• Title/Summary/Keyword: Authentic experience

Search Result 72, Processing Time 0.026 seconds

English teachers' perception of teaching English culture (영미문화 교육에 대한 교사의 인식 연구)

  • Han, Ho;Kim, Hyeon-Okh
    • English Language & Literature Teaching
    • /
    • v.13 no.4
    • /
    • pp.271-292
    • /
    • 2007
  • The purpose of this study is to investigate what English teachers think about what and how to teach culture, as a way of helping students build relevant background knowledge and enhance their motivation in learning English. A total of 300 teachers completed a self-report questionnaire in four areas: (i) their understanding and liking of English-spoken countries, (ii) their use of materials and tools for teaching culture, (iii) their consciousness of teaching culture, and (iv) their needs for culture learning in the teacher-training program. The results show that (i) they think American culture is dominant in EFL but they are much interested in British culture; (ii) they rely on internet most for their cultural experience while they think students get much of the cultural information from textbooks; (iii) they are very much conscious of the importance of teaching culture for improving students' English proficiency; (iv) they want to learn in the teacher training program more about cultural practice, which can be subsumed under the so called 'small c'. The findings suggest that (i) textbooks need to include contents to promote students' cultural awareness and foster intercultural competence, (ii) teachers should use authentic materials with appropriate adaptation, and (iii) a teacher training program should cover a wide range of contents and skills for teaching culture.

  • PDF

A Study on the Enablers and Barriers of BIM-based Assembling Collaboration for Designers' Communication and Socio-Psychological Mechanisms (BIM기반의 어셈블링 협업이 설계자 간의 의사교환과 사회심리학적 기제에 미치는 효과와 한계에 관한 연구)

  • Hong, Seung-Wan;Jeong, Yongwook
    • Journal of KIBIM
    • /
    • v.7 no.1
    • /
    • pp.36-44
    • /
    • 2017
  • While previous studies argue that BIM-based assembling collaboration promotes the communication and process management among participants in architectural design projects, it is still unknown which communication and socio-psychological factors are more and less activated in use of BIM-based collaboration. To investigate this research aim, in authentic BIM-used architectural retrofitting projects, the participants (N=36) collaborated and assessed the communication factors on (1) perceiving design results, (2)understanding partners'design intention, (3) proposing and converging opinions, the interpersonal design process management factors on (1) managing design process, (2) managing collaboration schedule, and the complementedness factors on (1) understanding partners' expertise, and comradeship. Statistical analyses reveal that the factor relevant to perceiving design results is better activated than the other factors (p<0.05), but all other factors are not much activated compared to perceiving design results. Deduced from the previous BIM studies and interviews, a reason roots in the shared forms and semantics of BIM. The shared semantics represent collaborators' information and allow the participants to perceive design changes explicitly. Meanwhile, BIM-based assembling collaboration is limited to represent observable, experience-able processes of design, and thus, several key socio-psychological factors, such as proposing and converging opinions and managing design process, are less activated.

A Study on the Formation Process of Placeness of the Game Space from the view of Simularcre (시뮬라크르로 바라본 게임 공간의 장소성 형성과정 고찰)

  • Jeong, Ji-Yun;Sung, Jung-Hwan
    • Journal of Korea Game Society
    • /
    • v.21 no.3
    • /
    • pp.25-38
    • /
    • 2021
  • This study examines the possibility of development into a place of existential human meaning and the process of formation of placeness based on the Simulacre theory of digital game space. First of all, the game space related to humans was reinterpreted into the Simulacra theory of Plato, Jean Baudrillard, and Gilles Deleuze, and typified into three simulacra of spaces. The formation process of placeness in the game space is presented by linking the simulacra of space, place theory, and the user's game experience that were reinterpreted. It is hoped that this will contribute to exploring the aspect of the placeness of digital game spaces for authentic experiences of various media.

Google Play Malware Detection based on Search Rank Fraud Approach

  • Fareena, N;Yogesh, C;Selvakumar, K;Sai Ramesh, L
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.16 no.11
    • /
    • pp.3723-3737
    • /
    • 2022
  • Google Play is one of the largest Android phone app markets and it contains both free and paid apps. It provides a variety of categories for every target user who has different needs and purposes. The customer's rate every product based on their experience of apps and based on the average rating the position of an app in these arch varies. Fraudulent behaviors emerge in those apps which incorporate search rank maltreatment and malware proliferation. To distinguish the fraudulent behavior, a novel framework is structured that finds and uses follows left behind by fraudsters, to identify both malware and applications exposed to the search rank fraud method. This strategy correlates survey exercises and remarkably joins identified review relations with semantic and behavioral signals produced from Google Play application information, to distinguish dubious applications. The proposed model accomplishes 90% precision in grouping gathered informational indexes of malware, fakes, and authentic apps. It finds many fraudulent applications that right now avoid Google Bouncers recognition technology. It also helped the discovery of fake reviews using the reviewer relationship amount of reviews which are forced as positive reviews for each reviewed Google play the android app.

