• Title/Summary/Keyword: Maker Model

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Empirical Analysis of Decision Maker's Schema and Cognitive Fit on Decision Performance

  • Chung, Nam-Ho;Lee, Kun-Chang
    • Asia pacific journal of information systems
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    • v.21 no.2
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    • pp.19-42
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    • 2011
  • This paper proposes a new framework to predict decision performance by investigating the cognitive fit of decision makers. We assume that every decision maker has two kinds of schema: emotional and rational. Cognitive fit is believed to have a close relationship with the two schemata and decision performance. In the literature on decision performance there is few studies investigating the relationship between the two schemata and cognitive fit. Therefore, our research purposes are twofold: (1) to provide a theoretical basis for the proposed framework describing the causal relationships among the two schemata, cognitive fit. and decision performance, and (2) to empirically prove its validity in the application to an Internet shopping environment. Based on the questionnaires from 104 respondents, we used a second order, confirmatory factor analysis (CFA) model to extract valid constructs, and a structural equation model (SEM) to calculate path coefficients and prove the statistical validity of our proposed research model. The experimental results supported our research model.

Development and Application of Middle School Students Maker Education Program using Arduino based on Design Thinking (아두이노를 활용한 디자인씽킹 기반의 중학생 메이커 교육 프로그램 개발 및 적용)

  • Kim, Sung-In;Kim, Jin-Soo;Kang, Seong-Joo;Kim, Tae-Young;Yoon, Ji-Hyun
    • 대한공업교육학회지
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    • v.44 no.1
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    • pp.162-189
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    • 2019
  • The purpose of this study is to develop and apply a Design Thinking-based Maker education program utilizing Arduino for middle school students. The study progress was made in four stages of preparation, development, implementation and evaluation according to the PDIE model. In this study, experts were verified for validity and pre-applied to students to improve the maker education program developed based on literature review. Then, it was applied to middle school club classes to check the effects through analysis of quantitative and qualitative data. In addition, the development of the program was completed by supplementing the improvements found in the course. The results of this study are as follows. First, the topics of the maker education program that can be used in middle schools were selected in consideration of the analysis of the 2015 revised curriculum, methods to using the Arduino, and social interest. Second, the program developed based on the selected topic consists of 4 classes of maker basic learning and 16 classes of design thinking-based maker activities. Third, the developed maker education program had a significant effect in improving STEAM literacy of middle school students, but did not have any significant effect in the interest in technology and orientation towards an engineering career. Fourth, learners were interested in the activities of designing and freely making by themselves, and they positively evaluated the experience of realizing the physical computing with Arduino. In addition, they practiced the spirit of a maker, such as autonomously collecting data and sharing them with colleagues, etc. while acting as a maker.

Development and Application of a Maker Education Program Using Virtual Reality Technology in Elementary Science Class: Focusing on the Unit of 'Animal Life' (초등 과학 수업에서 VR 기술을 활용한 메이커교육 프로그램의 개발과 적용 - '동물의 생활' 단원을 중심으로 -)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.42 no.3
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    • pp.399-408
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    • 2023
  • This study developed and applied a maker education program for an elementary school's science unit on 'Animal Life'. It examined the program's impact on students' academic achievement and creative problem-solving ability. The theme of the maker education program was 'creating a robot virtual reality (VR) exhibition hall mimicking animal characteristics'. It explored scientific concepts and creatively created a robot VR exhibition hall in accordance with the TMI maker education model. Findings revealed that the program significantly improved students' academic achievement and creative problem-solving ability (p<.05). This study provides evidence for the effectiveness of maker education in elementary school science classes and suggests that using maker education can increase students' interest in and engagement with science learning. To implement maker education more actively in elementary school science classes, stakeholders should develop various topics and programs. Additional research investigating the effectiveness of maker education in different age groups and various other areas of elementary science education is required to generalize the results of this study. Moreover, educational and teacher capacity building is required for educators to utilize maker education effectively.

An analysis of the Impact of AI Maker Coding Education on Improving Computing Thinking (AI 메이커 코딩 교육이 컴퓨팅 사고력 향상에 미치는 영향 분석)

  • Lee, Jaeho;Kim, Daehyun;Lee, Seunghun
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.779-790
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    • 2021
  • This study analyzed the effect of AI maker coding education on improving students' computational thinking. The subjects of the study were 10 students at H Elementary School in Ansan, and a total of 8 AI maker coding education using the Instructional Model for Maker Education based on SW Coding was applied to students to find out the degree of improvement of computational thinking. Students who participated in the class performed a process of solving real-life problems through coding and making activities, measured the degree of improvement in computing thinking before and after education through a computing thinking test paper, and observed students' thinking processes related to computing thinking components through interviews. As a result, it was confirmed that the average score of all students' computational thinking skills was improved, and the deviation of scores between students decreased. Through the interview, it was found that students actively utilize their thinking skills related to computational thinking skills in the problem-solving process. Through this, it was confirmed that AI maker coding education can have a positive effect on improving students' computing thinking skills.

