematics textbook development.

A Study on the Limitation of Nintendo Wii using Physical Interactive Interface (체감형 인터페이스를 사용하는 닌텐도 위(Wii)의 한계에 대한 연구)

  • Lee, Jang-Won;Yoon, Joon-Sung
    • Journal of Korea Game Society
    • /
    • v.11 no.2
    • /
    • pp.93-104
    • /
    • 2011
  • For development of physical interactive game recognized as next generation game, this study examines the present situation of physical interactive games and analyzes the problem that game contents lack development compared to the hardware. This paper firstly divides the problem of physical interactive game contents into three parts: demand of the contents and biased game genre, low level of game difficulty, and limited use and/or misuse of the motion controller. Then, the possible solutions for each part are suggested afterward. As the discussion on the development methods in physical interactive game will also develop and therefore, as the next generation game, physical interactive game will play a positive role in th growth of game industry as well as game culture.

Adaptive screen archery system for user and installation environment (사용자 및 설치 환경에 적응적인 스크린 양궁 시스템)

  • Choi, Moo-kang;Oh, Kyoungsu
    • Journal of Korea Game Society
    • /
    • v.18 no.3
    • /
    • pp.71-78
    • /
    • 2018
  • Screen-based games often go to many places to install. In this case, there may be a change in the sensor or a difficulty in installation due to a difference in space configuration. Also, it is meaningful to experience the same thing as a real game, but there are cases where it is necessary to control the degree of difficulty to make it feel more fun. In this paper In the process of developing a screen archery game, which is a sensible game similar to screen golf, we will introduce a technique that facilitates installation according to changes in space. And we will explain how to control game difficulty automatically according to user's skill. And we will show you the results of the experiment.

An Analysis on the Perception of Public Librarians about Lifelong Education Tasks: Focus on Incheon Metropolitan City (공공도서관 사서의 평생교육업무에 대한 인식 연구 - 인천지역을 중심으로 -)

  • Kim, NamJi;Cho, Jane
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.27 no.3
    • /
    • pp.51-73
    • /
    • 2016
  • This study analyzes on the perception of public librarians about lifelong education tasks in public library using Mann Whitney U-test, Spearman rank-order correlation coefficient, Multiple regression analysis. At the same time, analysis about re-education needs using Analytic Hierarchy Process is conducted. As result, at first, 87% of respondents feel moderate or difficult about lifelong education tasks, especially on planning task. At second, librarians who have qualification about lifelong educator feel easier (P=0.04) than others, in detail, task about lecturer liaison (P=0.04) and planning (P=0.05). Adding that, the career experience and the job difficulty of librarians has negative relationship (R=-0.217). Especially scheduling (R=-0.33) and progressing (R=-0.22) tasks show statistically meaningful. At third, as the result of Multiple regression analysis, tasks about planning (P=0.04) and library marketing (P=0.05) are selected as meaningful elements which effect overall difficulty of life long education job. As final, 91% of librarian need retraining for life long education function, as result of spearman (R=-0.210), the more librarians feels difficult about life long education jobs, the more they need retraining. Anyway, as the result of priority of retraining subjects through AHP technique, user communication (CU P=0.310), planning (PL P=0.246), library marketing (LM P=0.173) are in weight order. CR ratio shows 0.146 with permissible degree.

Physical Interactive Game on the Digital Desk (디지털 데스크상의 체감형 게임 구현)

  • Chung, Jee-Hoon;Yun, Tae-Soo;Lee, Dong-Hoon;Yang, Hwang-Kyu
    • Journal of Korea Game Society
    • /
    • v.5 no.1
    • /
    • pp.11-18
    • /
    • 2005
  • Recently, as one method of the game manipulation, physical interactive game is increasing, which controls the program by direct human movement. Tangible interface for physical interactive game implementation can control virtual model directly through real world object. A digital desk, one of the tangible interface, offers the interface that human can manipulate virtual object directly, by making projection screen on real world desk as computer display device. In this paper, we implement "Battle Region" game in the form of tangible interface, which can offer game users an efficient and amusing experiences by the use of physical interactive game. Traditional game cannot pursuit the diversity of game background contents but our game can do it through Map image projection. From this, game provider can supply the diversity of choice and users ran set up the difficulty of game. Therefore, our implemented game can offer users an efficient and amusing experiences by making game user's challenge and satisfaction maximum.

  • PDF

A Study on Customized Software Education method using Flipped Learning in the Digital Age (디지털시대에 플립드 러닝을 활용한 학습자 맞춤형 소프트웨어 교육 방안 연구)

  • Kim, Kyungmi;Kim, Hyunsook
    • Journal of Digital Convergence
    • /
    • v.15 no.7
    • /
    • pp.55-64
    • /
    • 2017
  • The purpose of this study is to identify the difficulties of learners who started programming after entering college and to search an effective software education method as university liber arts for non-science major students. In order to do this, we analyzed the difficulties of learners in Python programming classes composed of students from various majors at H University through questioning and taught them using flipped class model with pre-questions. The questions that students submit are collected online before class every time, the data on the degree of the difficulty of feeling and the understanding of feeling were obtained through the questionnaire. As a result, for learners who are new to programming, the learners should allocate the process of making the problem into a logical abstraction at the beginning of the curriculum before learning the basic concept of computer language, each lesson should be practiced through the bottom-up problems enough to provide a logical understanding before actual coding. In addition, detailed curriculum should be developed according to characteristics of learner's major, contents and conducting level.

