• Title/Summary/Keyword: 표현전략

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Investigating the Cognitive Process of a Student's Modeling on a Modeling-Emphasized Argument-Based General Chemistry Experiment (모델링을 강조한 논의 기반 일반화학실험에서 학생들의 모델링에 대한 인지과정 탐색)

  • Lee, Dongwon;Cho, Hey Sook;Nam, Jeonghee
    • Journal of The Korean Association For Science Education
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    • v.35 no.2
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    • pp.313-323
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    • 2015
  • The purpose of this study is to investigate the cognitive process of student's modeling on a modeling-emphasized argument-based general chemistry experiment. The participants were twenty-one freshman students. Six topics were carried out during the first semester and semi-structured interview was implemented at the end of the semester. Semi-structured interview questions were used to elicit elements of effective model, modeling strategies, difficulties that students have experienced during modeling, and resolving the difficulties that students have experienced during modeling. All student interview data were collected and transcribed. The results of this study are summarized as follows: (1) Elements of effective model were considered to be visual expression, persuasive explanation, and rhetorical structure. (2) Modeling strategies included arranging important keywords or writing the outline, and during the modeling process, students used various data, suggested data after reconstructing, suggested definitions and explanations of core concepts, used meta-cognition, and considering rhetorical structure. (3) Difficulties students have experienced during modeling could be categorized as lack of modeling strategy and understanding. (4) Resolving difficulties students have experienced during modeling could be categorized as modeling strategy and understanding. Students learn the strategy by feedback, modeling experience, evaluation of experimental report, models which they constructed previously and references, and the understanding of contents were achieved through arguments which occurred during classes and during the process of writing the experimental reports. These results suggest that when using modeling in teaching and learning, the argument-based learning strategy can be effective in enhancing students' modeling by helping them to understand meta-modeling with scientific concepts.

The Effects of Children's Problem Behaviors on Early Childhood Teachers' Coping Strategies (유아의 문제행동 유형이 교사의 대처전략에 미치는 영향)

  • Kim, Joeng Kyoum;Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.7
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    • pp.467-474
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    • 2016
  • This study is intended to look into the effects of children's problem behaviors on the coping strategies of teachers involved in early childhood education (ECE). To achieve this, a survey was administered to 90 teachers involved in ECE at kindergartens and child care centers in Daejeon Metropolitan City. The findings showed that these teachers have a professionalism and suitability for their career and excellent ability to cope with the problems of children in this age group. The results showed that competent teachers had less tendency to put children in the corner or give physical punishment to them than incompetent teachers. Competent teachers didn't use coping strategies involving scolding or saying no with a somewhat loud voice, but rather pointed to each word accurately or helped the children express their feelings and understand their situation. However, their coping strategies may not always be suitable in all situations. When necessary, saying no accurately with an accompanying warning is also important. Consequently, career and professional knowledge are important for teachers involved in ECE, and it would be useful to collate the diverse strategies that they use.

Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.

A Study on the Deformable Art Pavilion Spatial Expression Characteristics (가변형 아트 파빌리온 공간 표현특성에 관한연구)

  • Du, Bo-Yu;Hong, Kwan-Seon
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.23-34
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    • 2019
  • The space before modern times is fixed and closed, then that after modern times is flexible and open. Based on the concept of space, the modern art exhibition hall gradually shifts from the interior space of a building to the outdoor space, giving birth to the concept of outdoor art pavilion. Based on this background, we analyzed and learned about the latest deformable art pavilions, focused on the investigation of its space performance characteristics and the case analysis, fully understood the design principles of deformable pavilions, and proposed the basic design directions and strategies for future research. Firstly, through learning the theories of transformable space, the characteristics and concept range of deformable space are understood. Secondly, based on the preliminary research and analysis of art pavilions, the performance characteristics are summarized. Thirdly, the pattern of deformable space and the method of reflecting the characteristics of deformable space are investigated based on cases. After summarizing the case analysis, we identified the differences of different art pavilions between deformable modes and space characteristics, and analyzed the causes. This work provides a basis for distinguishing the transformation patterns of the deformable space, and reveals the changes in space concepts and the expansion of space meaning in future architectural space design.

