• Title/Summary/Keyword: 흥미성

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Factors of Interest in Computer Game (컴퓨터 게임에서의 흥미 관련 요인)

  • 김세영;한광희
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2000.05a
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    • pp.209-213
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    • 2000
  • 흥미는 학습을 비롯한 여러 인지 과제 수행에 있어서 중요한 변인이 된다. 그러나 그 개념의 모호성이나 측정 가능성에 대한 문제 등으로 인해서 이에 대한 직접적인 연구가 부족한 것이 현실이다. 본 연구에서는 컴퓨터 게임의 상황에서 발생하는 흥미와 관련된 변인으로서 주관적 시간 지각과 flow 경험에 대한 설문을 통해서 흥미관련요인을 알아보고자 하였다. 게임에서의 흥미의 경험이 실제 시간보다 짧은 주관적 시간 지각의 왜곡으로 나타날 것이며 flow와 관계된 요인들이 결국 흥미 유발에 유의한 관련성이 있을 것이라고 기대되었다. 결과에 따르면 주관적 시간 지각이 흥미의 정도에 따라 차이가 있는 것으로 나타났으며, 도전감, 주의, 시간 왜곡감, 기술, 각성 등의 변인도 흥미와 관련된 것으로 나타났다. 또한 네트웍과 개인 조건에 따른 흥미와 시간의 왜곡감, 전략, 시간 지각의 차이도 역시 유의하였다.

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Identification of Instructional Components to Increase Students' Interest and Creativity in American Science Classrooms (미국의 중학교 과학수업에서 학생들의 흥미와 창의성을 높이는 수업요소)

  • Kang, Nam-Hwa;Park, Yunebae
    • Journal of Science Education
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    • v.34 no.2
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    • pp.421-431
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    • 2010
  • The purpose of this study was to identify instructional components supporting students' interest and creativity in American middle school science classrooms. Two 7th grade classrooms were selected, and observed for 11 class periods each. Results showed that hands-on and small group activities were the most effective ways to increase students' interest. The teachers' instructional approaches, such as individualized paced teaching, sufficient peer teaching, permissive atmosphere, various media, and purpose-focused summary game were found to influence students' interest. To enhance students' creativity, increasing interest, making hypothesis, and trying to various experimental method with sufficient time were identified as effective components.

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초등학교 고학년의 창의성개발을 위한 만화표현학습

  • Choe, Mi-Ran;Jeong, Seong-Hwan
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.123-126
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    • 2009
  • 본 연구는 만화표현학습을 통한 창의성개발을 목적으로 만화의 창의성 평가요소를 추출하였으며 이를 통하여 실험대상의 창의성을 측정하였다. 먼저 만화의 창의성 요소로 유창성, 융통성, 독창성, 정교성과 더불어 흥미성 요소를 추출하였으며 각 요소를 통하여 객관적인 창의성 평가를 얻기 위해 각 요소에 평가항목을 제시하였다. 이 후 1 차 실험은 실험대상의 4 컷 만화제작을 통해 본 연구에서 제시한 창의성 요소를 이용하여 평가 하였으며 기본적인 창의성 요소를 확인한 결과 수업 전의 창의성이 높은 요소는 유창성, 낮은 요소는 독창성을 들 수 있었다. 또한 1 차 실험 후 실험대상의 작품평가에 대한 창의성 결과에 대해 정교성과 흥미성의 요소를 더욱 개발하기 만화 표현학습이 이루어 졌으며 이후 2 차 실험이 이루어졌다. 2 차 실험 또한 4 컷 만화제작을 통하여 창의성 변화요인을 살펴 보았으며 만화학습 후의 창의성 개발요소 중 높은 요소는 정교성, 낮은 요소는 독창성의 결과가 나타났다. 연구 결과 창의성개발을 위한 본 연구의 만화표현학습이 실험대상의 창의성 변화에 대해 영향을 끼친 사실을 확인할 수 있었다.

