• Title/Summary/Keyword: 협력능력

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A Study on the Responsibility Judgment and Mental Disorder of Criminal Psychology (책임능력판단에 관한 범죄심리학적 이론과 정신장애 항변 연구)

  • Rim, Sang-Gon
    • Korean Security Journal
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    • no.10
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    • pp.293-322
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    • 2005
  • The culpability of a person, as determined by due process of law, for any of his actions that are defined as criminal. Determination of such responsibility is a legal function, not a psychiatric one, although a psychiatrist may be called upon to present evidence to the court in order to aid the judge or jury in reaching a decision as to responsibility. Determination of responsibility varies with the laws of the state in which the accused is being tried, but in general all states base their laws on three famous judicial decisions concerning criminal responsibility. 1. the M'Naghten(McNaughton) rule(a. to establish such a defense the accused, at the time the act was committed, must be shown to have been laboring under such defect of reason as not to know the nature and quality of the act he was doing, b. if he did know it, he did or know that what he was doing was wrong). 2. the irresistible impulse test. 3. the Durham decision. Under the Durham test, however, the psychiatrist may give any relevant testmony concerning the mental illness at issue. The psychological and behavioral appearance of a person, in clinical psychiatry this term is commonly used to refer to the results of the mental examination of a patient. The written report of the mental status usually contains specific references to the following areas: I. Attitude and General Behavior (1)General health and appearance. (2)General habits of dress. (3)Personal habits. (4)General mood. (5)Use of leisure time. (6)Degree of sociability. (7)Speech. II. Attitude and Behavior during interview (1)Co-operativeness. (2)Poise. (3)Facial expression. (4)Motor activity. (5)Mental activity. (6)Emotional reactions. (7)Trend of thought. III. Sensorium, mental grasp, and capacity (1)Orientation. (2)Memory and retention. (3)Estimate of intelligence. (4)Abstraction ability. (5)Tests of absurdity, interpretation of proverbs. (6)Judgment.

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The Effect of Mathematics-Based Yungbokhap Instruction: An Analysis of Participation Structure in Small Group (수학 중심 융복합 수업에 대한 효과 분석: 학생 소집단 활동 참여구조를 기반으로)

  • Park, Mo Ra;Moon, Jong Eun;Ju, Mi-Kyung
    • School Mathematics
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    • v.17 no.2
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    • pp.355-376
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    • 2015
  • This study aims to inspect the effect of the yungbokhap education on the development of students' mathematical competence by analyzing students' mathematical discourse in math-based yungbokhap instruction designed by Moon(2014). Specifically, this research focused on the analysis of students' participation structure. The reuslts shows that the students' competence for mathematical communication and inquiry has been improved through the instruction. In particular, the students were increasingly engaged with consensual talk. Also, in the beginning stage, the students tended to unconditionally criticize for others' mathematical opinion. Through the class participation, they gradually developed the competence to express their mathematical ideas to their peers with reasonable mathematical bases. These results suggests that the mathematics-based yungbokhap instruction has positively contributed to the improvement of students' mathematical competence. Based on the results, this paper presented implications for mathematics-based yungbokhap instrcution.

A Multi-Agent Message Transport Architecture for Supporting Close Collaboration among Agents (에이전트들 간의 밀접한 협력을 지원하기 위한 다중 에이전트 메시지 전송 구조)

  • Chang, Hai Jin
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.3
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    • pp.125-134
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    • 2014
  • This paper proposes a multi-agent message transport architecture to support application areas which need fast message communications for close collaboration among agents. In the FIPA(Foundation of Intelligent Physical Agents) agent platform, all message transfer services among agents are in charge of a conceptual entity named ACC(Agent Communication Channel). In our multi-agent message transport architecture, the ACC is represented as a set of system agents named MTSA(Message Transfer Service Agent). The MTSA enables close collaboration among agents by supporting asynchronous communication, by using Reactor pattern to handle agent input messages efficiently, and by selecting optimal message transfer protocols according to the relative positional relationships of sender agents and receiver agents. The multi-agent framework SMAF(Small Multi-Agent Framework), which is implemented on the proposed multi-agent message transport architecture, shows better performance on message transfer among agents than JADE(Java Agent Development Environment) which is a well-known FIPA-compliant multi-agent framework. The faster the speed of message transfer of a multi-agent architecture becomes, the wider application areas the architecture can support.

Antecedents and consequences of perceived usefulness of team project-based learning (팀프로젝트 기반 학습법에 대해 지각된 유용성의 선행요인과 결과요인에 대한 연구)

  • Lee, Sungmi
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.411-417
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    • 2020
  • The purpose of this study was to suggest strategies of team project based learning for undergraduate students by exploring the effects of perceived usefulness on satisfaction in team project-based learning. Also, this study investigated the effects of autonomy support, self-efficacy for group work, and perceived interaction on perceived usefulness. The findings of this study revealed that perceived usefulness affects satisfaction in team project-based learning. Moreover, the results showed that autonomy support and self-efficacy for group work influence perceived usefulness. The findings of this study imply that perceived usefulness is critical team project-based learning is critical to successful learning. Additionally, autonomy support and self-efficacy for group work enables users to perceive usefulness in team project-based learning.

