• Title/Summary/Keyword: Challenge questions

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Integrating Soft Skills into Online EFL Classrooms Using Problem-Based Learning with Challenge Questions

  • Seo, Ji-Young
    • International Journal of Contents
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    • v.18 no.3
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    • pp.58-65
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    • 2022
  • This study proposed a soft skill integration activity for online EFL classrooms and investigated student responses. Toward this end, this study recruited 54 college students taking an English Presentation and Discussion class in South Korea. Participants were assigned into high and low-proficiency groups based on the Test of English for International Communication. This study employed questionnaire, class video recordings, and interview to obtain responses. Moreover, problem-based learning with challenge questions was applied to develop soft skills in online synchronous classes. Responses were examined in terms of whether a difference existed according to English proficiency. Major findings of this study were as follows. Regardless of proficiency levels, participants reported improvements in their IT and problem-solving skills and exhibited positive attitudes toward live online presentations via Zoom. However, this study observed significant differences in communication and teamwork skills, perceived learning, and confidence. Interviews with students with low English proficiency levels revealed that they were negatively affected by the lack of non-verbal cues, mechanical skills, and socialization time provided by online classes. Based on these results, pedagogical implications and directions for future studies are discussed.

Teachers' Perception on the Expression Method in Bebras Challenge for Computing Knowledge Assessment

  • Saeyi Lim;Seon Kwan Han
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.11
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    • pp.227-234
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    • 2023
  • The evaluation of students' computational thinking begins with the evaluation of knowledge about the concepts and principles of computing. In this study, we analyzed the differences in teachers' perceptions depending on the description method of the bebras challenge questions to evaluate computer science knowledge. First, we classified the questions into two types depending on whether computer science terms were included or not. Also we made a computational thinking questionnaire with two types of questions and surveyed 72 major teachers. As a result, teachers expressed the opinion that the evaluation questions that revealed computer science terms were appropriate as evaluation questions for information subjects. They also perceived it as more helpful in assessing computational thinking and coding skills. Through the results of this study, we suggested that the way the questions are worded is important in the process of assessing students' understanding of computer science concepts and computational thinking skills.

KHistory: A System for Automatic Generation of Multiple Choice Questions on the History of Korea (KHistory: 한국사 객관식 문제 자동 생성 시스템)

  • Kim, Seong-Won;Jung, Hae-Seong;Jin, Jae-Hwan;Lee, Myung-Joon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.1
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    • pp.253-263
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    • 2017
  • As needs for knowledge on Korean history and the attention of the people are rapidly increasing, various smartphone applications for learning the history have appeared during recent years. These applications provide multiple choice questions to users through their own problem banks. But, since these questions are selected from the fixed set of problems that are stored previously, the learning efficiency of users is inevitably decreased when they use the applications repeatedly. In this paper, we present a question generation system named K-History which generates multiple choice questions in an automatic way using the database on the history of Korea. In addition, we also describe the development of the application Korean History Infinite Challenge as a learning application for Korean history. To develop K-History, we classify typical types of learning problems through various problems based on Korean history learning materials, proposing algorithms to generate problems according to the types found. Through the developed techniques, various learning systems can reduce the cost for creating questions, while increasing the learning efficiency of users.

The Effect of Foreigner's Ethnic Food Attitudes on Purchasing Intentions of Korean Foods (외국인의 에스닉 푸드에 대한 태도가 한식 구매 의도에 미치는 영향)