A Schema Approach to Cognitive Resonance and Its Decision-making Performance

  • Lee Kun Chang;Chung Namho
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2003.05a
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    • pp.931-939
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    • 2003
  • This paper is aimed at proposing a new framework to predict decision performance, by Investigating decision maker's cognitive resonance. We assume that every decision maker has two kinds of schema­emotional schema and rational schema. Cognitive resonance is believed to have a close relationship with the two schemata and decision performance. In literature on decision performance there is no study' seeking relationship among the two schemata ana cognitive resonance. Therefore, our research purposes are twofold: (1) to provide a theoretical basis for the proposed framework describing the causal relationships among two schemata, cognitive resonance, and decision Performance, and (2) to empirically prove its validity applying to. Internet shopping Situation. Based on the questionnaires from 13S- respondents, we used a second order confirmatory factor analysis (CFA) to extract valid constructs, and structural equation model (SEM) to calculate path coefficients and prove the statistical validity of our proposed research model. Experimental results supported our research model with some further research issues.

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Development of English Teaching Model Applying Artificial Intelligence through Maker Education (인공지능활용 메이커교육 프로그램 적용 영어 교수학습 모형 개발)

  • Shin, Myeong-Hee
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.61-67
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    • 2021
  • The purpose of this study is to demonstrate how EFL learners can overcome the limitations of traditional classes and practice communication through the learning activity model. As a research method, it was conducted from March to June 2019 to develop and derive strategies and guidelines through model development, validation, and application. After two validity tests, the model was applied to the experimental group, resulting in an increase of self-direction, engagement, problem-solving, and participation. Moreover the post results showed significant results in all fields, the usefulness of this model was confirmed. However, continuous follow-up research is needed, including the development of software that can easily apply AI related to English learning to classes, and the presentation of convergence activities with more systematic maker education in learning activities.

Decision Making and Learning in Complex Organization : Learning Approach of Garbage Can Model (복잡한 조직에서의 의사결정과 학습 -쓰레기통 모형(Garbage Can Model)의 학습 적용-)

  • Oh, Young-Min;Jung, Kyoung-Ho
    • Korean System Dynamics Review
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    • v.9 no.1
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    • pp.57-71
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    • 2008
  • This research paper describes a complex and vague settings in which organization makes a decision and explains a role of decision maker's learning process. The original paper, written by Cohen, March, Olsen in 1972, said that all members of organization depended on the technology taken through trials and errors, which is the 'learning' process literally. But they intended to exclude the learning process in their simulation model because their PORTRAN model couldn't replicate the learning concept. As a result, they couldn't explain how all agents of garbage can simulation model resolve the problem dynamically. To overcome this original paper's limitations, we try to rebuild a learning process simulation model using by system dynamics approach that can capture the linkage between organization leanings and agents-based decision-makings. Our learning simulation results reveal two points. First, decision maker's leanings process improves the efficiency of decision making in complex situation. Second, group learning shows a superior efficiency to an individual learning because group members share organizational memory and energy.

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Multi-Criteria Group Decision Making Considering the Willingness to Reject and the Indifferent Preference (거부 및 무차별 선호 조건을 고려한 다기준 그룹 의사결정)

  • Choi, Ji-Yoon;Kim, Jae-Hee;Kim, Sheung-Kown
    • Journal of Korean Institute of Industrial Engineers
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    • v.38 no.1
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    • pp.57-66
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    • 2012
  • The paper deals with the development of a model for group decision making under multiple criteria. The Multi-criteria group decision making (MCGDM) is the process to determine the best compromise solution in a set of competing alternatives that are evaluated by decision makers having their own preferences on conflicting objectives. For MCGDM, we propose a Mixed-Integer Programming (MIP) model that implements a revised median approach by noticing that the original median approach cannot consider the willingness to reject and the indifferent preference conditions. The proposed MIP model tries to select a common best Pareto-optimal solution by maximizing the overall desirability considering the willingness to reject and the indifferent preference that represent the tolerance measure of each decision maker. To evaluate the effectiveness of the proposed model, we compared the results of the proposed model with those of the median approach. The results showed that the proposed MIP model produces more realistic and better compromised alternative by incorporating the decision maker's willingness to reject and the indifferent preferences over each criteria.

APPLICATION OF FUZZY LINEAR PROGRAMMING FOR TIME COST TRADEOFF ANALYSIS

  • Vellanki S.S. Kumar;Mir Iqbal Faheem;Eshwar. K;GCS Reddy
    • International conference on construction engineering and project management
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    • 2007.03a
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    • pp.69-78
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    • 2007
  • In real world, the project managers handle conflicting goals that govern the use of resources within the stipulated time and budget with required quality and safety. These conflicting goals are required to be optimized simultaneously by the project managers in the framework of fuzzy aspiration levels. The fuzzy linear programming model proposed herein helps project managers to minimize total project costs, completion time, and crashing costs considering indirect costs, contractual penalty costs etc by practically charging them in terms of direct cost of the project. A case study of bituminous pavement under construction is considered to demonstrate the feasibility of applying the proposed model for optimization of project parameters. Consequently, the proposed model yields an efficient compromise solution and the decision maker's overall degree of satisfaction with multiple fuzzy goal values. Additionally, the proposed model provides a systematic decision-making framework, enabling decision maker to interactively modify the fuzzy data and model parameters until a satisfactory solution is obtained. The significant characteristics that differentiate the proposed model with other models include, flexible decision-making process, multiple objective functions, and wide-ranging decision information.

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