• Title/Summary/Keyword: 팀 효과성

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A Study on the Familiarity of Information Labeling (정보 항목의 레이블링 친숙성에 관한 연구)

  • Jeong, Kyoung-Hee;Kim, Hyoung-Rae;Jeon, Do-Hong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.05a
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    • pp.459-462
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    • 2008
  • 레이블링은 웹 사이트의 요소가 되는 글로벌 네비게이션, 서브 메뉴, 컨텐츠 등에 명칭을 붙이고 체계를 확립해 주어 사용자들에게 이해를 돕기 위한 가이드라인이다. 특히, 취업 정보 시스템에서 이력서나 채용공고 등과 같은 정보 입력 항목의 레이블로 사용하는 용어는 정확한 예측과 빠른 이해가 있어야 입력시간을 단축 할 수 있다. 본 연구에서는 웹사이트를 사용하는 다양한 요구와 사고들을 충족하면서 많은 입력 정보 항목의 이해도를 높여 이력서나 채용공고 등과 같은 정보를 입력 시 정확한 예측과 빠른 이해를 도와 입력시간을 단축시킬 수 있는 레이블명에 대해 알아보고자 한다. 연구 방법으로는 국내 취업사이트 중 상위 랭킹에 있는 사이트를 중심으로 정보 입력 항목의 이명 레이블을 벤치마킹하고 다양한 레이블 중 사용자가 친숙하면서도 직관적으로 생각하는 레이블을 설문 조사한다. 설문 조사 결과를 바탕으로 취업사이트에서 벤치마킹한 최빈도 사용 레이블명이 높은 친숙도 평가값을 받은 항목의 레이블과 비교하여, 향후 취업 정보 시스템을 구성 할 경우 정보 항목의 레이블을 효과적으로 결정할 수 있는 방법을 제안하고 그 유효성을 확인하고자 한다.

Development of Robot-Mediated Social Skills Training 'Friendly Friends' Contents for Elementary School Students (로봇을 활용한 초등학생용 사회성 기술 훈련 '사또(사이좋은 또래)' 콘텐츠 개발)

  • Lim, Bo Lyeong;Baek, Ye Eun;Park, Jiyeon
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.44-53
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    • 2022
  • The purpose of this study is to plan and develop contents for training social skills using robots for elementary school students. Seven functions (guiding activity, providing reinforcement, guiding students behavior, team setting, presenting team order, timer setting, and checking scores) were developed by analyzing functions that robots can take charge of in the training contents. A total of 8 sessions of social skills training contents were developed by selecting social skills required for academic achievement and social interaction of elementary school students. The lesson consisted of providing positive and negative examples, modeling, role-playing, providing feedback on performance, and encouraging generalization stages using effective strategies for acquiring social skills. After developing social skills training contents using robots for elementary school students, so-called Friendly Friends (FF), a satisfaction survey was conducted on the field application of contents and participating students and teachers to examine the acceptance pattern. As a result, it was found that the participating students and teachers were satisfied with the contents. Finally, the meaning and the expected effects of the 'FF (Friendly Friends)' contents were discussed, and also, the matters to be considered when developing social skills training contents using robots in the future were suggested.

A Study on the Teaching-Learning Methods for Improvement of Creativity on Information Science Applying Project-based Learning (정보과학 창의성 향상을 위한 프로젝트 기반 교수-학습 방법에 대한 연구)

  • Kim, Hosook;Kim, Hyoungseok
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.529-540
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    • 2014
  • We propose an efficient information science teaching-learning method to improve information-scientific creativity of mathematically and scientifically gifted students. The students are able to improve their creative problem solving and team-work abilities through team project work to resolve a variety of application problem in real world. In the pursuit of this purpose, we designed a new two-stage information science learning method consisted of the standard stage and the application stage, and a new systemic project process. Moreover, we applied small-scale cooperation learning strategies and a multi-dimensional assessment system. The analysis on our proposed model shows that there is a remarkable achievement of educational objectives on cognitive capability, social and affective ability of information science creativity.

Analysis on the Effectiveness of Algorithm Visualization System for Structured Programming Language Education (구조적 프로그램밍 언어 교육을 위한 알고리즘 시각화 시스템의 효용성 분석)

  • Oh, Yeon-Jae;Park, Kyoung-Wook;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.1
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    • pp.45-51
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    • 2012
  • Programming is an area that many students have difficulty on because it requires various skills, such as problem analysis, logical thinking, and procedural problem-solving skills. In this paper, a system visualizing algorithm was used to set up algorithmic concepts easily and effectiveness of the system was analyzed through scholastic achievement test and survey after learning through this process. For evaluation, we divided students who take courses on programming language and algorithm in 3 universities into 2 groups with 6 teams in each group. The group that trained this system visualizing algorithm had scored 17.4 points higher in terms of scholastic achievement than the group that did not train such method. Moreover, according to the survey, the group had higher scores in terms of interest level, concentration level, comprehension, effectiveness, and convenience.

Content analysis of real-time simulation video observation records about cases of patients with chronic obstructive pulmonary disease-focusing on nursing skills performance (만성폐쇄성폐질환 환자 사례에 대한 실시간 시뮬레이션 동영상 관찰기록 내용분석-간호술 수행을 중심으로)

  • Hong, Ji-Yeon;Park, Jin-Ah
    • Journal of Convergence for Information Technology
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    • v.12 no.5
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    • pp.40-50
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    • 2022
  • This study is a qualitative study in which nursing students analyzed the contents of nursing skills recorded on a structured video observation record sheet while observing a colleague team's real-time video of chronic obstructive pulmonary disease scenario implementation during simulation practice. As a result of the analysis using the content analysis method, categories and topics of effective and ineffective aspects were derived in the areas of observation record: accuracy of procedures, adherence to aseptic technique, consideration of safety and safety, explanation and education, and purpose explanation and method education. This study is meaningful in that it presents factors that can increase the efficiency of nursing education through simulation-based practice.

