• Title/Summary/Keyword: Convergence thinking

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The Effect of Transformational Leadership Characteristics on the Innovative Behavior of Follower -Focusing on the mediating effect of followership characteristics- (변혁적 리더십의 특성이 조직 구성원의 혁신행동에 미치는 영향 -팔로워십 특성의 매개효과를 중심으로-)

  • Song, Chang-Soo;Dong, Haklim
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.119-131
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    • 2021
  • The purpose of this study is to confirm the mediating effect of followership characteristics when the components of transformational leadership influences the innovative behavior of follower. For this study, response data of nationwide 551 workers were finally analyzed using SPSS 24 and Process Macro 3.5. The research results are as follows. All of the components of transformational leadership had a positive(+) effect on innovative behavior. In this process, team spirit, the characteristic of followership, was confirmed to have a mediating effect in all relationships. Perception of goal alignment and active orientation were found to have mediating effects in some types of combination. On the other hand, critical thinking had no mediating effect. This study has academic significance that variables with complex characteristics were divided into sub-characteristics for analyzing. In practice, it is suggested that there is an effective combination type for each characteristic of the variables in promoting the innovative behavior of follower. Based on the research results, the limitations of the research and future research tasks were presented.

Evaluation of Domestic Small SUV Design Image Using ZMET (ZMET을 이용한 국내 소형 SUV 디자인 이미지 평가)

  • Kang, Hyunjin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.291-299
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    • 2021
  • In 2019, SUV sales surpassed sedans in the domestic sales market with phenomenal domestic sales. The strength of SUVs around the world is expected to continue in the future. South Korea's K-company aggressively launched small SUVs in the SUV market. Its simple lineup is recognized as a brand image, not as a SUV. It is time to evaluate this. Therefore, it influences the purchasing decisions of potential customers and buyers of small SUVs through the evaluation of design images of small SUVs in Korea. Rather than the functional properties of the SUV model, it is purchased by emotional characteristics, brand symbolism, and image. Subconsciousness of the purchasing psychology of the end consumer was used by metaphor extraction techniques. Customers wanted to study the evaluation of small SUV design images that fit their needs. We wanted to see if consumers who intend to purchase or purchase small SUVs in Korea had a connection with the image of design of small SUVs in Korea. The conclusion of the study was extracted through ZMET, a metaphor extraction technique, with the latent consciousness of the primary ambiguous message from the consumer's feeling and representation of the image. Therefore, based on the results of this study, we hope that the images presented in SUVs in the future will be used as a design guide in the development of small SUVs to influence customer thinking and behavior.

A Study on the Activation Plan for Early Childhood SW·AI Education Based on Actual Condition Survey of Kindergarten SW·AI Education (유치원 SW·AI 교육 실태조사를 기초로 한 유아 SW·AI 교육 활성화 방안에 관한 연구)

  • Pyun, Youngshin
    • Journal of Internet of Things and Convergence
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    • v.8 no.6
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    • pp.93-97
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    • 2022
  • The purpose of this study is to suggest implications for early childhood SW·AI education considering the characteristics of early childhood education through a survey on SW·AI education in kindergartens. For this study, data were collected from 194 kindergartens through convenience sampling. The data was analyzed using frequency distribution, and it was found that 44% of kindergartens are conducting SW·AI education. 22% are conducting SW·AI education in the form of regular curriculum, and 70% are conducting SW·AI education in the form of special activities after school. SW·AI education was found to be conducted mainly by external instructors (97%) in the classroom (80%). For SW·AI education, block coding-based programs developed by companies such as Naver and the Clova were used, and all of these programs used programs and teaching aids in a package format, including teaching aids and materials developed by companies. 56% answered that they are not currently conducting SW/AI education, and lack of awareness on SW·AI education and lack of human/environmental infrastructure were the main factors. In order to realize SW·AI education considering the characteristics of early childhood education based on this survey, First, SW·AI education programs should be developed to develop play-centered computational thinking skills. Second, systematic teacher education at the national level should be conducted. Finally, the establishment of a department dedicated to early childhood SW·AI consisting of early childhood education experts and SW·AI education experts and financial support at the national level should be provided.

