Journal of the Korea Society of Computer and Information
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v.12
no.2
s.46
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pp.341-348
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2007
The focus of this study was to investigate whether flow occurs during both goal-directed and experiential activities, if experiential and foal-directed flow states differ in terms of various measures and dimensions. Fifty male and eighteen female subjects were participated in controlled, comparative experiment between goal-directed and experiential activities in problem-solving tasks. The findings indicate that subjects experience more curiosity and involvement(focus) in problem solving tasks with experiential activities. However, the results showed subjects experience more enjoyment in tasks with goal-directed activities. Findings of this study suggested that more sophisticated and quantitative measures in various dimensions should be constructed and verified in order to apply flow theory to human-computer interaction.
This paper aims to prepare basic design education materials explaining the design process of egg drop device by incorporating critico(-creative) thinking. To this end, in this paper, by utilizing the creative problem solving process and the elements and standards of critical thinking, 'the five-step creative engineering design education guidelines' have been prepared so that engineering freshmen can effectively participate in engineering design projects without major knowledge. We would like to apply them to the egg drop device design. The egg drop device design, which is experiment to make and drop a drop device that can protect an egg from breaking when it is dropped freely from high places, is an engineering design project that is widely used not only in elementary, middle and high school science events but also in engineering education courses under the name of 'stunt egg'. Perhaps the basic design education material on the egg drop device design incorporating critico(-creative) thinking in this paper will contribute to incorporating critico(-creative) thinking into engineering education, as well as to achieving the educational goals of the basic design subject.
International Journal of Internet, Broadcasting and Communication
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v.10
no.4
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pp.31-36
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2018
Living Lab is one of open movements regarding social innovation, which mainly utilizes scientific technology to improve local residents' life value. Even though various attempts have been made, Living Lab projects that deal with actual life-related problems of local communities are not sufficiently being made. This study aims at organizing existing Living Lab studies and to draw political issues in perspective of solving regional problems and developing local communities. Above all, policies should be proceeded in a way that fully understands and reflects local problem since communication with local residents or end-users will be increased. It is required to support certain products or solution development that fits specific local situation based on their resource and demands. In addition, local small businesses or start-up companies should be given opportunities to conduct experiment and revise new technology, product or service on the spot. It would be a useful example to utilize ICT technology and contents such as local cable TV network, for Living Lab. Living Lab can establish itself as an effective reformation process only if it remains to function for the sake of solving issues of local community and residents. Practical undertones would be able to be obtained once this exploratory study turns into empirical case study.
Journal of Korean Home Economics Education Association
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v.15
no.4
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pp.115-132
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2003
The purpose of this study is aimed at giving proof that helps the elementary practical arts education system accomplish as the effects are turned out experimentally. Two classes of the sixth grade of J elementary school in Dae-gu have been selected in order to be experimented. One was chosen as an experimental group, the other was done as a comparative group. The creative-problem-solving learning-model was applied to the experimental group, and the traditional way of teaching was applied to the comparative group. For four classes of the sixth grades, ‘chapter 8: Making with recycled materials’ was proceeded as the content. Then. tests about the way of environmental awareness and creativity were carried out twice. After that, the results of pre and after-test in the comparative and experiment groups were compared using the t-test method. Following the analysis of the data collected in this study. the following major observations were obtained: First, children who were educated the creative problem-solving in a practical arts education achieved higher scores than before. Therefore, it turns out that the CPS method is an effective way to improve the environmental awareness in children. It showed that it included lots of daily habits connected with daily life and it made the intention to carry out the environment-preservation stronger and children´s attitude towards the environment improved. Moreover, making with recycled materials was used to solve an environmental problem, affecting in a positive way in our life. It also made the positive recognition about the environment. Second. the application of the creative problem-solving class of the practical arts education can make positive results to children. It helped children to have more interest in the environment around them. Children´s fluency, flexibility and originality in their ideas were improved as much as possible while they were solving problems. Consequently, the application of the creative problem-solving class model of elementary practical arts environmental education lets children expand environment consciousness and creativity.