Development and Effect of the Creative Problem Solving Capacity Education Program for University Freshmen Using Game component (게임적 요소를 활용한 대학 신입생의 창의적 문제해결 교육 프로그램 개발 및 효과)

  • Jeon, Shin-young;Park, Joo-Hee
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.139-150
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    • 2021
  • This study analyzed the effectiveness by developing an online program to enhance collaborative problem-solving capabilities for college freshmen using gamification. According to the research results, the operational model of the online program for enhancing collaborative problem-solving capabilities using gamification was presented in five stages: 1 preparation, 2 team building, 3 assessment, 4 feedback, and 5 achievement sharing. The results of the "pre-test" and post T-test of creative problem-solving capabilities, the variables related to creative problem-solving skills, academic challenge, creative thinking ability, and convergence value creation have been significantly improved. What should be discussed in the future is the need to experience collaborative problem solving process online, and to develop game design and platform that can discuss and communicate.

The Effects of Sports Fun Factors on Willingness to Continue Exercise and Psychological Happiness of Table Tennis Club Members (탁구 동호인의 스포츠 재미요인이 운동지속의지 및 심리적 행복감에 미치는 영향)

  • Jum-Soon Kim;Sang-Ook Hong
    • Industry Promotion Research
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    • v.8 no.2
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    • pp.149-156
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    • 2023
  • The purpose of this study is to investigate and analyze the effects of sports fun factors on the willingness to continue exercising and psychological happiness of table tennis club members. The participants in this study collected data using a questionnaire about sports fun factors, willingness to continue exercising, and psychological happiness of 293 table tennis club members. The factors influencing the willingness to continue exercising were identified as victory/competition, interpersonal relationships, practice/benefit, and family support, and the will to continue exercising was found to have a significant static influence on both self-realization and hedonic pleasure. As a result of the mediating effect analysis of the will to continue exercise, the mediating effects of fun factors such as competence/awareness, victory/competition, interpersonal relationships, practice/benefits, and family support, on psychological happiness, self-realization and hedonic pleasure are confirmed as mediating effect except for competence/perception. In particular, it was confirmed that the interpersonal relationship (team atmosphere) factor had a higher mediating effect on self-realization and hedonic pleasure than other factors.

Feature Extraction of the 3-Dimensional Objects with Circular Cross Sections (단면이 원인 3차원 물체의 특징 추출)

  • Cho, Dong-Uk
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.4
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    • pp.866-876
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    • 1996
  • A feature extraction method for the objects that have a circular cross section is proposed.To implement a robust recognition system which can effectively deal with various types of 2-dimensional image and 3-dimensional image, both 2- dimensional information and 3-dimensional information should be collectively extracted and combined for the optimum. For this, this paper presents a feature extraction method for 3-dimensional objects, particularly for the objects with a circular cross section which most objects in the real world are known to have. Firstly, the Z gradient is proposed to extract the shape information from those objects. Using this information, normal vectors are derived from the surface patches. The intersection points between the vectors are applied to the geometric feature extraction.Also, for more accurate recognition, a feature extraction method for between surface regions is proposed.Finally, the extraction method of function information is investigated for the final recognition process.The usefulness of the proposed method is proved through the experimentation.

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The Effects of Team-Based Learning on Outcome based Nursing Education (성과기반 간호교육에서 팀기반학습 적용의 효과)

  • Oh, Hyo-Sook
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.409-418
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    • 2015
  • This study was performed to develop and evaluate the effects of Team-Based Learning(TBL) on cardiac problem in adult nursing. The study measured problem-solving ability, critical thinking disposition, academic achievement and, class satisfaction for learning outcomes of course. Pretest-posttest design with nonequivalent control group was utilized to analyze the effects of TBL. Experimental group and control group each consisting of 52, 54 participants was picked from the junior students. The experimental group was given the TBL for 6 hours and control group was given a lecture and case-based announcement class. In results, significant improvements were found in problem-solving ability(F=5.92, p=.017), and class satisfaction(F=5.80, p=.018). Critical thinking disposition and academic achievement of experimental group were improved than those of control group, but there were not statistically significant difference.

A Study on Competency Evaluation Item of Design Phase VE Team (설계VE팀의 역량 평가항목에 관한 연구)

  • Seo, Ha-Na;Lee, Hak-Ki
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2007.11a
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    • pp.797-800
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    • 2007
  • Value Engineering(VE) is being applied as an useful tool to eliminate the waste of cost and noneffective factors previously in construction projects. Ministry of construction and transportation' has been accordingly enforcing extensionally design phase VE to the construction costing more than 10 billion won, an importance of design phase VE. Although there are legal supports and technical effects, an effect about an introduction of design phase VE can not be applied properly because of several problems at the process. So, in this study, try to find out competency factors of design phase VE to enforce a competency of VE team as a basic database for developing a check list, and estimate weight. For the result, find out a competency evaluation item and organize as a team knowledge, a team work skill and a team attitude. Perform a first survey to verify a reliability and propriety regarding the found competency evaluation, perform the second survey competency as to evaluation item of the found 1, 2, 3 class and then estimate the weight by AHP.

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