• 제목/요약/키워드: Digital Competence

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PMP(Personal Multimedia Player) 학습자의 기본심리욕구 요인이 학습만족과 학습전이를 통해 학업성취도에 미치는 영향 (The Effect of PMP Learner Basic Psychological Need factor on Academic Achievements through Learning Satisfaction and Learning Transfer)

  • 이은혜;권두순
    • 디지털산업정보학회논문지
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    • 제13권1호
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    • pp.213-227
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    • 2017
  • The recent entry into information society as well as the development and universalization of the Internet through rapid development of ICT technology produced a new educational method called PMP learning. PMP learning overcomes restrictions of previous education methods in terms of time and space and allows the learners to customize their learning environments according to their leads, providing voluntary education that centers on the learners. This study aims to verify the causal relationship in academic achievement of PMP learners through the theory of basic psychological desire, learning satisfaction, and learning metastasis. In order to accomplish this, a study model which applies perceived autonomy, perceived competence, and perceived relationship, which are major variables of the theory of basic psychological desire, was presented. For practical verification of the study model, survey analysis was conducted for students of R High School in Hamyang. Through this, the study aims to provide basic materials for improving the academic achievement of learners in PMP learning. It also plans to suggest educational effects that can be obtained by supporting intrinsic motivation of learners.

영화시각효과 프로젝트에서 팀 역량 강화를 위한 스크럼 방법론 적용 (Application of Scrum based Methodology to Improve the Team Competence in Visual Effects Project)

  • 안성우;한명희;김미진
    • 한국멀티미디어학회논문지
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    • 제18권6호
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    • pp.753-762
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    • 2015
  • As the computer graphic technology has developed rapidly, the management of visual effects production has also changed. However, the insufficient rest and the inefficiency of communication have resulted in more pressure which would weaken the strength of the whole team. For searching the possible solution, this research has applied the SCRUM in VFX production and analyzed the impact of SCRUM for VFX project management. SCRUM was first used in the projects of software development, but now there are already many successful examples of introducing SCRUM into their facilities in various fields. This paper has used SCRUM in the experimental group and present methodology in VFX project management in the control group for the same project. Based on the analysis of the questionnaire investigation from both group with using t-test for data analysis, it has confirmed the credibility of the questions in the questionnaire index as α > 0.72. With the result of analysis based on the corresponding samples of the t-test, it shows the diversity of SCRUM for project management, and the convenience of communication within the team can enhance the team strength. Follow-up research will attend to provide more suggestions for applying SCRUM in other areas in project management.

중소기업의 ERP시스템 사용자의 직무특성과 임파워먼트가 직무만족에 미치는 영향 (The Effects of Job Characteristics and Empowerment on Job satisfaction of ERP System Users of Small/Medium Businesses)

  • 김대식;이선규
    • 디지털융복합연구
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    • 제15권3호
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    • pp.119-128
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    • 2017
  • 본 연구는 중소 제조 및 서비스업체의 ERP시스템을 사용하고 있는 사용자들을 대상으로 사용자의 직무특성과 임파워먼트가 직무만족에 미치는 영향을 분석하였다. 분석 결과, 직무특성의 세부 요인인 효율성, 권한위임, 복잡성은 ERP 사용자의 직무만족에 유의한 영향요인으로 분석되었고, 임파워먼트 요인의 업무영향력, 자기결정력, 과업의미성은 사용자의 직무만족에 긍정적인 영향을 미치는 요인으로 분석되었다. 그러나 역할수행력은 직무만족에 긍정적인 영향을 미치지 않는 요인으로 분석되었다. 이러한 분석 결과에 따라 ERP 시스템을 사용하고 있는 중소 제조 및 서비스 기업에서는 ERP 시스템의 사용으로 인하여 대부분의 사용자들은 자신들이 담당하고 있는 직무에 만족하고 있음을 알 수 있었다.

