• Title/Summary/Keyword: Learning Theories

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Change of Paradigm of Research about Workplace in Organization and Architecture Area in 20th Century (20세기 기업조직과 건축분야에서의 업무공간연구 패러다임의 변화)

  • 박영기;조지연
    • Korean Institute of Interior Design Journal
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    • no.41
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    • pp.96-103
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    • 2003
  • The historical separation between organization studies and architecture area created a design environment in which wort processes are evaluated separately from setting where they occur. The impact of separation has been parallel yet disconnected development in th two disciplines in which the advance in one arena have not precipitated advances in the other. This is the unfortunate loss as each discipline has the potential to contribute directly to the other. With the emergence of new economy the opportunity to realign the tow disciplines is once again presented as new ways of working have enhanced this opportunity. It is important to revisit the historical development of the tow disciplines and to discuss how the misalignment of their respective concerns contributed to the establishment of our current situation. What happened to create an environment in which organizations assume that one of their largest capital expenditures the cost of providing work spaces for employees is unrelated to their work process\ulcorner what recent developments offer opportunities to rectify this dilemma\ulcorner In this study it is presented a historical review of organization studies and architecture. Through examination of these areas across time it becomes quite apparent that it is now appropriate to pose new questions about organization and their architecture. The comparison of two parallel developments explains how the current design environment is separated from organization studies and offers compelling evidence for why it is important to revisit this separation in light of contemporary theories on collaborative work, organizational learning and communities of practice.

Design Framework for Math Educational Serious game Based on Cognitive Psychology (인지 심리적 모형을 기반으로 한 초등 수학 교육용 기능성게임 디자인 설계전략)

  • Choi, Eun young
    • Cartoon and Animation Studies
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    • s.45
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    • pp.299-320
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    • 2016
  • The interests of education methods using Serious games have been increasing recently. But resu,lt-oriented game design framework have not been reflected intrinsic motivation. To increase usage of educational serious game as resource, it is needed game design framework for providing the immersion and collaborative active learning that cognitive Psychologic theories recommend. By outlining the background of the serious game design framework and exemplifying its use, a constructive structure to examine purposed based games is introduced.

Science Achievement: Synthesis of Current Conceptions in Major Reform Documents in the United States and Korea (과학 교육 개혁 운동에 관련된 보고서 분석을 통한 과학 성취 개념의 재정의)

  • 백성혜;이옥희
    • Journal of Korean Elementary Science Education
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    • v.18 no.2
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    • pp.1-19
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    • 1999
  • Based on the analysis of commonalities and differences in the views of science achievement in major reform documents in the United States and Korea, an aggregated view of science achievement is presented in this paper Science achievement is conceived of in terms of science content and science process. The components of science content include: (a) concepts and theories I n physical, life, and earth and space science;(b) science, mathematics, and technology;(c) science in personal and social perspectives;(d)history and nature of science;and (e) unifying themes. The components of science process include: (a) scientific understanding;(b) scientific investigation;(c) scientific communication; and (d) scientific habits of mind. The components of science process.cut across and intersect with the components of science content. The components of science achievement overlap and are related to one another. Despite such an overlap, understanding the rot e that each component plays provides insight into its unique contributions as well as its interactions with other components. A definition of science achievement and identification of its components based on major reform documents provides a guideline for science assessment as well a s science teaching and learning.

The Necessary Condition and the Sufficient Condition of Cognitive Conflict for Conceptual Change (인지갈등과 개념변화의 필요조건과 충분조건)

  • Kwon, Jae-Sool;Lee, Gyoung-Ho;Kim, Yeoun-Soo
    • Journal of The Korean Association For Science Education
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    • v.23 no.5
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    • pp.574-591
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    • 2003
  • According to conceptual change theory, cognitive conflict is known as an important factor in conceptual change even though there are still questions about its positive and negative effects on science learning. The purpose of this study was to examine the role of cognitive conflict in the conceptual change process in detail. Specific research questions are as follows, 1) Is presenting of an anomalous situation necessary or sufficient condition for cognitive conflict? 2) Is cognitive conflict necessary or sufficient condition for conceptual change? To answer these questions, we analyzed the theories and research results in the related literature. At the end, we discussed the complex role of cognitive conflict in the conceptual change and future research.

A Review Study on Multiple Intelligence Theory and Nursing Educational Implication (아동의 지능 이해를 위한 새로운 패러다임:다중지능이론(Multiple Intelligence Theory))

  • Kim, Hyun-Sil
    • Child Health Nursing Research
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    • v.13 no.4
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    • pp.427-435
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    • 2007
  • Purpose: This study presents the findings of various research on human intelligence and Multiple Intelligence Theory and suggested the implications of Multiple Intelligence Theory-based approach to the nursing education for the ill children. Method: Research objectives were accomplished by conducting a literature review. The main areas of the literature review included the Multiple Intelligence Theory, and it's application case for the children with learning disorder. Results: Dissatisfaction with traditional IQ tests has led to the development of a number of alternative theories, all of which suggest that intelligence is the result of a number of independent abilities that uniquely contribute to human performance. Among them, Multiple Intelligences Theory led to break intelligence down into at least eight different components: logical, linguistic, spatial, musical, kinesthetic, naturalist, intra-personal and interpersonal intelligences. In addition, Multiple Intelligence Theory and it's application case believes that every topic can be effectively taught and achieved using six entry points framework. Conclusions: The educational implications of Multiple Intelligence Theory in view of the health education and education in the children's hospital school should be considered for the ill children2's better education in a hospital setting.