User Review Analysis of Microtransactions in Freemium Massively Multiplayer Online Role-Playing Games Using Structural Topic Modeling (구조적 토픽모델링을 활용한 무료형 대규모 다중이용자 온라인 롤플레잉 게임의 소액결제에 대한 이용자 리뷰 분석)

  • Cheol Lee;Jae-Eun Chung
    • Human Ecology Research
    • /
    • v.61 no.3
    • /
    • pp.475-492
    • /
    • 2023
  • This study investigated player responses to microtransactions in freemium Massively multiplayer online roleplaying games (MMORPG), specifically focusing on the game LostArk using English language review data. To this end, structural topic modeling was employed and the following six microtransaction-relevant topics were identified: microtransactions, developer issues, real money trade (RMT), random number generator (RNG) upgrade system, game content, and collectibles & adventure. The first four topics were classified as being "not recommended". However, the proportions of microtransaction-related topics were relatively lower than the other topics. Additionally, this study did not extract keywords related to unfairness and unethical issues in previous microtransaction research. The last two topics, game content, and collectibles & adventure were "recommended" topics, indicating positive functions of microtransactions such as enhancing the game experience by purchasing virtual items. Moreover, it was found that players who do not engage in microtransactions can still be satisfied through continuous game content updates. Additionally, an examination of the interaction effect between time and recommendation status revealed that while the frequency with which the six microtransaction-related topics were mentioned increased over time in the reviews, the ratio of recommendations to non-recommendations varied differently. This study contributes to game-related research by revealing players' authentic opinions on microtransactions in freemium MMORPGs, thereby providing practical implications for game companies.

Development of a Structured Debriefing for Business Simulation Games and Its Effect on College Students' Business Knowledge and Entrepreneurship Competencies

  • Jieun LEE;Yugyeong KIM;Hyunwoo HWANG
    • Educational Technology International
    • /
    • v.25 no.1
    • /
    • pp.93-127
    • /
    • 2024
  • This study evaluates the effect of structured debriefing for a business simulation game for university students. The program provides an authentic learning experience of real-world business management by allowing learners to make decisions related to R&D, marketing, production, and finance through a business simulation game, and check the results in real time. In 2022, University A and B each ran a business simulation game-based program as an extra-curricular activity. University A conducted a traditional instructor-led debriefing where the instructor explained the summarized process and results, while University B implemented a structured debriefing which had been developed based on Gibbs' and 3D models. To assess the effect of the structured debriefing compared to the traditional instructor-led debriefing, business knowledge and entrepreneurship competencies were measured three times. Repeated measures ANOVA was used to test for the differences between the two groups and to examine interaction effects between group and time. The structured debriefing group achieved statistically significantly higher academic scores than the traditional instructor-led debriefing group at the post-test and in 2 weeks. There was no statistically significant difference between the groups in terms of entrepreneurship competencies. There was no interaction effect between group and time, both in academic achievement and in entrepreneurship competencies. In conclusion, the simulation game-based program integrated with the structured debriefing session is more likely to have a stronger impact on academic achievement and its retention.

Exploration of Experienced Science Teachers' Perception on Teaching the Gifted in Science (영재 교육 현장경험을 통해 얻은 과학 교사들의 효과적 영재 교수방법에 대한 인식 탐색)

  • Choi, Yun-Hee;Lee, Hyunju
    • Journal of Gifted/Talented Education
    • /
    • v.26 no.2
    • /
    • pp.299-318
    • /
    • 2016
  • The purpose of study was to explore science teachers' practical knowledge on teaching the gifted in science; namely, what kinds of instructional methods did they perceive as effective approaches based on their teaching experience with the gifted? Twelve science teachers who had 4-11 years of teaching experiences with the gifted students at the gifted center under the local educational offices participated in the study. The data source included in-depth individual interviews with the teachers. In results, the teachers became more aware of the academic potentials and characteristics of the students and had made efforts to develop their instructional methods more fitting to the characteristics and needs of the gifted. They emphasized four instructional aspects: 1) experience of authentic inquiry process and methods, 2) group activities focusing on leadership, communication and collaboration, and empathetic attitudes, 3) tasks promoting creative and convergent thinking, and 4) career awareness in the field of science, technology, and engineering. It is expected that this study provides more practical implications and insights for novice science teachers in the gifted education.