A Study on Experiment of Connected Initiative Program between High School and University : Focus on Information Technology Media Studies (고교와 대학 연계 프로그램 경험 연구 : 정보통신미디어계열 학과를 중심으로)

  • Heo, Sumi;Park, Gooman
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2014.06a
    • /
    • pp.211-214
    • /
    • 2014
  • 본 논문에서는 정보통신미디어계열 학과로서 서울 소재 고등학교 2 학년 학생들을 대상으로 고교-대학 연계 프로그램을 진행한 경험을 분석하였다. 1 차와 2 차로 나누어 진행하였고, 1 차에서는 이론특강과 실습을 통해 최신이론을 학습하고, 기초적인 실습을 하였으며, 2 차에서는 심화실습을 통해 학생들의 문제해결능력과 발전가능성을 가늠해보았다. 1 차에서 학생들은 이론과 실습을 흥미로워 하였으나 난이도에 대한 체감이 달랐고, 2 차에서는 협업하여 결과물을 도출하였고 전체적인 만족도가 높게 나타났다. 결과적으로 직접 하는 실습을 선호하였고, 진로와 전공 탐색에 도움이 되었다고 평가하였으며, 관련 분야로의 학습 의욕이 있음을 나타냈다. 본 경험을 통해 학생들이 이러한 연계프로그램에서 만족하는 것과 원하는 것이 무엇인지를 분석하여 지속적이고 체계적인 고교-대학 연계 프로그램 개발에 도움이 되고자 하는데 의의가 있다.

  • PDF

Tendencies in Question Development on the Professional Landscape Architect Qualification Examination - Centered on Recognition of Test-Takers for Sample Questions from Previous Professional Landscape Architect Tests - (조경기술사 시험의 출제경향 - 현행 기출문제에 대한 수험생의 인식정도를 중심으로 -)

  • Kang, Hyun-Goo;Kim, Hak-Beom
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.38 no.5
    • /
    • pp.42-52
    • /
    • 2010
  • This research analyzed the overall issues pertaining to the questions that appear in the professional landscape architect screening system to assess 1he recognition of test-takers when it comes to the test questions in terms of the question objectivity, appropriateness, difficulty level and so forth The purpose of this is to present a set of recommendations so that the screening system can he improved and the professional landscape architect screening system consolidate its position. This in turn can help the professional landscape architect qualification process consolidate its position and improve the status of the landscape area in the industrial field. The research of this study was conducted for the all-round development of Landscape Architecture. The research method was divided into two stages, and a group of experts was leveraged to study subjects that are tested and subjects allocated. A survey was conducted of candidates and certification holders to assess the questions that appear in the test in terms of their level, objectivity, difficulty level, tendency of questions and so forth. Firstly, the study demonstrated that the subjects tested in the professional landscape architect test are different from the testing subjects that are suggested in the enforcement ordinance of the National Technical Professional Law. In addition, o1her problems include the overvaluation of a subject for testing, a lack of objectivity in testing, and difficulty level adjustment of questions. One main reason for many of these kinds of problems is that the questions appeared without thorough review and there is a lack of management concerning the members of the commtittee that develops the question. Accordingly, to make up for these problems, a viable screening system such as the reorganization of subjects that are tested, assigning suitable subjects, securing of question objectivity, and difficulty level of developed questions are necessary.

Influence of Pre-service Science Teachers' Selection of Earth Science I, II in High School and College Major on their Self-perceived Attitude and Academic Achievement in General Earth Science Lecture (고등학교 지구과학 I, II의 이수와 대학 전공이 예비과학 교사들의 일반지구과학 수업에 대한 태도 및 학업 성취도에 미치는 영향)

  • Shim, Hyunjin;Lee, Hyonyong
    • Journal of the Korean earth science society
    • /
    • v.38 no.3
    • /
    • pp.239-249
    • /
    • 2017
  • The purpose of this exploratory study was to investigate the influence of pre-service science teachers' selection of earth science I, II in the high school and their college major on their self-perceived attitude and academic achievement in general earth science lecture at university. The participants in the study were 273 who enrolled in the division of science education, college of education and took the general earth science lecture from 2012 to 2015. The data was analyzed with two-way ANOVA by using SPSS 23.0. The results indicated that there was no significant difference of students' attitude and examination difficulty in general earth science lecture between earth science major and other subject major. However, students who took earth science I and/or II in high school showed positive attitude toward the lecture and higher achievement scores than students who didn't take earth science I, II in their high school. The results of the study imply that it is essential to consider students' attitude toward science and achievement in pre-service science teacher education.

The Development of Interactive Wireless-Game Device based on Multi-Channel Electromyography for Rehabilitation in Patients with Hemiplegia (편마비 환자의 재활을 위한 다채널 근전도 기반의 체감형 무선 게임 장치 개발)

  • Kim, Kang-Soo;Kang, Jung-Hoon;Mun, Chang-Su;Choi, Heung-Ho;Mun, Chi-Woong
    • Journal of Korea Game Society
    • /
    • v.11 no.6
    • /
    • pp.171-180
    • /
    • 2011
  • An interactive wireless-game device based on multi-channel electromyogram has been developed to help rehabilitation of patients with hemiplegia. The device is able to provide a visual feedback and rehabilitation motivations to the patients. The game contents were made according to the number of applied channels and, their level and speed can also be controlled depending on the recovery states of patients. Patient satisfaction survey was conducted to evaluate the necessity and usefulness of the proposed device after playing the game. The results show that the proposed system is expected to give hemiplegia patients exciting and effective rehabilitation chances, if more diverse and specialized rehabilitation games are developed.