Journal of The Korean Association For Science Education
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v.33
no.2
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pp.425-443
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2013
We developed problem-solving type inquiry learning programs reflecting scientists' research process and analyzed the activities of science-gifted high school students, and the understanding and the effects of the programs after implementation in class. For this study, twelve science-gifted students in the 10th grade participated in the program, which consisted of three different modules - making a cycloidal pendulum, surface growth, and synchronization using metronomes. Diet Cola Test (DCT) was used to find out the effect on the improvement of the ability to design experiments by comparing pre/post scores, with a survey and an interview being conducted after the class. Each module consisted of a series of processes such as questioning the phenomenon scientifically, designing experiments to find solutions, and doing activities to solve the problems. These enable students to experience problem-solving type research process through the program class. According to this analysis, most students were likely to understand the characteristics of problem-solving type inquiry learning programs reflecting the scientists' research process. According to the students, there are some differences between this program class and existing school class. The differences are: 'explaining phenomenon scientifically,' 'designing experiments for themselves,' and 'repeating the experiments several times.' During the class students have to think continuously, design several experiments, and carry them out to solve the problems they found at first. Then finally, they were able to solve the problems. While repeating this kind of activities they have been able to experience the scientists' research process. Also, they showed a positive attitude toward the scientists' research by understanding problem-solving type research process. These problem-solving type inquiry learning programs seem to have positive effects on students in designing experiments and offering the opportunity for critical argumentation on the causes of the phenomena. The results of comparing pre/post scores for DCT revealed that almost every student has improved his/her ability to design experiments. Students who were accustomed to following teacher's instructions have had difficulty in designing the experiments for themselves at the beginning of the class, but gradually, they become used to doing it through the class and finally were able to do it systematically.
The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.
The purpose of this study was to test the effects of the Lasater's debriefing on critical thinking disposition, problem- solving skills and clinical judgement of nursing students. The study design was a nonequivalent control group non synchronized design. The subjects were 60 students for 12 groups. They were randomly assigned to the experimental group (n=30) or control group (n=30). Critical thinking and problem-solving skills were measured using a self-administered questionnaire. Clinical judgement was measured by a Lasater's clinical judgement rubric. The Results of the study was : After Lasater's debriefing, the level of students' critical thinking, problem-solving skills and clinical judgment in experimental group were higher than the level of control group. Through this experiment the rubric of Lasater debriefing is an effective tool for clinical judgment, therefore we know that the future of simulation training is needed to use the Lasater's clinical judgement rubric of debriefing in simulation training.
A new product development and product realization process (PRP) is a circulating and feedback process by generating ideas through creative problem solving process. The early stages of PRP correspond to conceptual design and product development, in which a large portion of product life cycle cost can be saved. The optimal design method for this stage is a robust design suggested by Taguchi. Quality must be 'engineered in' since it can not be 'inspected out.' A robust design is an engineering methodology to improve the quality of a product by minimizing the efforts of variations without eliminating the causes. The objective of this study is to propose a scheme and a case study of robust design for exploring design parameters, and introduce a creative problem solving process. Major research subjects include a creative problem solving process, robust design procedure and their implementation. For the experiment of Taguchi method, a toy catapult is adopted. For the creativity development, a short project is assigned to devise a similar tool with the toy catapult. A reference model is suggested to compare and evaluate their ideas.
The relationship of the teacher's recommendation and performance in gifted programs for the selected student by teacher's observations and nominations was analyzed in this study. The teacher's recommendation for 9 students selected by teacher's observations and nominations in institute of Science gifted Education of C National University of Education was analyzed for this purpose. The students were categorized into 4 groups depending on the description style and contents of the teacher's recommendation and 1 student was selected from each group for analysis. It was shown that the student, a1 who was described with cognitive characteristics of the gifted in episode style in the teacher's recommendation showed the aggressive task adherence and problem solving ability. The student, a2 who was described with emotional and social characteristics in episode style attended at the class in active attitude, but the student solved the problem by the assistance of the colleagues or the teacher. The student, b1 who was listed superficially in the teacher's recommendation showed the excellent problem solving ability based on the task adherence, experiment design ability and experiment manipulation ability. The student, b2 who was listed in superficially in the teacher's recommendation attended at the class in positive and upright attitude, but the task solving was lagged behind. It is concluded from the above results that the description on the cognitive area is necessary for the teacher's recommendation to have the usefulness in selecting gifted students.
The objective of this paper is to show how team study can be advanced with the aid of a current computer technology, that is distributed Artificial Intelligence(DAI). Studying distributed problem solving by using groups of artificial agents, DAI can provide important ideas and techniques for the study of team behaviors like team decision making. To demonstrate the usefulness of DAI models as team research tools, a DAI model called 'Team-Soar' was built and a simulation experiment done with the model was introduced, Here, Team-Soar models a naval command and control team consisting of four members whose mission was to identify the threat level of aircraft. The simulation experiment was performed to examine the relationships of team decision scheme and member incompetence with team performance. Generally, the results of the Team-Soar simulation met expectations and confirmed previous findings in the literature. For example, the results support the existence of main and interaction effects of team decision scheme and member competence on team performance. Certain results of the Team-Soar simulation provide new insights about team decision making, which can be tested against human subjects or empirical data.
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