The Effect of Brand Webtoon Users' Need for Uniqueness on Attitudes towards the Content and the Intention of WOM: Focusing on a mediation effect of the need for self-expression and a moderation effect of the perception of persuasive intent (브랜드 웹툰 수용자의 독특성 욕구가 콘텐츠 태도 및 구전의도에 미치는 영향: 자아표현 욕구 충족의 매개와 지각된 설득의도의 조절효과를 중심으로)

  • Lee, Hui-Jun;Jo, Chang-Hwan
    • (The) Korean Journal of Advertising
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    • v.28 no.8
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    • pp.111-132
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    • 2017
  • This study investigates how consumers' need for uniqueness and for self-expression have influence on their attitude towards brand webtoon contents and word of mouth intention. The results of this study shows that among the sub-dimensions of brand webtoon users' need for uniqueness, unpopular choices has a significantly positive influence on their need for self-expression, and in turn it has a strong positive impact on both attitude towards the webtoon content and intention of word of mouth. In particular, the data show that respondents' perceived perception of the persuasive intent of the brand webtoon moderates the effect of need for self-expression on the attitude towards the content. More specifically, respondents who perceive the persuasive intent in brand webtoon show a lesser degree of favourable attitude towards the content than do respondents who do report a low level of perception of persuasive intent of the brand webtoon. In sum, this study not only provides a theoretical foundation to understand how consumers perceive brand webtoons in terms of their need for uniqueness and for self-expression, but the study has implications for practitioners who are interested in using a brand webtoon for marketing.

Generalization and Symbol Expression through Pattern Research - Focusing on Pictorial/Geometric Pattern - (패턴탐구를 통한 일반화와 기호표현 -시각적 패턴을 중심으로-)

  • Kang, Hyun-Yyoung
    • School Mathematics
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    • v.9 no.2
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    • pp.313-326
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    • 2007
  • Recently in algebra curriculum, to recognizes and explains general nile expressing patterns is presented as the one alternative and is emphasized. In the seventh School Mathematic Curriculum regarding 'regularity and function' area, in elementary school curriculum, is guiding pattern activity of various form. But difficulty and problem of students are pointing in study for learning through pattern activity. In this article, emphasizes generalization process through research activity of pictorial/geometric pattern that is introduced much on elementary school mathematic curriculum and investigates various approach and strategy of student's thinking, state of symbolization in generalization process of pictorial/geometric pattern. And discusses generalization of pictorial/geometric pattern, difficulty of symbolization and suggested several proposals for research activity of pictorial/geometric pattern.

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BPM 환경에서의 제약조건 관리

  • Park, Cheol-Sun;Choe, In-Jun
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.05a
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    • pp.269-272
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    • 2004
  • 비즈니스 프로세스 관리(BPM)는 프로세스의 모델링, 분석, 실행에 이르는 비즈니스 프로세스 전 라이프 사이클을 지원하고자 하는 개념으로, 급변하는 경영 환경의 변화에서 기업의 경쟁력을 재고하기 위하여 필요로 되는 새로운 기업 컴퓨팅 패러다임이다. 비즈니스 프로세스 관리의 개념을 도입함으로써 기업들은 조직의 프로세스를 능동적이고 빠르게 (재)설계하고 수행할 수 있으며, 기업간 M&A 및 전략적 제휴를 효율적으로 수행할 수 있다. 기업간 협업이 이루어지기 위해서는 그들 간의 프로세스의 교류 및 통합이 필수적이다. 통합의 한 수단으로 여러 프로세스에 관련된 Data들을 Rule의 형태로 표현하여 관리할 수 있다. 본 연구에서는 워크플로, BPMS 등의 환경에서 비즈니스 Rule을 포함하는 비즈니스 프로세스 수행시에 관리해야 할 제약조건을 통합 관리할 수 있는 방법론을 제시한다. 비즈니스 프로세스를 수행하면서 체크해야 할 제약조건들을 규명한후 이들을 표현할 수 있는 프로세스 기반의 트리거 모델을 제시한다. 또한 본 방법론의 실현 가능성을 보여주기 위해 예제와 함께 프로토타입 시스템을 구현하였고 Performance 측면에서는 제한적이기는 하지만 DB에 기반한 제약조건 관리방법과의 비교를 통해서 본 연구에서 제안하고 있는 방법의 우수성을 보여준다. 본 연구에서 제안하는 방법론은 Workflow 및 BPMS와 같은 프로세스 관리 시스템에서 통합의 수단으로 사용되고 있는 EAI 등을 보완해 줄수 있는 툴로써 활용가능하리라 기대된다.