대학생들의 SNS 이용동기, 대인관계지향성이 MSNS(Mobile Social Network Service) 중독경향성에 미치는 영향 (A Study on the influence of College Student's Usage Motivation of SNS and Interpersonal relationship orientation on MSNS(Mobile Social Network Service) addiction Proneness Addition tendencies)

  • 박종순;이종만
    • 디지털산업정보학회논문지
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    • 제12권4호
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    • pp.145-161
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    • 2016
  • The purpose of this study is to investigate influences of usage motivation of SNS and interpersonal relationship orientation on Mobile Social Network Service(MSNS) addition proneness. For this purpose, questionnaires including MSNS addition Proneness scale, usage motivation of SNS scale and interpersonal relationship orientation scale were administered to 250 college students in Seoul. Regression analysis revealed that usage motivation of SNS showed influences of interpersonal relationship orientation. The Usage motivation of SNS showed influences of MSNS addiction proneness, interpersonal relationship orientation showed partial influence MSNS addiction proneness. The result of this study implicated that level of MSNS addiction tendencies needs to be considered for counseling with used of SNS motives. This study findings would contribute in development of preventive interventions for SNS addiction and improvement program for interpersonal competence in college students. Futhermore, exploration of various ways to satisfy motivation of interpersonal relation would be helpful to reduce SNS addiction tendencies. Finally, based on the result, implications of finding, limitation and suggestions for future research were discussed.

COS LoRa 기반의 임베디드 시스템 설계 (Embedded System Design with COS LoRa technology)

  • 홍선학;조경순;윤진섭
    • 디지털산업정보학회논문지
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    • 제14권3호
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    • pp.29-38
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    • 2018
  • It is the approach of embedded system design that analyzes COS(Cut Out Switch) failure in the power distribution and an instantaneous breakdown of power distribution supply could cause the weakness of industrial competence and therefore we need to feed the stable power distribution with developing the technology of open-source embedded system. In this paper, we apply the LoRa technology which is the Internet of Things(IoT) protocol for low data rate, low power, low cost and long range sensor applications. We designed the hardware and software architecture setup and experimented the embedded system with network architecture and COS monitoring system including accelerometer for detecting the failure of distribution line and sensing the failure of its fuse holder by recognizing the variation and collision and afterwards sending the information to a gateway. With experimenting we designed the embedded platform for sensing the variation and collision according to the COS failure, monitoring its fuse holder status and transferring the information of states with LoRa technology.

디지털홈기기 사용실태에 관한 사례조사 연구 - 생활공간 중심으로 - (Analysis on Usage of Digital Home Appliance in Spatial Context)

  • 도윤희
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2004년도 추계학술발표대회 논문집
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    • pp.179-180
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    • 2004
  • In the information society, individual, enterprise and nation must be equipped with environmment and competence with which they can acquire useful information anytime and anywhere to process and utilize it in required form. Therefore, this study intends to investigate how digital TV, refrigerator and computer are laid out in the residential space in terms of life space, analyze the preference of residents an d forecast the preferred functions of the products to be introduced in the future. To build frame for making questionnaire tool of this survey, 3 households of the first constructor among the top-ranked constructors in the first half of 2004 were chose and in-depth interview was made from April 12 to April 17. On the basis of result of preliminary survey obtained by this process, the questionnaire was revised and supplemented. Targeting those living at the apartment house in Seoul and constructors ranked in top-four in the order of construction of the first half of 2004, I selected 3 households for each group in the range of 30$^{\sim}$40 pyung. Twelve cases were surveyed from April 19, 2004 to June 5, 2004. First, TV will continue playing the role of central entertainment mustering family at one place rather than separating them to each room. Second, in the case of refrigerator, the function is being subdivided, making 2 types, refrigerator and kimchi refrigerator indispensable, which was in just unit in the past Third, while computer was usually placed in the individual bedroom,

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Web-based Cyber Instruction for EFL Learning

  • 차미양
    • 디지털콘텐츠학회 논문지
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    • 제6권4호
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    • pp.209-216
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    • 2005
  • The aim of this study is to examine the effects of web-based cyber instruction on EFL learning from the viewpoint of learners` perceptions and needs. Data was collected through a questionnaire survey that was carried out with 709 undergraduate student enrolled in three cyber English courses offered at N university during the secind semester in 2004. The results of the study indicated that the learners exhibited a positive attitude towards web-based cyber instruction and considered it a paper educational method in the cyber age. However, the students perceived that web-based cyber instruction was not greatly satisfactory in terms of cultivating their English communicative competence or improving the language skills they needed. It was also found that cyber instruction was still teacher-dominant, lacking in interaction, which made the students passive recipients of informaton presented. In comparison with off-line instruction, cyber instruction was not particularly better in enhancing their motivation interest or concentration on class. To be more effective, cyber instruction needs to be equipped not only with a large variety of contents and class activities, but also with more exposure to authentic language by native English speakers. The finding of the investigation yield some implications for the design and development of web-based cyber EFL programs.

