• 제목/요약/키워드: Goal-Scenario

검색결과 177건 처리시간 0.019초

GBS(Goal-Based Scenario)에 의한 수업 개발 및 적용 방안 연구: 고등학교 '생태와 환경' 수업 사례 중심으로 (A Study on How to Apply GBS (Goal-Based Scenario) to 'Ecology & Environment' Education in High School)

  • 강인애;이명순
    • 한국환경교육학회지:환경교육
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    • 제21권4호
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    • pp.94-110
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    • 2008
  • Recently environmental problem becomes such a big issue all over the world that the necessity and importance of the environmental education in school has been simultaneously emphasized. While diverse methods for the environmental education have been researched, this paper, especially focused on a teaching-learning model called GBS (Goal-based scenario), aims to provide a new learner-centered approach for the environmental education. For this purpose, this paper first briefly presents two theoretical backgrounds of GBS (i.e., constructivism and Schank's dynamic memory theory), which is followed by specific and concrete strategies and methods of how to apply GBS in class for the teacher. GBS(Goal-Based Scenario) is a learner-centered model in which learners are presented with a reality-based scenario (or task or problem) and go through several stages of 'missions' to get to a final solution of the given scenario. GBS, while completely resonant with other constructivist learning models in terms of learner-centered approaches, is distinctive from others, when it supplies more specific, structured guides of learning, called 'missions', to the students throughout the whole learning process. In a words, GBS ought to be recognized as an unique learner-centered model compromising the contradictory concepts of 'learner control' and 'structure and specifics' in learning environments still without any damage of constructivist learning principles.

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Goal-based Scenario를 활용한 간호시뮬레이션 수업설계 및 적용 (Design and Application of Nursing Simulation using Goal-based Scenario for Nursing Students)

  • 박수진
    • 한국간호교육학회지
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    • 제23권2호
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    • pp.224-235
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    • 2017
  • Purpose: This purpose of this study was to investigate the effectiveness of educational design according to Goal-based Scenario constituent elements such as educational goals, mission, cover story, role, scenario operation, resources, and feedback in simulation training. Methods: The subjects of this study were 130 nursing students in their senior year who enrolled in the simulation exercise I course. They were divided into a total of 10 groups in which less than 20 students were assigned. In order to verify the effectiveness of the simulation training through Goal-based Scenario instructional design, a design of non-equality control group was carried out. Results: The results of this study were as follows: Critical thinking (t=1.81, p=.073) and problem solving ability (t=1.79, p=.076), course satisfaction (t=8.61, p<.001) and academic performance (t=5.48, p=.001) were supported. Conclusion: This study applied a Goal-based Scenario simulation program to present clear objectives for simulating training and to advance learning methods that are appropriate to the current education environment. In addition, this study has significance in presenting an instructional model for various simulated practice education and can be used as useful basic data related to simulated training education.

GBS(Goal-Based Scenario)에 의한 '생태와 환경' 수업 사례 ('Ecology & Environment' Learning Case by GBS (Goal-Based Scenario))

  • 이명순
    • 한국환경교육학회지:환경교육
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    • 제20권3호
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    • pp.31-44
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    • 2007
  • The solution of the environment problem is the common issue all over the world, for this reason the necessity of the environmental education of school has emphasized. On this a variety method for environmental education is needed, this paper planned and applied the 'ecology & environment' for high school which are based on GBS theory and presented a new model of environment education. GBS(Goal-Based Scenario) is that learners are presented with an end goal that is motivating and challenging. This goal is structured such that, in order to successfully meet it learners are required to build a predetermined core set of skills and knowledge by process mission and scenario. GBS is an active learning environment in which learners are trained in study that have a real-world context. When they are back in real-world they have increased ability to apply what was learned by reflecting on the GBS learning experience. This study was designed on GBS theory and taught a class by using internet Blog. As a result, when carefully reviewing the materials such as final presentation reflect journal, we conclude that the students' awareness of a learning environment is improved and the students seems to try to apply the learning outcome to a real life.