Effects of Utilization of Social Network Service on Collaborative Learning (소셜 네트워크 서비스 활용이 협력 학습에 미치는 효과)

  • Shin, Jin;Chon, Eunhwa
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.11
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    • pp.241-254
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    • 2013
  • The purpose of this study is to analyse the effects of social network service on the collaborative learning. Four groups were categorized depending on the use of different types of the social network services - Kakao Talk, Facebook, both Kakao Talk and Facebook, and unused group. A preliminary test revealed that there was no difference in mobile efficacy, career decision making self-efficacy, course interest among the four groups. In the post test, the groups that used either Kakao Talk group or the group that used both Kakao Talk and Facebook retained significantly higher average score in team collaboration scale than Facebook group and unused group. The analysis of the messages in Facebook exhibited that the group used both Kakao Talk and Facebook generated larger number of messages, read, replies, clicks of "good" than the groups used only Facebook. These results strongly support the statistical significance.

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 Effectiveness of Collaborative Learning in SW Education based on Metaverse Platform (메타버스 기반 협력적 소통 SW 교육 프로그램의 효과)

  • Son, Jungmyoung;Lee, Sihoon;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.26 no.1
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    • pp.11-22
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    • 2022
  • The educational environment, where the change to blended learning and AI convergence education through non-face-to-face is accelerating, is based on the cultivation of digital literacy. This study attempted to verify the effectiveness of future competencies by creating a collaborative SW education program on the metaverse platform that emerged by supplementing the problems through non-face-to-face. Twenty programs on how to design and create software were organized for small-scale elementary classes in the metaverse. In order to verify the effectiveness 4C competency tool presented as future educational competency was selected, and homogeneity test for the experimental group and t-test were conducted. The results showed the SW education programs based on metaverse was effective in improving collaborative communication skills, confirming the possibility of SW education through blended learning.

Case Study on Industry-Academia Cooperation Capstone Design: Focusing on Information and Communication Engineering (산학협력 캡스톤디자인 운영사례 연구: 정보통신공학 중심으로)

  • Bokrae Jung
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.45-51
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    • 2023
  • The graduation project, which is the final results of the capstone design course, is not only the highest peak in university major education, but also criteria of the practical skills of fourth grader who is supposed to get a job in the future. Therefore, it is needed to operate a capstone design course that reflects industry requirements and its support system for cooperation with industry. In this study, we present a case of the capstone design course and the industry-academic capstone design program at the department of Information and Communication Engineering in Sungkyul University. At the time being transitioned from offline to online class due to COVID-19, we evaluate results of the capstone design class over the past three years and induce improvements for the further operation of the class. This study may contribute to be a practical reference for ICT-related departments that attempt to apply social demands in their capstone design course through industry-academic cooperation

소집단 협동학습이 교양 천문학 수업에 미치는 영향

  • 이명현;김석환;김은주;김주환
    • Bulletin of the Korean Space Science Society
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    • 2004.04a
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    • pp.31-31
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    • 2004
  • 2002년 2학기부터 천문학 전공자들과 커뮤니케이션 및 교육학 전공자 사이의 학제 간 협력을 통해서 교양 천문학 수업 향상을 위한 연구를 해오고 있다. 특히 과학을 전공하지 않는 대학생을 위한 천문학교육 컨텐츠 개발과 교수 방법에서의 커뮤니케이션의 역할에 초점을 맞춰서 연구를 진행해왔다. 2002년 2학기부터 2003년 2학기까지 연세대학교 교양 과목인 ‘우주의 이해’ 수강학생들을 대상으로 실시한 소집단 협동학습의 결과를 학생 상호간 커뮤니케이션 능력과 학업 성취도를 중심으로 논의한다. (중략)

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뉴스포커스-한국광산업진흥회 제7회 정기총회 개최

  • Korea Association for Photonics Industry Development
    • Photonics industry news
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    • s.34
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    • pp.8-11
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    • 2006
  • 한국광산업진흥회 제7회 정기총회에서 이기태 삼성전자(주) 정보통신총괄사장이 제3대 회장으로 연임되었다. 이회장은 2003년 3월 이후 3년 동안 2대 회장을 맡아오면서 광선업체들의 선두에서서 마케팅능력 향상을 통한 국제 경쟁력 강화와 신규시장 진출 및 업체간 공동 협력사업을 위해 노력해 왔다. 취임사에서 현재 지속적으로 추진되고 있는 2단계 사업의 성공적인 추진은 물론 광산업 육성 3단계 사업의 대정부 지원정책을 이끌어 내는데 전념할 것이라 말했다.

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