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Applying Information and Communication Technologies as A Scope of Teaching Activities and Visualization Techniques for Scientific Research

  • Viktoriya L. Pogrebnaya;Natalia O. Kodatska;Viktoriia D. Khurdei;Vitalii M. Razzhyvin;Lada Yu. Lichman;Hennadiy A. Senkevich
    • International Journal of Computer Science & Network Security
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    • 제23권2호
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    • pp.193-198
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    • 2023
  • The article focuses on the areas of education activities in using techniques for teaching and learning with information and communication technologies (ICTs), researching and analyzing the available ICTs, gearing the technologies to the specific psychological and pedagogical conditions, independently building and modeling ICTs, enlarging and developing their use in the learning environment. The visualization of scientific research has been determined to be part of the educational support for building students' ICT competence during teaching and learning and is essential to the methodology culture. There have been specified main tasks for pedagogy technologies (PTs) to develop the skills of adaptability to the global digital space in students, their effective database operation and using the data bases as necessary elements for learning and as part of professional training for research. We provided rationalization for implementing the latest ICTs into the Ukrainian universities' curricula, as well as creating modern methods for using the technologies in the learning / teaching process and scientific activities.

A Study on Affordance Furniture Design that Draws Behavior

  • Baik, Eun
    • 한국가구학회지
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    • 제22권3호
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    • pp.208-218
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    • 2011
  • We are currently in the process of reform toward the digital era as information technology constantly advances, and to cope with the change, each industry provides products including furniture that rapidly evolves accordingly. What this leaves us is new, various products on the market, which highlighted ability to rapidly adjust to the change as major competence. In the midst of this, the development field is focusing on producing goods with affordance, more distinct and intuitive design. Cases analyzed in this study show how affordance is applied not only to product designs but our daily lives, and thus, the importance and characteristics of affordance in the modern society. Based on findings, I regarded designs that lead to intuitive understanding of functions and even unconscious use of them the cases with properly applied affordance and presented chair designs.

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과업수행을 위한 소셜네트워크서비스(SNS)의 활용에 대한 연구: 과업-매체적합성을 중심으로 (Study on the Use of SNS(Social Network Service) for Tasks :Focus on the Task-Media Fit)

  • 박경자;박승준;장희영
    • 디지털융복합연구
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    • 제12권2호
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    • pp.577-586
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    • 2014
  • SNS가 사회전체에 미치는 영향이 커지면서 기업들도 SNS의 신속성, 공유성, 상호작용성 등에 관심을 갖고, 이를 어떻게 활용할 것인가에 대해 고민하기 시작했다. 본 연구도 SNS의 업무적 활용에 초점을 두고 과업 지원도구인 SNS와 과업과의 적합성, 사용자특성 그리고 성과와의 관계를 실증하고자 한다. 연구를 위해 과업-기술적합모형을 토대로 사회적 요소, 정보기술로서 SNS의 특성 그리고 사용자 특성을 고려하여 연구모형을 제안하였다. 연구결과 과업-매체 적합성에 직무특성, 가상능숙도, 매체특성 모두 유의한 영향관계를 가지며, SNS이용에는 가상능숙도와 SNS 특성 변수가 유의한 영향관계를 보였다. 또한 과업-매체 적합성은 SNS이용과 업무성과에, SNS이용은 업무성과에 유의한 영향을 미치는 것으로 나타났다. 본 연구를 통해 SNS의 전략적 활용은 업무성과 향상에 도움이 되며, SNS활용 전략 수립시에 개인특성이 고려되어야 함을 시사하고 있다.