  • Kim, Sun-Joo;Lee, Kyung-Hee
    • Journal of the East Asian Society of Dietary Life
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    • v.23 no.3
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    • pp.265-272
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    • 2013
  • In order to globalize Korean foods successfully, it is necessary to understand foreigners' attitudes about ethnic foods and how foreigners perceive Korean foods. It would be valuable to survey the degree of interest from foreigners when purchasing Korean foods. Thus, a survey was performed on the most common tourists in Korea, the Japanese, Chinese and Americans. 313 respondents completed the survey on ethnic foods (16 questions), purchasing intention of Korean foods (3 questions), and socio-demographic conditions (9 questions). Factor analysis and reliability analysis were conducted to identify the indicators of attitudes toward ethnic foods. Correlation analysis was conducted to confirm the relation between attitudes toward ethnic foods and Korean food purchasing intention. From the results of factor analysis, 5 factors emerged from the 13 out of 16 questions; and were labeled new food seekers, ethnic food seekers, familiarity seekers, new taste seekers and challenge seekers. Items were analyzed to determine the differences according to nationality by using the ANOVA, and it showed that Americans have the highest Korean food purchasing intentions. The regression analysis indicated that attitude factors on ethnic foods, new foods and new taste seekers are strongly related to Korean food purchase intentions.

A Study on the Challenge of a Arbitrator (중재인의 기피에 관한 고찰)

  • 이명우
    • Journal of Arbitration Studies
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    • v.13 no.2
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    • pp.403-424
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    • 2004
  • In the solutions of civil disputes, there are decision of a court and alternative dispute resolution. Arbitration is one of alternative dispute resolutions. The decision of a court is the compulsory settlement and the solution by citizenship between two opposing parties, but arbitration is the autonomous and voluntary settlement by a private person, that is arbitrator. Besides these points, arbitration has various features in comparison with a decision of a court. The procedure of arbitration is not open to the public and single trial system guarantees speedy solution of disputes In the procedure of arbitration, arbitrator who pass judgement is selected and appointed by the parties to an affair. And there are questions how the arbitrator to become independent from them. Because Arbitration is not agreed solution which based on the concession between opposing two parties but imposed solution which is alike decision of a court. This study illustrates the system of challenge on arbitrator to guarantee independence of arbitrators.

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Lexical Mismatches between English and Korean: with Particular Reference to Polysemous Nouns and Verbs

  • Lee, Yae-Sheik
    • Language and Information
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    • v.4 no.1
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    • pp.43-65
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    • 2000
  • Along with the flourishign development of computational linguistics, research on the meanings of individual words has started to resume. Polyusemous words are especially brought into focus since their multiple senses have placed a real challenge to linguists and computer scientists. This paper mainly concerns the following three questions with regard to the treatments of such polysemous nouns and verbs in English and Korean. Firstly, what types of information should be represented in individual lexical entries for those polysemous words\ulcorner Secondly, how different are corresponding polysemous lexical entries in both languages\ulcorner Thirdly, what does a mental lexicon look like with regard to polysemous lexical entries\ulcorner For the first and second questions, Pustejosky's (1995) Generative Lexicon Theory (hereafter GLT) will be discussed in detail: the main focus falls on developing alternative way of representing (polysemous) lexical entries. For the third question, a brief discussion is made on mapping between concepts and their lexicalizations. Furthermore, a conceptual graph around conept 'bake' is depicted in terms of Sowa(2000)

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The Resisting Body: Figurative Painting as a Means to Register Social Protest in Malaysian Art (저항하는 몸: 말레이시아 미술에서 사회적 저항의 수단으로서 형상회화)

  • Fan, Laura
    • The Journal of Art Theory & Practice
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    • no.8
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    • pp.185-215
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    • 2009
  • In Malaysia, figurative painting has increasingly become a means for artists to pose questions about presumptions of power and assumptions of history. The body, its potentially breached boundaries and defenses, forms an integral component of the battle for political influence. The degree of control over one's own and other people's bodies has become a measuring stick to determine the power of potential political leaders. Anxiety about boundaries and access to powerful bodies is intertwined with the questions of who has the right to hold power; the relevance of moral bodies and of what comprises an ideal self or selves. These questions are raised in intriguing ways in contemporary Malaysian art. While eschewing a direct take on current politics, Malaysian artists have increasingly turned to the body to address issues in Malaysian history, culture and the distribution of power. This paper will explore some works by three artists in particular, Wong Hoy Cheong, Nadiah Bamadhaj and Ahmad Fuad Osman use the figure to problematise dominant narratives in Malaysian history. Their work variously challenge political, racial and gender hierarchies and in so doing, reveal them as social constructions.