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사용 사례 모델링을 위한 시나리오 기반의 목적 지향 접근법에 관한 연구 (Scenario-based Goal-oriented Approach for Use Case Modeling)

  • Kim, Jeong-Wook;Park, Sooyong;Nam, Ki-Chan
    • 한국경영과학회지
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    • 제28권2호
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    • pp.91-103
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    • 2003
  • Use case modeling on UML (Unified Modeling Language) is getting widely used in OOAD and CBD and it is considered a useful technique in dealing with the complexity of the requirements analysis. However, some of the problems with use case modeling are that it is not structured, difficult to handle non-functional requirements, and to analyze impacts among use cases. To alleviate these problems, we propose a scenario-based goal-oriented approach for use case modeling. The proposed approach is to apply a goal-oriented analysis method to use case modeling. Since goal-oriented analysis method is not systematic and many heuristics are involved, we have adopted scenarios as the basis for goal extraction. The proposed method is applied to CBIS (City Bus Information Subsystem) in ITS (Intelligent Transportation System) domain. The proposed approach helps software engineers to analyze the impact among use cases and represent non-functional requirements.

Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • 4차산업연구
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    • 제4권1호
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    • pp.11-18
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    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.

Development of the Instructional Design Guideline utilizing Goal-based Scenario for Culinary Practice Education

  • Ko, Beom-Seok;Na, Tae-Kyun
    • 한국조리학회지
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    • 제22권1호
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    • pp.141-152
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    • 2016
  • Recently, not only development of curriculum associated directly with job, the development of new education model is in great need. So, the purpose of this study is to develop the instructional design guideline utilizing goal-based scenario(GBS) for college students who major in culinary arts. First, to achieve this goal, we recognized the 7 core elements(learning goal, mission, cover story, role activity, scenario operating, resource, feedback) composing GBS through literature review and case study. Second, we drew a conclusion about the problem and guideline for traditional culinary practice course by conducting inspection about culinary practice environment and needs with professors who are teaching culinary arts. Third, we applied the instructional design guideline for culinary practice to regular classes according to GBS's factors, and then we did formative evaluation with content experts and educational technology expert. Finally, we designed the final instructional design guideline for culinary practice by modifying early model reflected the result of formative evaluation. The results of this study are as following. First, when we applied GBS to culinary practice, professors have to focus on process of materialization by developing easy scenario to students. Also, they have to prepare the class circumstance to feel about sense of realism in advance. Second, to give a conjugally new skill at working, professors's effort is important. culinary practice education at college has responsibility to carry out the vocational training that has competitiveness and difference with labor market's needs. Therefore, it is necessary for us to develop the teaching and learning model for culinary practice which is suitable for major based on the manpower demand for industry without causing job mismatch from demand for industry.

목표 및 시나리오 기반 요구사항을 이용한 기능점수 분석 (Function Point Analysis using Goal and Scenario based Requirements)

  • 최순황;김진태;박수용;한지영
    • 한국정보과학회논문지:소프트웨어및응용
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    • 제33권8호
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    • pp.655-667
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    • 2006
  • 본 논문은 목표 및 시나리오 기반의 요구사항을 이용하여 기능점수 (function point)를 산정하는 방법을 제안한다. 기능점수는 소프트웨어의 규모를 계산하는 방법으로 널리 사용되고 있으며 비용계산의 기본자료가 된다. 기능접수를 산정하기 위해서는 요구사항 도출 및 분석이 선행되어야 하나 기존의 기능점수 방법론은 이를 다루지 않고 있다. 한편 시스템 개발의 초기단계에서 대부분의 요구사항은 자연어 형태로 수집된다. 목표와 시나리오 방법론은 자연어 형태의 요구사항을 사용하여 요구사항을 도출하고 분석하는 방법으로 널리 사용되고 있으며 추적성에 대한 장점을 가지고 있다. 그러므로 목표 및 시나리오 기반의 요구사항으로부터 기능점수를 산정 할 수 있다면 요구사항과 기능접수 간의 추적성 관리가 쉬워진다. 이에 본 논문에서는 목표와 시나리오 기반의 요구사항으로부터 기능점수를 산정하는 방안을 제안한다. 제안된 방안은 자연어 형태로 기술된 목표 및 시나리오로부터 기능접수 분석에 필요한 규칙을 제공한다. 제안된 방안은 Order Processing System 예제를 통해 적용 방안을 설명한다.

