Problem solving and/or decision making process usually encountered in human living consists of a sequence of human behaviors based upon his/her knowledge. Thus, Rasmussen introduced Skill-Rule-Knowledge paradigm to countermeasure human errors that can occur in Nuclear Power Plants. Unfortunately however, it was not so easy as expected since objective evidence have not been obtainable with conventional research techniques. With the help of EEG band pawer ratio techniques, this study tried to get psycho-physiological symptoms of human errors, if any, while human beings perform knowledge-based behaviors such as simple arithmetic computations with different difficulty level. A set of simulated works was carried out with a computer station. Four kinds of arithmetic computation tasks were given to 10 health male under-graduate students on different day individually, and during the experiment, EEG and ECG was measured continuously for objective psycho-physiological analysis. According to the results, ${\alpha}$/(${\alpha}+{\beta}$) as well as ${\alpha}/{\beta}$ band power ratio were sensitive to task difficulty level which consistently decreased both. However, any one of them failed to reveal the influence of tasks with different difficulty level in the aspect of task duration time. On the contrary, Heart Rate Variability was more suggestive than expected. To make a conclusion, it can be said that band power of EEG waves will be helpful in not only assessment of work difficulty level but also assessment of workers' skill development if supported by cardiac function such as HRV.
International Journal of Computer Science & Network Security
/
v.21
no.3
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pp.21-30
/
2021
Economic transformations have led to an increase in the role of creative assets and their central role in public life. Changes in creative activity have led to a change in the organization of the work of institutes engaged in the training of specialists, in particular teachers of labor education. Methods and approaches to training determine the development of creative industries, being the basis for models of professional training of future teachers of labor training. The purpose of an article was to develop a modern model of professional training of future teachers of labor training based on the concept of creative economy. The methodology is based on the concepts of holistic craft and creative economy. Based on the integration of pedagogical learning models "Craft as design and problem-solving", "Craft as skill and knowledge building", "Craft as product-making" and "Craft as self-expression" developed and experimentally confirmed the conceptual model of professional training of future teachers of labor training. The proposed model forms a practitioner with professional, technical, digital and creative skills who is able to transfer the experience to students. The training course "Creativity and creative thinking" has been developed. The model provided for the development of a course based on the strategy of developing professional creativity, flexibility, improvisation, openness, student activity, joint practice, student-oriented approach. The practical value implies the adaptation of the developed model of professional training of future teachers of labor education during the training of teachers in higher education, which is confirmed in the experiment.
Journal of the Korea Institute of Information and Communication Engineering
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v.26
no.12
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pp.1832-1837
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2022
In the SW education of non-majors who encounter liberal arts education experience difficulties in the SW development environment and understanding they encounter for the first time, relevance to their major, and convergence thinking ability. In order to compensate for the difficulties of non-major learners in liberal arts education, a relatively easily accessible software was used to utilize a demonstration-oriented model that can be applied to beginners in SW education. In order to understand the logical flow of applications and problem solving used in real life, we proposed a convergence SW teaching method that combines repeated implementation through demonstration by the instructor and imitation of the learner, and learning indicators to increase the learning satisfaction and achievement of the learner. In the experiment applying the teaching and learning method proposed in this paper, meaningful results were shown when evaluating the learning effect, academic achievement, learning satisfaction, and teaching and learning method aspects of SW education.
The Journal of the Convergence on Culture Technology
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v.8
no.5
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pp.241-249
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2022
This study intended to explore the instructional effects of e-PBL which means an expansion of availability of PBL using technology. To achieve the goal of this study, a major selective subject was redesigned systematically so that e-PBL activities could be implemented for 4-weeks during the entire semester. Participants' reactions to the e-PBL experience during the experiment period were collected and analyzed. Results of analysis showed that participants could overcome the difficulties and frustrations at an early stage, adapted and assimilated to the e-PBL based instructional environment progressively, and satisfied at the e-PBL activity experiences in overall. They participated in solving the authentic problems with ownership and could solve them effectively and efficiently through frequent communication and collaboration with teammates. Results of this study showed the possibility of instructional innovation of a teacher development institute through e-PBL. Follow-up studies which extend the analyses of the effects of e-PBL based on this study are necessary to additionally verify the effects of e-PBL.
Journal of Korea Society of Industrial Information Systems
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v.29
no.1
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pp.49-62
/
2024
In this paper, a sustainable closed-loop supply chain (SCLSC) network model is proposed for domestic mobile phone industry. Economic, environmental and social factors are respectively considered for reinforcing the sustainability of the SCLSC network model. These three factors aim at minimizing total cost, minimizing total amount of CO2 emission, and maximizing total social influence resulting from the establishment and operation of facilities at each stage of the SCLSC network model. Since they are used as each objective function in modeling, the SCLSC network model can be a multi-objective optimization problem. A mathematical formulation is used for representing the SCLSC network model and a hybrid meta-heuristic approach is proposed for efficiently solving it. In numerical experiment, the performance of the proposed hybrid meta-heuristic approach is compared with those of conventional meta-heuristic approaches using some scales of the SCLSC network model. Experimental results shows that the proposed hybrid meta-heuristic approach outperforms conventional meta-heuristic approaches.
This case study is performed to check the validity of cognitive behavioral therapy for high school students with mathematics anxiety. In order to find out whether it is effective or not, one female high school student who suffers physically and mentally from mathematics anxiety was selected and cognitive behavioral therapy was applied. The therapy is applied to her for 30 to 40 minutes, once a week, and for eight weeks. The main themes were: To understand my problem, To write down thinking log, To set up a plan for actions, To experiment actions, To change intermediate confidence, To change core belief. To check the validity, before and after the experiment, revised version of Heo(1996)'s assessment tools for mathematics anxiety was applied. The subject was interviewed and the results of the therapy were compared and analyzed. According to the research, the worst mathematics anxiety of the subject was test anxiety. After the procedure, the anxiety related to mathematics and teachers was lessened. Especially, the subject had changed her mind and become more positive and optimistic on solving difficult mathematics problems. Therefore, the effectiveness of cognitive behavioral therapy on mathematics anxiety was confirmed. It is required to construct special program - about cognitive behavioral therapy, interactions of cognitive-affective causes, and group therapy - and check the validity of it.