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A Study on the Attitude toward Online Game-based Edutainment (온라인게임 기반 에듀테인먼트에 관한 태도 연구)

  • Park, Seong-Taek;Kwon, Hye-Young;Kim, Tae-Ung;Jang, Woo-Jung
    • Journal of Digital Convergence
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    • v.10 no.3
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    • pp.251-263
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    • 2012
  • Edutainment refers to the form of entertainment designed to educate as well as to amuse. It typically seeks to instruct its audience by embedding messages or educational contents in some familiar form of entertainment such as computer games, films, websites, multimedia software, etc. The purpose of this study is to identify the determinants of attitude toward online game-based edutainment. This study proposes the attitude, fun, usefulness, social interaction, challenge, and educational story as major research variables, and collected the survey responses from game players having experiences with online game-based edutainment. Factor analysis confirmed that 19 questions can be categorized into 6 factors : attitude, fun, usefulness, social interaction, challenge, and educational story. Regression analysis shows that fun, usefulness and educational story significantly and directly affect the attitude toward these edutainment games, and that educational story influences the level of usefulness. In addition, challenge and social interaction were found to have significant impact on fun. In conclusion, the wider implications of the findings for utilizing online game-based edutainment are provided.

A Study on the Influence of Career Satisfaction and Commitment on Career Anchor Style (경력 닻의 유형이 경력만족과 경력몰입에 미치는 영향 연구)

  • Park, Hee-Dong;Park, Min-Saeng
    • Management & Information Systems Review
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    • v.31 no.3
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    • pp.97-116
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    • 2012
  • This pager purposed to investigate the style of career anchor and influence of career satisfaction and career commitment. also to concept each variable. The empirical research questions for the study are what kind of the career anchor is selected and what impacts on career satisfaction and career commitment. To examine the model, 299 questionnaires was collected from Korean workers. Each questions is based on a 7 point Likert-type scale, and the data were analyzed by SPSS and AMOS for Windows. The results of study are summarized as follows: First, style of career anchor(technical/functional, security, pure challenge, life-style integration) has an positive influence on career satisfaction. but partial style of career anchor(managerial, creativity, autonomy/independence, service/dedication) unconnected with career satisfaction. Secondly, style of career anchor(technical/functional, managerial, security, service/dedication) has an positive influence on career commitment. but partial style of career anchor(creativity, autonomy/independence, pure challenge, life-style integration) unconnected with career satisfaction.

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Classifying Lifestyle and Preferred Sensations of Female Consumer (여성 소비자의 라이프스타일 유형과 선호감성)

  • Han, Kyoung-Mi;Na, Young-Joo
    • Fashion & Textile Research Journal
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    • v.4 no.1
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    • pp.56-63
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    • 2002
  • This study was designed to investigate the new concept about lifestyle of female consumer in the present time of digital revolution and to analyze the preferences and sensibilities according to the types of consumer lifestyle classified into the same group. Survey was done through questionnaire of 79 questions and the data of 151 female consumers in the age of 19-34 were analyzed statistically using SPSS. The 6 factors were extracted from 39 lifestyle questions: consumerism, seeking challenge, communal life, quality of life, digital orientation and active counter plan. 6 Lifestyle clusters of female consumers were as following: the no-concern satisfied, the digital passive, the consumer personal, the digital active, the consumer communal and the adventurous. 30.5% of female consumer was the digital lifestyle who are relatively older and highly educated, of high income and expense rate, and resident in Gangnam. The preferred sensations by female consumer were 5; reasonal, feminine, conspicuous, active, and modest, and the clusters according to the sensations were 5: the casual, the status-symbolism, the rich in contents, the romantist, and the elegance. Lifestyle and preferred sensations were so related that the no-concern satisfied were the status-symbolism and the romantist, while the digital were the richness of contents and the adventurous were the romantist.