Educational Psychology in the Age of the Fourth Industrial Revolution (제4차 산업혁명 시대의 교육심리학)

  • LEE, Sun-young
    • (The)Korea Educational Review
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    • v.23 no.1
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    • pp.231-260
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    • 2017
  • The Fourth Industrial Revolution foreshadows radical changes in our lives. In the era of the fourth industrial revolution called the digital revolution, individualized learning based on ubiquitous learning is emphasized. The contents of learning will be centered on procedural knowledge rather than narrative knowledge, and fusion education in which boundaries between learning domains are broken down will be achieved. First of all, learners in the fourth industrial revolution era should have critical thinking and problem solving abilities. Metacognition based on self-control and cognitive flexibility is important for effective self-directed and active learning. Creativity-based collaborative activities, social vision skills, and social and emotional skills are also important competencies. Therefore, in order to provide individualized learning contents to learners in the fourth industrial revolution era, they should be transformed into learning paradigm based on personal characteristics such as learners' self-efficacy, interest, curiosity and creativity. In addition to this, evaluation forms should be diversified according to changing teaching and learning methods. In order to cultivate teachers to lead such educational innovation, it is necessary to reconsider the teaching capacity. Teachers should be able to construct creative lessons by skillfully exploiting technology in future learning environments. In addition to this, it should also have the ability to collaborate and cognitive flexibility to converge with other academic disciplines. Along with these discussions, we proposed the need for policy intervention along with changes in education.

Analysis of User's Continuous Utilization of Social Apps Using the Model of Gamification (게이미피케이션 모델을 이용한 사용자의 소셜 앱 지속 활용도 분석)

  • Gu, Xue-ping;Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.315-325
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    • 2021
  • The value and importance of Gamification has intensified as the way Gamification is applied to social networking applications has added to users' interest and involvement to the product. Gamification entails the adoption of gaming techniques and modes of thinking in non-gaming domains to elicit user engagement. To this end, the paper draws on Gamification's analytical model, Octalysis, with the aim of identifying user loyalty of the three major Chinese social networking applications and extracting their characteristics. In this regard, the first task in the advancement of the study is to establish an understanding of the components and characteristics of Gamification within the context of available examples. Next, a questionnaire survey covering China's three dominant social applications, WeChat, QQ, and Xiaohongshu, is administered and their user loyalty is examined through Octalysis's eight analytical frameworks. By virtue of analysis, the results demonstrate that the three elements of game mechanics, Point, Badge, and Leadboard, which are external to the game, fail to sustain the user loyalty, but are merely a means to an end. Only by including a combination of social application features, contents and user needs can Gamification considerations be maximized to ensure that users are subjectively engaged with the product.

Case of Non-face-to-face Teaching-learning in the subject of "Research and Guidance on Early Childhood Materials" in the Pre-service Early Childhood Teacher Training Program (예비유아교사 양성과정의 '유아 교재교구 연구 및 지도법' 교과목의 비대면 교수-학습 사례)

  • Kim, Ji-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.227-238
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    • 2022
  • This study is the case of non-face-to-face teaching-learning in the subject of "Research and Guidance on Early Childhood Materials" in the pre-child teacher training program. The study conducted a non-face-to-face teaching-learning model for 18 students at B University in region C who took lectures on 'Research and Guidance on Early Childhood Materials' in the first semester of 2021. As a non-face-to-face teaching-learning model, it consisted of video lectures, real-time zoom classes, and various forms of 'communication' through frequent feedback and interaction and 'participation'. As a teaching-learning strategy for the participation of pre-service early childhood teachers, comment on questions related to early childhood materials, in-depth reflection on early childhood materials through writing reflective journals and observation reports, and step-by-step presentation of making childhood materials plans, processes, and results were carried out. As a result of exploring the experience of making early childhood materials for pre-service early childhood teachers, factors such as "growth experience through trial and error," "thinking from child's point of view", "Increase efficiency and reduce burden through communication", "Process rather than result" and "The importance of communication and interaction in non-face-to-face classes"

A Study on the Expressions of Rhizomatic Escape by Deleuze and Guattari - Song Hayoung With a focus on paintings and objet works - (들뢰즈와 가타리의 리좀적 탈주 표현 연구 -송하영 회화·오브제작품을 중심으로-)

  • Song, Hayoung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.325-330
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    • 2021
  • This study set out to investigate the forms, attributes, and escape methods of post-subjects projected on the investigator's works in connection with rhizomatic thinking proposed as a way of social transformation by Deleuze and Guattari and examine their social connotations. Post-subjects projected on the investigator's works are not completed wholes of some sort, but like materials whose constant premise is change and creation. In the investigator's works, post-subjects have conscious and unconscious desire. It is the desire of creation with positive attributes including Deleuze's and Guattari's pursuit of changes in a contradicting society. When desire is deployed in post-subjects, they will carry out an escape. This way of escape is rhizomatic proposed by Deleuze and Guattari. It deconstructs contradicting things and repeats connection, contact, and severance with the outside world, building a new order. Rhizomatic post-subjects appearing in the investigator's works depict the escape process and method in abstract ways through the variable installation of objets combined with a color field of repeating brushes. In this work, the goal of post-subjects is to make a safe landing in a space where beings are recognized for their values and free and creative lives. These post-subjects are nomads creating a new landscape continuously, wandering around vast plains, and also artists and literary figures resisting a contradicting society. That is, they are connected to the concept of a war machine proposed by Deleuze and Guattari as a concept of social transformation and to the concept of Nietzsche's Agon to devise and create new values and politics based on street passion. They seek after a space where they can co-exist with otherness recognized rather than the complete deconstruction of the old order.