어린이와 청소년의 비알콜성음료 섭취에 따른 다량무기질 섭취량 평가: 제 4기 국민건강영양조사 자료를 활용하여 (Macromineral intake in non-alcoholic beverages for children and adolescents: Using the Fourth Korea National Health and Nutrition Examination Survey (KNHANES IV, 2007-2009))

  • 김성단;문현경;박주성;이용철;신기영;조한빈;김복순;김정헌;채영주
    • Journal of Nutrition and Health
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    • 제46권1호
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    • pp.50-60
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    • 2013
  • 본 연구는 단위 체중 당 비알콜성음료 섭취량이 가장 높았던 1~19세의 어린이 및 청소년을 대상으로 비알콜성음료를 통한 다량무기질의 추정식이섭취량을 산출하여 평가하고자, 음료, 액상커피 및 액상차의 다량무기질의 실측치와 제4기 국민건강영양조사 중 영양조사 (조사 1일 전 식품섭취내용, 24시간 회상법)의 섭취량을 이용하였다. 이를 위하여 어린이 및 청소년 6,082명 전체의 비알콜성음료의 평균소비자와 극단소비자의 비알콜성음료 섭취량을 파악하기위하여 평균, 95percentile 및 분포를 적용한 경우 (scenario I)와 비알콜성음료를 섭취한 어린이와 청소년 1,074명의 섭취량 평균, 95percentile 및 분포를 적용한 경우 (scenario II)로 나누어 살펴보았다. 다량무기질인 나트륨, 칼슘, 인의 위해성평가는 추정식이섭취량과 한국인 영양섭취기준의 목표섭취량 (2.0 g/day) 및 상한섭취량 (칼슘: 2,500 mg/day, 인: 3,000~3,500 mg/day)을 비교하여 %Goal, %UL값으로 위해성 평가를 하였다. 이 때 위해도 평가방법은 평균과 95th percentile을 이용하는 단일값평가와 point value를 사용하는 경우에 발생할 수 있는 불확실성을 최소화하기 위하여 각 변수의 확률밀도함수(Probabilistic Density Functions, PDFs)를 이용한 Monte Carlo simulation을 실시하여 확률평가를 하였다. 연구결과를 요약하면 다음과 같다. 1) Scenario I의 비알콜성 음료의 평균 및 95th percentile 섭취량은 $74.4{\pm}2.2$, 404.7 g/day로 극단섭취자는 평균섭취자에 비해 5.4배 더 많은 양을 섭취하였다. Scenario II의 평균 및 95th percentile 섭취량은 $265.4{\pm}5.8$, 662.0 g/day로, 극단섭취자는 평균섭취자에 비해 2.5배 더 많은 양을 섭취하였다. 또한 Scenario II의 평균섭취자는 scenario I의 평균섭취자에 비해 3.6배 더 많은 양을 섭취하였으며, scenario II의 극단섭취자는 scenario I의 극단섭취자에 비해 1.6배 더 많은 양을 섭취하였다. 2) 비알콜성음료에 존재하는 다량무기질의 분포는 마그네슘을 제외하고 대부분 왼쪽으로 기울어진 분포를 나타내었다. 비알콜성음료 섭취량 분포는 scenario I에서는 대부분 Logistic 분포를 나타내었으나, scenario II 경우에는 왼쪽으로 기울어진 Max Extreme분포가 되었다. 3) Scenario I에서 확률평가한 다량무기질의 평균 EDI는 나트륨 7.93, 칼슘 10.92, 인 6.73, 칼륨 23.41, 마그네슘 1.11 mg/day였으며, 95th percentile EDI는 나트륨 28.02, 칼슘 44.86, 인 27.43, 칼륨 98.14, 마그네슘 3.87 mg/day이였다. 다량무기질은 목표섭취량이 설정되어있는 나트륨과 상한섭취량이 설정되어있는 칼슘 및 인에 대해서만 위해성 평가를 하였으며 그 결과를 살펴보면, 확률평가한 나트륨의 평균 % Goal은 0.39, 칼슘 및 인의 평균 %UL은 각각 0.43, 0.19이며, 나트륨의 95th percentile %Goal은 2.56, 칼슘 및 인의 95th percentile %UL은 각각 3.71, 1.60이였다. Scenario II에서 확률평가한 다량 무기질의 평균 EDI는 나트륨 19.10, 칼슘 25.77, 인 15.83, 칼륨 56.56, 마그네슘 2.68 mg/day이였으며, 95th percentile EDI는 나트륨 62.67, 칼슘 101.95, 인 62.09, 칼륨 227.92, 마그네슘 8.67 mg/day였다. 확률평가한 나트륨의 평균 %Goal은 0.95, 칼슘 및 인의 평균 %UL은 각각 1.03, 0.45이였으며, 나트륨의 95th percentile %Goal은 3.12, 칼슘 및 인의 평균 %UL은 각각 4.08, 1.75였다. 4) 비알콜성음료 섭취를 통한 다량무기질 중 나트륨, 칼슘, 인의 노출수준은 목표섭취량과 상한섭취량을 초과하는 인구집단은 없는 것으로 나타났으며, Scenario I II에서 나트륨, 칼슘, 인의 평균 및 95th percentile %Goal 및 %UL은 모두 5 이내로 낮은 수준이였다.

