• 제목/요약/키워드: Affective Approach

검색결과 131건 처리시간 0.021초

초등학생들의 계절의 변화 단원의 학습에서 모델링 중심 과학 탐구 수업의 효과 (Effects of Modeling-Based Science Inquiry Instruction on Elementary Students' Learning in the Unit of Seasonal Changes)

  • 유연준;오필석
    • 한국초등과학교육학회지:초등과학교육
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    • 제35권2호
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    • pp.265-276
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    • 2016
  • In this study, modeling pedagogies were employed to re-design and teach the unit of Seasonal Changes in the $6^{th}$ grade science curriculum. The effects of the modeling-based program were investigated in both the conceptual and affective domains using an approach of mixing quantitative and qualitative techniques. The result showed that the students in the modeling-based science inquiry classroom gained a higher mean score in a conceptual achievement test than their counterparts in a traditional science classroom. The number of the conceptual resources activated to explain the causes of the seasons, as well as the types of student explanations developed through the combination of the resources activated, were greater in the modeling-based classroom. The modeling-based science inquiry was also effective in improving student attitudes toward science lessons. It was revealed, however, that the students experienced both positive and negative epistemic feelings during the modeling-based science inquiry. Implications of these findings for science education and relevant research were suggested and discussed.

A Study on the Serious Games Design Framework via Potential Outcomes - Focused on Construal Level Interventions

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • 제10권4호
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    • pp.53-62
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    • 2014
  • Although many studies have considered the outcomes and impacts of serious games, little is known about the factors which affect a user's perception or interpretation in games during the process of decision making from theoretical perspectives. This study aimed to explore the process of user perception from the perspective of construal level theory, and to suggest a theoretical design approach for the development of effective serious games. In the current study, cognitive and affective learning outcomes were articulated through literature review and synthesized into a series of assumptions with persuasive and educational aspects in serious games. Serious games reflect the potential of the game mechanism for changing players' perception, and helping with knowledge acquisition of the users. The potential to use construal level theory for effective serious games interventions was suggested, and a Serious Games Design Framework was proposed via potential outcomes from recent advanced research. Finally, implications of the application of the suggested model with various-related purposes and directions for future research were discussed. The model could be useful not only for game researchers and designers, but also for game marketers in attracting potential consumers.

고등학교 문제해결 능력 신장을 위한 교수 학습 방법 연구 (A study on teaching methodology for improving problem-solving skills in high school mathematics)

  • 김용규
    • 한국학교수학회논문집
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    • 제1권1호
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    • pp.165-174
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    • 1998
  • This is the study on a teaching method for improving problem-solving ability in mathematics. If this method is performed step by step in solving problems, learners can approach problems in a variety of ways. This step-by-step teaching method will create some changes among learners. The purpose of this experiment was to determine what effects resulted from this method, especially which effects arose in the affective areas of learning math. For the experiment, learning materials were divided into 73 parts. And the subjects, who are low-leveled and have negative attitudes towards mathematics, were divided into two groups. One group was exposed to this method for four months (treatment group), and the other group(control group) was not. According to the result, though there were few changes, the treatment group came to be more interested in math than before and also negative attitudes towards math were reduced gradually, as compared with the control group. In this study, three factors were investigated: interest in math, attitudes toward math, and learning -achievement in math. Significant changes were found in two factors: interest in math and learning-achievement in math. No significant changes were found in the area of attitudes towards math. In conclusion, if this method is adopted and performed regularly, it is likely that the problem-solving skills will be improved and the negative attitudes towards math will be reduced.

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그룹 연구 과제에서의 협동적 정보행태 연구 - 온라인 토론 게시판의 내용 분석을 중심으로 - (Exploring Collaborative Information Behavior in the Group-Based Research Project: Content Analysis of Online Discussion Forum)

  • 이지수
    • 한국문헌정보학회지
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    • 제47권3호
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    • pp.97-117
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    • 2013
  • 본 연구는 그룹 연구 과제를 수행하는 과정에서 게시된 온라인 토론 게시물을 분석하여, 그룹원들의 협동적 정보행태를 밝히는 데 목적이 있다. 본 연구에서는 Kuhlthau의 ISP 모형과 Yue와 He의 CIB 모형을 기반으로 대학원생들의 그룹 연구 과제 수행에서 나타나는 협동적 정보행태와 정서적 측면, 필요로 하는 협동 및 지원유형의 관계를 연구하였다. 본 연구의 결과는 그룹 연구 과제에서의 협동적 정보행태에 대한 이해에 도움을 주며, 협동적 정보 이용자를 위한 정보활용능력 교육에 활용할 수 있을 것으로 기대된다.