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A Development of Neurofuzzy System for a Conceptual Design of Ship (선박의 개념 설계 지원용 뉴로 퍼지 시스템 개발)

  • Soo-Young Kim;Hyun-Cheol Kim
    • Journal of the Society of Naval Architects of Korea
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    • v.35 no.3
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    • pp.79-87
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    • 1998
  • The purpose of this paper is to develope a neurofuzzy system for a ship design which can determine efficiently design values e.g. principal dimensions and hull factors in a conceptual design. The neurofuzzy system for a ship design(NeFHull) applies a information about given input-output data to fuzzy theories and deals these fuzzificated values with neural networks, e.g. first, redefines normalized input-output data ad membership functions and then executes these fuzzficated information with backpropagation neural networks. We use a hybrid learning algorithm in the training of neural networks and examine the usefulness of suggested method through mathematical and mechanical examples.

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A Study on the Spatial Planning and the Characteristics of User's Need in the Children's Library (어린이도서관에 있어서 이용자요구특성과 공간구성에 관한 연구)

  • Lee, Jeong-Mi;Kwack, Dong-Wha;Lim, Che-Zinn
    • Korean Institute of Interior Design Journal
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    • v.16 no.6
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    • pp.213-223
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    • 2007
  • This study investigates the mutual effects of the physical environment and the characteristics of user's need in the children's libraries of open plan type. The children's library as a flexible space should accept user's diverse needs. Especially, Children express more positive and diverse behaviors than adults in physical environment. As the design information obtained from observation of children's behaviors are put to architectural design, the more affluent environment in which children can do positive behaviors can be made. We used two research methods of the behavior observation and interview for the children's library, and could formulate various using actions through the behavior setting observation for using library. A relational description for reading environment in this study, based on the affordance and the behavior setting theories, provided us with rich accounts for the psychological and sociocultural resources in the children's library. Consequently, the following results can be summarized. First, children need territories for family use and for place and are using library effectively through taking the two territories. Second, the zoning according to age category should be done, as behavior patterns were observed differently according to age. Third, the space composition with openness should be designed, as children need social relation and learning through imitation and observation.

STEAM on the Viewpoint of Didactics of Mathematics (수학교육학적 관점에서 바라본 STEAM 교육)

  • Seo, Dong Yeop
    • Journal of Educational Research in Mathematics
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    • v.24 no.3
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    • pp.429-442
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    • 2014
  • In this study we reviewed the backgrounds, main claims, and teaching and learning of STEAM education, and analysed STEAM education on the viewpoint of didactics of mathematics. The core competences of STEAM are creativity, communication, convergence, and caring. We found that the theoretical background of caring among these competences is relatively very weak, and the main principles for teaching and learing are mainly included the theories of didactics of mathematics and of creativity. We need to approach very carefully and progressively to creativity education through STEAM, and also need to study on the background of the mathematical creativity.

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Estimating the regression equations for predicting item difficulty of mathematics in the College Scholastic Ability Test (대학수학능력시험 수리 영역 문항 난이도 예측을 위한 회귀모형 추정)

  • Lee, Sang-Ha;Lee, Bong-Ju;Son, Hong-Chan
    • The Mathematical Education
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    • v.46 no.4
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    • pp.407-421
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    • 2007
  • The purpose of this study is to identify the item characteristics that are supposed to affect item difficulty and to estimate the regression equations for predicting item difficulty of mathematics in the College Scholastic Ability Test(CSAT). We selected six variables related to item characteristics based on learning theories: contents, cognitive domain, novelty, item type, number of concepts, and the amount of computation. With data of the CSAT mathematics test administered in 2004-2006, item difficulty was regressed on the six variables, the location of an item, and the item writer's judgment on difficulty. The novelty of an item was found to be a statistically insignificant variable in explaining item difficulty. Four regression equations with different sets of independent variables could explain $70%{\sim}80%$ of the item difficulty variance and were validated as predicting item difficulty of the mock CSAT in 2006.

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Finger Vein Recognition Based on Multi-Orientation Weighted Symmetric Local Graph Structure

  • Dong, Song;Yang, Jucheng;Chen, Yarui;Wang, Chao;Zhang, Xiaoyuan;Park, Dong Sun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.4126-4142
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    • 2015
  • Finger vein recognition is a biometric technology using finger veins to authenticate a person, and due to its high degree of uniqueness, liveness, and safety, it is widely used. The traditional Symmetric Local Graph Structure (SLGS) method only considers the relationship between the image pixels as a dominating set, and uses the relevant theories to tap image features. In order to better extract finger vein features, taking into account location information and direction information between the pixels of the image, this paper presents a novel finger vein feature extraction method, Multi-Orientation Weighted Symmetric Local Graph Structure (MOW-SLGS), which assigns weight to each edge according to the positional relationship between the edge and the target pixel. In addition, we use the Extreme Learning Machine (ELM) classifier to train and classify the vein feature extracted by the MOW-SLGS method. Experiments show that the proposed method has better performance than traditional methods.