A Basic Study on the Development of Artificial Intelligence Education Content Based on Nuri Curriculum (누리교육과정 기반 인공지능교육 콘텐츠 개발에 관한 기초연구)

  • Pyun, Youngshin;Han, Jungsoo
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.71-76
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    • 2022
  • The innovative development of the 4th industry and the COVID-19 pandemic caused a great change in the education, eventually requiring elementary, middle and high schools, including kindergartens, to implement artificial intelligence(AI) education. However, since early childhood AI education is conducted in the form of results-oriented and special activities, the need for research on what early childhood AI education is and how to apply it to the Nuri curriculum has been raised. Accordingly, this study defined early childhood AI education through literature research, identified the contents of AI education, and organized and operated it in the Nuri curriculum. As a results, AI education for children should be conducted for the purpose of cultivating digital capabilities based on computing thinking skills, and computers, the Internet, and programs were extracted as sub-elements of child AI education contents. Two approaches were proposed to incorporate this into the Nuri curriculum. The first is to set each of the three AI education contents as a life theme, select sub-factors accordingly, and plan and implement activities suitable for each sub-factors. The second is to develop and operate AI education contents at the level of sub-educational activities in accordance with the life theme of the existing Nuri curriculum. It is hoped that this study will consider the characteristics of early childhood education and be organized in the Nuri curriculum to realize the true meaning of early childhood AI education, and more research on AI play education programs according to the five areas of the Nuri curriculum.

The Geometrical Imagination of the MCU 'Phase 3' Movie (MCU '페이즈3'영화에 나타난 기하학적 상상력)

  • Kim, Young-Seon;Kim, Tae-Soo
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.132-142
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    • 2022
  • The purpose of this study is to interpret the MCU's universal worldview from the perspective of geometry and to storytell narrative elements with mathematical imagination. For storytelling, data from the Phase 3 series aired from 2016 to 2019 was used. The Phase 3 series stimulates the imagination of the public with the sense of reality shown in the narrative and images based on geometrical theory and various predictions about future technology. Imagination is the driving force for diverse and original thinking about the unexperienced, and the ability to find order in chaos and create new perceptions of matter. The power of imagination is very necessary not only in artistic activities, but also in the scientific field where logic and rationality are important. Bachelard's imagination aims for art, the primitive realm of human beings, and contains sincerity and passion for the wonders of nature and all things. By exploring the MCU's worldview and superhero narrative through geometrical logic and imagination-driven imagery, you can understand the cosmic messages and laws in the film. From a convergence point of view of art and science, various and original techniques based on mathematics and scientific imagination used in MCU video production will help to improve the quality of video analysis.

Exploring the Direction of Improvement in Consideration of the Talent Image of Each School in the Science High School Admissions (과학고등학교 입학전형에서 학교별 인재상을 고려하는 개선 방향 탐색)

  • Hwang, Dahyeon;Son, Jeongwoo
    • Journal of The Korean Association For Science Education
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    • v.42 no.1
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    • pp.51-60
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    • 2022
  • This study aims to explore the direction of improvement that considers the talent image of science high schools in the admissions process. To this end, first, the talent image and competencies of science high schools were divided into 'publicity' and 'efficiency,' 'execution' and 'achievement' types, and 'publicity & execution' was predominant in most cases. Next, a total of 28 science high school teachers, education experts, and middle school teachers were surveyed on the degree of reflection of talent image and the direction of improvement in the admissions process of three science high schools. The results of the survey are as follows: first, the evaluation of 'publicity' was very limited in the first stage of admissions process, and selection based on 'achievement' was high. Second, there was a strong tendency to select based on 'efficiency & achievement' in the second stage of interview evaluation. Third, we need to improve the selection of students who fit the 'publicity & execution' type of talent image by introducing 'publicity & execution' type of talent image by introducing 'write a competency-oriented self-introduction letter, reflect other subjects' grades and comparative studies in the school life record, and experts' interviews' to the first-stage of admissions process. Fourth, convergence and open-ended questions that enable divergent thinking should be jointly submitted to reflect the 'publicity & execution' type of talent image in the second stage of interview evaluation. In conclusion, the direction of improvement that considers the talent image of science high schools in the admissions process should be changed to competency-oriented in the first-stage of admissions process and in the second stage of interview evaluation consisting of open-ended questions.