긍정심리자본에 영향을 미치는 개인수준과 팀 수준 요인에 관한 연구 (A multi-level analysis of the individual and team-level effects on psychological capital)

  • 한주희;임규혁
    • 지식경영연구
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    • 제13권5호
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    • pp.91-111
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    • 2012
  • The purpose of this study is to investigate the effect of person-organization fit(PO fit) and person-job fit(PJ fit) on positive psychological capital at both team-level and individual-level. Present study intends to confirm the effectiveness through theoretical considerations and empirical analysis of positive organizational behaviors. This is expected to strengthen the basis of positive organizational behavior studies and provide the foundation to integrate positive organizational behavior to the actual organization. In order to test the hypotheses, the data were collected from multiple domestic organizations and composed 47 team-level and 244 individual-level data. For the analysis, hierarchical linear modelling(HLM) were conducted. The results of this study are as follows. PO fit and PJ fit had significant relationships with positive psychological capital at both team-level and individual-level. Also, in the relationship between the attitudes and behaviors of the members and positive psychological capital, the positive psychological capital was found to have significant effect on affective commitment and organizational citizen behaviors. The implications of this study according to the results as follows. Positive relationships of psychological capital with the antecedents and consequences variables, it is necessary for the management to magnify the strength of members in the actual operation at the organization level. Such the management of positive psychological capital can be suggested as a new approach method for achievement of the organization's goals and visions.

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RBF 커널과 다중 클래스 SVM을 이용한 생리적 반응 기반 감정 인식 기술 (Physiological Responses-Based Emotion Recognition Using Multi-Class SVM with RBF Kernel)

  • 마카라 완니;고광은;박승민;심귀보
    • 제어로봇시스템학회논문지
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    • 제19권4호
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    • pp.364-371
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    • 2013
  • Emotion Recognition is one of the important part to develop in human-human and human computer interaction. In this paper, we have focused on the performance of multi-class SVM (Support Vector Machine) with Gaussian RFB (Radial Basis function) kernel, which has been used to solve the problem of emotion recognition from physiological signals and to improve the accuracy of emotion recognition. The experimental paradigm for data acquisition, visual-stimuli of IAPS (International Affective Picture System) are used to induce emotional states, such as fear, disgust, joy, and neutral for each subject. The raw signals of acquisited data are splitted in the trial from each session to pre-process the data. The mean value and standard deviation are employed to extract the data for feature extraction and preparing in the next step of classification. The experimental results are proving that the proposed approach of multi-class SVM with Gaussian RBF kernel with OVO (One-Versus-One) method provided the successful performance, accuracies of classification, which has been performed over these four emotions.

감성공학의 개념과 연구 및 응용 방법 (Sensibility Ergonomics : Needs, Concepts, Methods and Applications)

  • 이구형
    • 대한인간공학회지
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    • 제17권1호
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    • pp.91-102
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    • 1998
  • History of the Sensibility Ergonomics is explained. Concepts, definition, and research methods on the human sensibility are proposed for systematic applications of human sensibility studies to product and environment developments. Sensibility Ergonomics was born in socio-technological environments where consumers required aesthetic and satisfactory products in addition to useful and usable ones, and manufactures were trying to develop consumer-oriented, user-friendly products. Sensibility Ergonomics is defined as "multi-disciplinary and inter-disciplinary processes for developing products and environment as usable, comfortable and satisfactory with the information on human sensibility." Human sensibility is functionally defined as "feelings generated when perceived sensory and information stimuli are reflected from memory which has been accumulated through personal experiences." Human sensibility is affected by at least three factors: personal, social, and cultural. Consumers evaluate products in three aspects : functional, sensorial, and cultural sensibilities. Human sensibility is personal, dynamic, and ambiguous. It is generated reflectively and intuitively against external stimuli. No Physiological responses are accompanied, and one cannot control his/her sensibility. However, the sensibility affects the decision making or behavior of the person. To understand the human sensibility many inter-disciplinary methods should be used instead of one-variable approach. Micro-scopic studies such as Questionnaire, interview, behavioral analysis, and psychophysiological experiments can be performed. In addition, social and cultural studies are essential to understand an individual's sensibility. Results of sensibility studies can be applied to setup new interactions between human and machine through sensible(or affective) human-machine (computer) interfaces. Human-oriented and user-friendly products can be made with the information on human sensibility.