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The Effects of Participation Motivation of Corporate Social Responsibility Using Social Media on Organization-Public Relationship and Brand Loyalty (소셜 미디어를 통한 기업 사회공헌활동의 참여동기가 조직-공중관계성과 브랜드 충성도에 미치는 영향)

  • Yi, Junsub
    • Journal of Korea Society of Industrial Information Systems
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    • v.22 no.1
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    • pp.139-159
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    • 2017
  • This Study Examines the Relationships Among Participation Motivation for Corporate Social Responsibility(CSR) Using Social Media, Organization-public Relationship between Companies Conducting CSR and Participants, and Companies' Brand Loyalty. Using Questionnaire Data, Confirmatory Factor Analyses were used to Figure out Participation Motivation Factors Including Empathy and Interest. The Confirmatory Factor Analyses Also Derived Organization-public Relationship Factors Including Trust, Commitment, Control Mutuality, and Intimacy Created between Companies Conducting CSR and Participants. The Proposed Research Model was Tested through Structural Equation Modeling. The Results Showed that the Empathy Factor Positively Affects all the Organization-public Relationship Factors, and the Interest Factor Positively Affects trust and Commitment Factors. The Trust Factor Positively Influences other Organization-public Relationship Factors Including Commitment, Control Mutuality, and Intimacy. The results also Showed that each one of the Organization-public Relationship Factors Improves the Companies' Brand Loyalty.

A Study on Method of Emotional Expression of the Naxi Dongba script (나시족 동파문자의 시각적 감성 표현에 관한 연구)

  • Zhang, zhong hui;Lee, dong hun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.1010-1014
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    • 2009
  • Acceleration of the globalization process as they are internationally accepted, standardized. A lot of somebody started to feel tired of the standards symbols, and like to pursuit the original and natural, and hope that the new interest in the emergence of visual symbols. Dongba (東巴文字) text are Naxi(納西族) Dongba pictograph (象形文字) of a concrete nature in china, Characterized by simplicity, abstraction, associative, interesting, decorative, symbolic etc. These features can quickly identify and satisfy to the people's demand for special aesthetic.

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Utilizing the Effect of Market Basket Size for Improving the Practicality of Association Rule Measures (연관규칙 흥미성 척도의 실용성 향상을 위한 장바구니 크기 효과 반영 방안)

  • Kim, Won-Seo;Jeong, Seung-Ryul;Kim, Nam-Gyu
    • The KIPS Transactions:PartD
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    • v.17D no.1
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    • pp.1-8
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    • 2010
  • Association rule mining techniques enable us to acquire knowledge concerning sales patterns among individual items from voluminous transactional data. Certainly, one of the major purposes of association rule mining is utilizing the acquired knowledge to provide marketing strategies such as catalogue design, cross-selling and shop allocation. However, this requires too much time and high cost to only extract the actionable and profitable knowledge from tremendous numbers of discovered patterns. In currently available literature, a number of interest measures have been devised to accelerate and systematize the process of pattern evaluation. Unfortunately, most of such measures, including support and confidence, are prone to yielding impractical results because they are calculated only from the sales frequencies of items. For instance, traditional measures cannot differentiate between the purchases in a small basket and those in a large shopping cart. Therefore, some adjustment should be made to the size of market baskets because there is a strong possibility that mutually irrelevant items could appear together in a large shopping cart. Contrary to the previous approaches, we attempted to consider market basket's size in calculating interest measures. Because the devised measure assigns different weights to individual purchases according to their basket sizes, we expect that the measure can minimize distortion of results caused by accidental patterns. Additionally, we performed intensive computer simulations under various environments, and we performed real case analyses to analyze the correctness and consistency of the devised measure.