Effect of Learner's Motivation on Professional Development in Vocational Education of Clothing Manufacturing (의류제조 직업능력개발교육 학습자의 학습참여동기가 교육 및 취업서비스만족도와 직업능력개발성과에 미치는 영향)

  • Jun, Hyun-Mi;Jeong, Jae-Chul;Park, Myung-Ja
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.19 no.4
    • /
    • pp.75-91
    • /
    • 2017
  • This study investigated how learning motivation affects satisfaction with training and employment services and its performance for participants in government-supported job skill development program of the clothing industry so as to provide fundamental data for developing a training program that fosters professionals and relieves the labor shortage in the clothing industry. 180 copies of questionnaires were statistically analyzed by SPSSWIN 21.0. Most trainees were low-income citizens in their 40s and 50s. They were divided into highly educated or low-educated. The results of the research are as follows: when the trainees were motivated by the goals of getting a certificate or a job, employment service satisfaction levels were influenced meaningfully. Secondly, educational satisfaction levels and occupational ability development also scored highly. Therefore, it is important to strengthen instructors' competency. Instructors must be required to have onsite experience so that they can provide authentic education that can be applied to the work field. The government should establish a compulsory training session for the trainers along with an incentive program so that they can catch up with up-to-date technology and trend. Third, the research shows that supporting business startup and job placement is important. Follow-up management systems should be provided in cooperation with relevant institutions of employment and business startups. Either outsourcing or placement of professional advisors is also needed.

  • PDF

Elementary School Students' Perceptions on Free Science Inquiry Activities Applying a Brain-Based Evolutionary Approach (뇌기반 진화적 접근법에 따른 과학 자유탐구에 대한 초등학교 학생의 인식)

  • Baek, Ja-Yeon;Lim, Chae-Seong;Kim, Jae-Young
    • Journal of Korean Elementary Science Education
    • /
    • v.34 no.1
    • /
    • pp.109-122
    • /
    • 2015
  • In National Curriculum of Science revised in 2007, free inquiry was newly introduced to increase student's interest in science and to foster creativity by having students make their own curiosity questions and find answers by themselves. The purpose of this study is to analyze elementary school students' perceptions on free science inquiry activities applying a brain-based evolutionary approach. For this study, 106 the fifth grade students participated, and then completed a questionnaire on free inquiry activities according to a brain-based evolutionary science teaching and learning principles. The students performed a series of steps of the Diversifying, Estimating-Evaluating-Executing, and Furthering activities in each of Affective, Behavioral, and Cognitive domains (ABC-DEF approach) and constructed their own free inquiry diary, then the observations by the researcher and interviews with the students were analyzed both quantitatively and qualitatively. The major results of the study were as follows: First, the majority of the students perceived the each domain and step positively although a few of them perceived negatively. The reasons perceived as negatively were categorized into two; preference dimension of like or dislike and ability dimension of metacognitive or self-reflective capacity. Also, they perceived the free inquiry experience in the form of ABC-DEF as helpful to understand the nature of scientists' scientific activities. Based on these findings, implications for supporting authentic inquiry in school science are discussed.

Cognition of Students Gifted in Science on Pseudo Science (사이비과학에 대한 과학영재들의 인식)

  • Jhun, Young-Seok;Shin, Young-Joon
    • Journal of The Korean Association For Science Education
    • /
    • v.25 no.3
    • /
    • pp.353-363
    • /
    • 2005
  • In this thesis, the cognition of students gifted in science on pseudo science was studied in order to acquire basic data to develop a learning program. As a first step, the difference of cognition on pseudo science between science-gifted students and general students in elementary, middle and high schools was studied. Findings revealed that science-gifted students had more negative thought on pseudo science than general students. In addition, there was no progress in their cognition on pseudo science as entered higher grades. Secondly, the cognition of students in a science high school, three times over a 6-month period, was studied. Through this study, it was found that student concepts of pseudo science was not firm, and it is quite possible to induce students to think logically and rationally with the help of a well-organized learning program. Lastly, the factors that might affect student ideas on pseudo science were researched. Students were affected by media such as television and books and also by personal experience. Therefore, students should be trained to correctly judge information presented in the media as authentic or false. Moreover, they should also be provided chances to look back on positive astrological experiences.