Goal Programming을 이용한 상호영향도 분석 (Cross Impact Analysis Using Goal Programming)

  • 김연민;이진주
    • 한국경영과학회지
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    • 제6권1호
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    • pp.15-23
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    • 1981
  • This paper deals with cross impact analysis for technology assessment. The focus of the paper is to develop new technique of cross impact matrix using goal programming method. In this study, the idea of cross impact analysis based on scenario generation method especially SMIC-74 (2) is expanded. Critical literature review on SMIC-74 is presented to discuss the mathematical rationale of consistent probability in cross impact analysis. A new model of cross impact analysis using goal programming to overcome the shortcomings of the scenario generation technique especially SMIC-74 is developed. This new technique is also applied to the assessment of the air pollution problems in Seoul Metropolitan area in Korea. The results of analysis give us following findings 1) Cross impact analysis using goal programming produce more meaningful solutions comparing to those of SMIC-74 2) Theoretical rationale of the objective function in the newly developed technique is more appropriate than that of SMIC-74.

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Process Evaluation Model based on Goal-Scenario for Business Activity Monitoring

  • Baek, Su-Jin;Song, Young-Jae
    • Journal of information and communication convergence engineering
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    • 제9권4호
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    • pp.379-384
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    • 2011
  • The scope of the problems that could be solved by monitoring and the improvement of the recognition time is directly correlated to the performance of the management function of the business process. However, the current monitoring process of business activities decides whether to apply warnings or not by assuming a fixed environment and showing expressions based on the design rules. Also, warnings are applied by carrying out the measuring process when the event attribute values are inserted at every point. Therefore, there is a limit for distinguishing the range of occurrence and the level of severity in regard to the new external problems occurring in a complicated environment. Such problems cannot be ed. Also, since it is difficult to expand the range of problems which can be possibly evaluated, it is impossible to evaluate any unexpected situation which could occur in the execution period. In this paper, a process-evaluating model based on the goal scenario is suggested to provide constant services through the current monitoring process in regard to the service demands of the new scenario which occurs outside. The new demands based on the outside situation are analyzed according to the goal scenario for the process activities. Also, by using the meta-heuristic algorithm, a similar process model is found and identified by combining similarity and interrelationship. The process can be stopped in advance or adjusted to the wanted direction.