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FMS의 현상과 장래 동향

  • Lee, Dong-Ui
    • Journal of the Korean Society for Precision Engineering
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    • v.1 no.2
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    • pp.9-25
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    • 1984
  • 중품종, 중량생산용의 합리적인 생산 system의 일형태로서 미국 Kearney & Trecker 사가 실용하고 있는 Flexible Manufacturing System(약칭 F.M.S.)을 처음으로 발표한 것은 1960 년대 후반이었다. 그러나 이 FMS도 그 후 얼마동안은 선전마저도 되는일 없이 지내왔다. 그런데 사회의 발전과 더불어 사회의 제품에 대한 요구가 다양화, 단수명화의 방향으로 진보되어, 그 결과, FMS의 중요성이 인식되게 되었다. 그리고 1970 년대후반부터 라고 표현될만한 상황이 일본,미국,서독 등 3개국을 중심으로 표현했다. 당초에는 라고 하는 용어만이 선행한 바람 직하지 못한 점은 있었으나 그후 FMS의 본질을 이해한 System의 도입증가와 함께 FMS 기술도 상당히 발전되어 왔다. 또한 FMS의 가동예의 증가와 더불어 그 도입효과가 눈부시다는 것이 분명해졌다. 이 FMS의 중요성은 , 혹은 라고 하는 말로 집약되는데 당연히 현재로서는 FMS는 공업선진국, 개발 도상국을 막론하고 큰 화제를 불러 일으키고 있다. 따라서 이와같은 중요한 FMS의 상황을 국제적인 관점에서 정확히 파악한다는 것은 매우 중요한 일이다. 그러나 현금에 있어서의 FMS기술의 급속한 진보는 이와같은 관점에서의 상황파악을 매우 어렵게 하고 있다. 이제까지도 예컨데 Scharf와 Schulz, Hutchinson, Spur와 Mertinz 혹은 기계기술협회생산기술조사분과회(일본)의 조사예가 있으나, 상세한 것은 각국별, 혹은 각사별의 해설을 참조하지 않으면 이해할 수 없다. 더우기 이제까지는 기계가공용 FMS가 주체였으나 현대에 이르러서는 FMS의 적용범위는 판금가공, 단조가공, Plastic사출성형가공, 조립 등에 널리 이용되어 왔기때문에 점점 그 현상의 파악이 어려워지고 있다. 따라서, 여기서는 그와같은 FMS의 현상과 장래의 발전동향을 간단히 이해할 수 있도록 개설하고자 한다.

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The Research of New Multimedia Design Development on Internet - Focus on the Type - (인터넷에서의 뉴멀티미디어 디자인 개발에 관한 연구 - 서체의 활용을 중심으로 -)

  • 류성현;신계옥;이은주;이현주
    • Archives of design research
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    • v.11 no.3
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    • pp.47-55
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    • 1998
  • Homepage design on the Web is incredibly growing fast as the integrative information method than any other media. At the beginning the homepage was designed by text mostly, however, it has been changed to use the multimedia. Design in the Web is changed by the development of computer technology. Rnal destination of Web is an user platform that consists of pixel of monitor screen. Monitor requires different approach from printing material because of the limited of range of presentation and the property of light. This paper has studied to find the possibilities of expression of type which can be the basic structure for HTML. By the case study of homepage, it has analyzed the kind of types, presentation method, the number of frequency, and variation of design.

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The Conceptual Model on the Effects of Emotional labor on Job Stress and Organizational Effectiveness (감정노동이 직무스트레스와 조직유효성에 미치는 영향에 관한 개념적 모형 -고객센터 여성근로자를 중심으로-)

  • Choi, Joung-Im
    • Proceedings of the KAIS Fall Conference
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    • 2012.05a
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    • pp.401-405
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    • 2012
  • 우리나라의 서비스 직업에 대한 고용비중이 점차 높아지고 있는 동시에 여성의 경제활동도 함께 증가하는 추세를 보여주고 있다. 또한 현재 경영의 환경에 있어서의 소비자들은 기업과의 직접적인 대면과 함께 우량의 서비스 품질을 요구하는 경영환경의 시대에 있다. 각 기업은 차별화 전략으로서 최상의 서비스 제공을 통한 고객 만족 극대화에 초점을 맞추고 있으며 특히, 서비스 기업에서 추구하는 고객만족 또는 서비스 만족도가 기업의 경쟁우의를 결정짓고 기업의 이미지를 표현하는 중요한 요인으로 여겨지고 있다. 이러한 고객만족을 중시하는 기업과 조직의 목표에 의해 대부분의 고객센터의 여성 근로자들은 조직이 요구하는 감정표현의 규범에 의해 자신의 감정이나 느낌을 고객에게 연출하도록 강요받고 있다. 근로자의 기분과 감정과는 관계없이 고객에게 미소와 친절을 보내야 하는 고객센터 근로자들은 감정노동을 하고 있는 것이다. 이에 본 연구에서는 서비스 산업 중에서도 여성인력에 대한 의존도가 높은 고객만족센터(텔레마케터 or 전화상담원)에 근무하는 여성근로자를 중심으로 감정적 부조화에 따른 감정노동이 직무스트레스에 미치는 영향에 대하여 알아보고 연구 결과를 통해 고객센터의 여성근로자들의 인적자원관리 차원에서 감정노동에 대한 인지와 직무스트레스 조절을 통한 관리에 시사점을 제안하고자 한다.

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