Journal of Elementary Mathematics Education in Korea
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v.14
no.2
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pp.287-314
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2010
The algorithm is a chain of mechanical procedures, capable of solving a problem. In modern mathematics educations, the teaching algorithm is performing an important role, even though contracted than in the past. The conspicuous characteristic of current elementary mathematics textbook's manner of manipulating multiplication algorithm is exceeding converge to 'standard algorithm.' But there are many algorithm other than standard algorithm in calculating multiplication, and this diversity is important with respect to didactical dimension. In this thesis, we have reconstructed the experimental learning and teaching plan of multiplication algorithm unit by making the best use of diversity of multiplication algorithm. It's core contents are as follows. Firstly, It handled various modified algorithms in addition to standard algorithm. Secondly, It did not order children to use standard algorithm exclusively, but encouraged children to select algorithm according to his interest. As stated above, we have performed teaching experiment which is ruled by new lesson design and analysed the effects of teaching experiment. Through this study, we obtained the following results and suggestions. Firstly, the experimental learning and teaching plan was effective on understanding of the place-value principle and the distributive law. The experimental group which was learned through various modified algorithm in addition to standard algorithm displayed higher degree of understanding than the control group. Secondly, as for computational ability, the experimental group did not show better achievement than the control group. It's cause is, in my guess, that we taught the children the various modified algorithm and allowed the children to select a algorithm by preference. The experimental group was more interested in diversity of algorithm and it's application itself than correct computation. Thirdly, the lattice method was not adopted in the majority of present mathematics school textbooks, but ranked high in the children's preference. I suggest that the mathematics school textbooks which will be developed henceforth should accept the lattice method.
We examined the effects of pair assistant collaborative learning on academic achievement of the 2nd year middle school students in the three subjects such as the Probability, Properties of Figures and Similarities of Figures. In order to carry out this study, we selected 2 classes of 2nd year students in a girls middle school in the Fall semester of 2009 and set up the experiment group and comparison group by the result of academic achievement tests given in the end of the Spring semester of 2009. Pair assistant collaborative learning was adopted for students in problem solving 2 or 3 times per a week in the experiment group and each academic achievement was given at the end of each subject in both groups. Also, we had a final survey to find out students' attitude to this collaborative learning. The achievement and survey were analysed by statistical methods. We conclude that our pair assistant collaborative learning was effective in Probability and Similarities of Figures Units. According to the result of survey, this collaborative learning brought about an opportunity to promote students' community spirit through reflecting each one's role in the group.
Lee Seung-Woo;Han Seung-Hwan;Ko Suck-Bum;Kim Ji-Won
International Journal of Highway Engineering
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v.8
no.3
s.29
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pp.105-114
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2006
A popular alternative to extend the life of aged pavement is asphalt overlay. However, it has a very serious and inherent shortcoming in deterring a reflection crack. Although joint-rehabilitation and stress-relief techniques have been applied to deter such reflection cracks in aged pavement, the techniques had a limited success only in slowing down the progress of a reflection crack. Rubblization technique rubblizes the concrete pavement slab in situ and uses the rubblized slab as the base material. Then, pavement overlay is applied to finish off the rehabilitation of aged pavement. This rubblization technique has the advantage of solving the problem of reflection cracking completely. When rubblization technique is applied, the upper layer of aged concrete pavement is rubblized between 40mm-70mm in depth. However, the lower layer is typically rubblized more than 100mm in depth. Nevertheless, it is difficult to turn the entire concrete pavement of more than 30cm in depth into rubblized aggregate of appropriate size. Thus, a simulation experiment was carried out to find the appropriate rubblized depth, which avoids the reflection cracking and still maintains the function of subbase, by varying the depth of rubblized depth in loom increments of 0cm, 10cm, and 20cm. The result indicated the optimum rubblized depth was 10cm (Lee, 2006). Additionally, a small rubblizinge equipment was developed in order to derive the rubblization technique appropriate for thick concrete pavement. This equipment was tested out on an experimental pavement, which was constructed with the same standard and specification for the road in actual use, by varying its rubblizing head shape and energy as well as the effective area of rubblization. This experiment led to a prototype equipment for rubblization of thick concrete pavement. The prototype was put into use on a highway, undergoing a test construction and monitoring afterwards. This entire process was necessary for the validation of the proposed rubblization technique.
This study aims to uncover the gamers' cognitive process during the gameplay and explore the differences between groups in the gamers' playing behavior according to their expertise: experts, intermediate players, and novices. To this end, the empirical experiment was conducted in 'World of Warcraft' game which is a good representative of MMO(Massively Multi-player Online) game currently. Verbal protocol and action protocol collected from the empirical experiment were analyzed according to the gamers' expertise. As a result of this study, we found that the different behavior patterns result from standardizing pattern of their actions for experts and forming the learning curves and the specific patterns of action for intermediate game players and novices. While three functional-actions as a collection action concentrates on the early stage of the game for experts, the novices' behavior pattern dispersedly appeared in all seven functional-action, such as search, combat, three type collections, avoid, and communication in the whole gameplay. This study represents the consistency and the difference derived from the comparison analysis between groups according to the expertise. This study is concluded with key implications to support game design guidelines according to experts, intermediate players, and novices. Consequently, the result of this study provides the basic to the development of MMO content for game novices.
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