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육류에 대한 혐오감이 돼지고기 소비에 미치는 인과 효과 평가 (Measuring the Causal Effect of Disgust with Meat on Pork Consumption)

  • 강종헌;배성식
    • 동아시아식생활학회지
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    • 제17권5호
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    • pp.653-660
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    • 2007
  • The purpose of this study was to measure the causal relationships among such variables as moral concerns for animals, meat texture, meat color, satiety from meat, disgust with meat and pork consumption. A total of 250 questionnaires were completed. Structural equation models were used to measure the causal effects of the constructs. The study outcomes demonstrated that the structural analysis results of the data were an excellent model fit. The effects of moral concerns for animals, meat texture and satiety from meat on the disgust with meat were statistically significant. As expected, disgust with meat had a significant effect on pork consumption. Moreover, moral concerns for animals and satiety from meat had a significant indirect effect on pork consumption through disgust with meat. Also, satiety from meat alone had a significant indirect effect on pork consumption through disgust with meat. By developing and testing conceptual models that integrated the relationships among ideational variables, sensory affective variables, anticipated consequences variables, emotional variables, and behavioral variables, this study may approach a deeper understanding of the complex relationships among pork consumption-related variables. A greater understanding of these complex relationships can improve the managerial diagnosis of problems as well as opportunities for different marketing strategies, including pork production and pork product development, and marketing communications.

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Some Issues on Causative Verbs in English

  • Cho, Sae-Youn
    • 한국언어정보학회지:언어와정보
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    • 제13권1호
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    • pp.77-92
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    • 2009
  • Geis (1973) has provided various properties of the subjects and by + Gerund Phrase (GerP) in English causative constructions. Among them, the two main issues of Geis's analysis are as follows: unlike Lakoff (1965; 1966), the subject of English causative constructions, including causative-inchoative verbs such as liquefy, first of all, should be acts or events, not persons, and the by + GerP in the construction is a complement of the causative verbs. In addition to these issues, Geis has provided various data exhibiting other idiosyncratic properties and proposed some transformational rules such as the Agent Creation Rule and rule orderings to explain them. Against Geis's claim, I propose that English causative verbs require either Proper nouns or GerP subjects and that the by + GerP in the constructions as a Verbal Modifier needs Gerunds, whose understood Affective-agent subject is identical to the subject of causative verbs with respect to the semantic index value. This enables us to solve the two main issues. At the same time, the other properties Geis mentioned also can be easily accounted for in Head-driven Phrase Structure Grammar (HPSG) by positing a few lexical constraints. On this basis, it is shown that given the few lexical constraints and existing grammatical tools in HPSG, the constraint-based analysis proposed here gives a simpler explanation of the properties of English causative constructions provided by Geis without transformational rules and rule orderings.

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초등학교 웹사이트에서의 내용 접근성 향상을 위한 메뉴 구조 분석 (Analysis on the Navigation Menu to Improve Accessing Information in Elementary School Website)

  • 이병무;고대곤;유인환
    • 정보교육학회논문지
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    • 제7권2호
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    • pp.163-173
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    • 2003
  • 본 연구에서는 현재 초등학교에서 광범위하게 사용되고 있는 각종 형태의 웹사이트 메뉴에 대하여, 정보의 구조, 메뉴의 깊이와 너비, 항목의 나열방법, 메뉴의 제시형태, 메뉴사용의 수월성 등과 관련된 특성 분석의 결과를 토대로 메뉴의 패턴을 6가지 유형으로 구분하였다. 그리고 이들 각 유형의 메뉴에 대한 사용자들의 정의적인 반응과 사용시 효과성 및 효율성을 검증하기 위하여 동일 통제 조건을 갖는 6가지 유형에 대한 메뉴를 설계, 구현하고 이들을 실험, 적용하였다. 연구 결과 초등학교 학습자를 대상으로 하는 웹사이트에서는 상단 끌어내림 형태의 메뉴와 상단 제시 후 좌단 제시 메뉴 유형이 접근성과 인지도가 가장 높은 것으로 나타났다.

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