Predictability of M-Learning Outcomes by Time management, Usefulness, and Interest in Science Education (모바일 과학학습 성과에 대한 시간관리, 유용성, 흥미의 예측력 검증)

  • Lee, Jeongmin;Noh, Jiyae
    • The Journal of Korean Association of Computer Education
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    • v.17 no.1
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    • pp.65-73
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    • 2014
  • The purpose of this study is to examine how time management, usefulness, and interest predict m-learning outcomes. For this study, 144 high school students participated in m-learning activities during science classes. After 5 week of classes, they responded the following surveys: time management, usefulness, interest, satisfaction, perceived achievement and learning persistence. Multiple regression analyses with correlation applied to this study as a data analysis method. The results showed that time management, usefulness, interest significantly predicted learning satisfaction and persistence. In addition, time management and usefulness significantly predicted perceived achievement, Therefore, these findings imply that time management, usefulness should be considered for designing m-learning activities in high school science class.

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Academic Interests of Korean Students: Description, Diagnosis, & Prescription (한국 학생의 학업에 대한 흥미: 실태, 진단 및 처방)

  • Sung-il Kim;Misun Yoon;Yeon-hee So
    • Korean Journal of Culture and Social Issue
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    • v.14 no.1_spc
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    • pp.187-221
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    • 2008
  • Although academic interest, the intersection of cognition, emotion, and motivation, is a primary goal of learning and mediates the effects of learning, the present learning environment is full of impeding factors which undermine learner's interests in learning situation. The purpose of this study is to examine current state of academic interests of Korean students and to identify several potential causes of developmental declines in academic interests. It has been consistently found that academic interests in various school subjects decrease with age and grade in school. Three potentially contributing factors to the observed loss of academic interests are mainly discussed: deprived autonomy, severe competition, and normative evaluation. Based on theories on interest and motivation, and empirical findings, various prescriptions are also suggested for designing an interest-based learning environment in order to trigger and enhance learner's academic interests.

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Comparative Study on Sensibility Image to Develop Products of Hahae Mask (하회탈 제품 개발을 위한 소비자의 감성 이미지 비교 연구)

  • 김윤희
    • Science of Emotion and Sensibility
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    • v.7 no.2
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    • pp.123-131
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    • 2004
  • This study has an aim to find out sensible factors of hahae Mask and to be helpful in developing design of products related with cultural products. This study selected and analyzed 32 vocabularies about sensible adjective to evaluate image of hahae Mask. Firstly, this study investigated image of hahae Mask through 32 vocabularies about sensible adjective and categorized 5 factors including 'attractive', 'native', 'interesting', 'active', and 'elaborate'. Secondly, sense had significant differences in 'native' and, 'interesting' based on kinds. Especially yangban Mask has more powerful nativeness than choraengi Mask, and is more interesting than jung Mask, baekjeong Mask, and bune Mask. Thirdly, the materials used in the products of hahae Mask generated differences of sensibility in elaborateness. Especially, elaborate image was emphasized about materials of glass. Fourthly, sensible image of hahae Mask was dependent upon population-statistic characteristics (age, sex, education) and characteristics of products(materials, kinds of Mask). If development of cultural products related with hahae Mask considers five sensible factors based on this study, it will contribute to development of design which coincides with consumers' needs.

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A Study of Mathematics Edutainment Design (산수 교육용게임 기획에 관한 연구)

  • Shin, Yong-Woo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10a
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    • pp.143-146
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    • 2001
  • 컴퓨터를 이용한 교육용소프트웨어인 코스웨어는 컴퓨터를 이용한 반복학습과 교사가 없이도 학습을 할 수 있다는 점에서 좋으나 학생에게 흥미를 유발하여 능동적인 교육을 하기에는 다소 부족한 점이 있다. 코스웨어와 게임의 결합인 교육용게임은 자발성, 흥미성, 교육성을 부여한다는 점에서 차별화를 가져올 수 있다. 본 논문에서는 미취학아동을 위한 기존 산수 교육용게임의 문제점을 해결하기 위한 방법을 제안한다.

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