• Title/Summary/Keyword: Self Learning

Search Result 4,024, Processing Time 0.027 seconds

Investigation of the Impacts of Adolescents' Volunteer Participation Motivation on Their Satisfaction and Leadership Living Skill Abilities (청소년의 자원봉사 참여동기가 자원봉사 만족도와 리더십 생활기술능력 함양에 미치는 영향 분석)

  • Kim, Joo-Hyun;Kim, Bo-Hye
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.16 no.2
    • /
    • pp.155-169
    • /
    • 2011
  • Adolescent volunteer, a kind of experience activity, can have positive influence on the improvements of sound personality, community ownership, and leadership living skill ability. However, its purpose is today declining because it tends to be only used for the adolescent university admission. This study investigates the impacts of adolescents' volunteer participation motivation(selfish and selfless) on leadership living skill ability(human relationship skill, group activity skill, learning skill, and self-understanding skill) and satisfaction. The study conducted a survey and utilized 222 questionnaires to examine these relationships. The results are as follows. First, selfless participation motivation had significant impacts on four leadership living skill abilities and satisfaction. Second, selfish participation motivation had no significance on four leadership living skill abilities, but had negative significance on satisfaction.

Educational Drama Skills to Improve the Expressive Ability of Korean Language (한국어 표현능력 향상을 위한 교육연극 기법)

  • Park, Hee-Jeong
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.11
    • /
    • pp.672-679
    • /
    • 2015
  • The early stage of Korean language education was to understand grammar. However, recent Korean language education aims to improve expressive ability for smooth communication. Hence, educational drama for education has gained attention as one of the effective ways of improving communication skills. Educational drama provides an actual conversational situation in which one can use appropriate words and grammar depending on the situation. Non-verbal expression such as body language and facial expression could be picked up so one also improves one's communicative abilities naturally. This means that educational drama shares Korean language education's goal of improving communicative ability. Moreover, the student becomes the core of the activity and finds solutions through cooperation with others, and this also helps improve social skills and self-esteem. This thesis covers methods of having interviews, re-writing texts to scripts, writing up post-script by imagining the following text, role-playing, and improving expressive ability by debating educational theatrical techniques. To make these activities successful, good quality VOD and learning materials shall be developed and used. Also, efficient training programs shall be created so that teachers make use of what they learn and improve their teaching skills.

The Effect of Dance Educational of Physical and Emotional on Experience Dance Game (댄스게임 체험에 따른 신체적·정서적 무용교육효과)

  • Lee, Ji-Seol;An, Byong-Ju
    • Journal of Korea Game Society
    • /
    • v.12 no.4
    • /
    • pp.65-75
    • /
    • 2012
  • This study aims at identifying the physical, emotional effect on dance education by using "Dance Central" among Xbox-360 Games. In order to achieve the target, this study adopts case study methodology through Dance Central program among qualitative methods. The participants of this study were 8 adults who do not have experienced dance games from a homogeneous group composed of persons into who are called the Net Generation. The period of this study was from July 18, 2011 to August 14, 2011, during which the observation was conducted for 5 weeks. In total, 15 times of participant observation were made. Dance game experience Through data collection and analysis Participatory Video, self-reports, un-Structured interview, Observations. As a result of the study, the educational effect of aspects physical, emotional and the of dance game was analyzed into dance educational aspect. Educational effect on physical aspect was divided into subjects of 'preceded rhythm and familiarity of dance moves', 'changes by type of moves' and 'dance game requiring active physical activities'. Emotional learning effect was divided into subjects including, 'alleviation of stress'. 'changes of fun by stage and concentration' and 'dance game which has no risk of addiction'.

The Effect of Grouping by Extraversion and Introversion in Paired Think-Aloud Problem Solving Using Problem-Solving Strategy (문제 해결 전략을 사용하는 해결자.청취자 활동에서 내.외향성에 따른 소집단 구성의 효과)

  • Jeon, Kyung-Moon;Kang, Hun-Sik;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
    • /
    • v.23 no.1
    • /
    • pp.57-65
    • /
    • 2003
  • In this study, the effects of grouping by extraversion and introversion in paired think-aloud problem solving using a four-stage problem-solving strategy emphasizing planning and checking stages were investigated. Prior to the instructions, the students' extraversion/introversion in three high school classes (N=87) were examined, and those classes were randomly assigned to the homogeneous, the heterogeneous, and the control groups. The test scores of the two treatment groups were significantly higher than those of the control group in the problem-solving ability. However, there were no significant differences in learning difficulty and self-efficacy. Although there were no significant differences between the scores of two treatment groups in the subcategories of the perception of treatment, the test scores of extroverts were significantly higher than those of introverts in the perception of performing listener's role, the preference to problem solving strategy, and the preference to paired think-aloud problem solving.

A Study on the Student Surveys for CAAD(Computer Aided Architectural Design) (건축 CAD 과목에 대한 학생 설문평가에 관한 연구)

  • Nam, Yun-Cheol
    • Journal of The Korean Digital Architecture Interior Association
    • /
    • v.12 no.4
    • /
    • pp.117-124
    • /
    • 2012
  • The importance of the digital architecture is increasing more ever. Currently, CAD and 3D programs are used as design fields, but the BIM (building information modeling) is gradually interested. BIM is mandatory on the project more than 50 billion won ordered by the government since 2012, it will be expanded to a total of government orders by 2016. University needs to evaluate teaching methods and computer-aided design environments such as CAD and BIM. In this paper, we surveyed computer-aided design environments and teaching methods for 73 students at the J University of Department of architectural engineering. Main results are as follows: 1. Hardlock is uncomfortable but necessary program for the computer management. 2. The desk placement considering the behavior of the design students results in higher satisfaction. 3. Because a CAD subject was a difficult course content and progress is fast, students thought it is difficult to follow. Especially, first-year students answered it is difficult to learn program and understand the structure of the building at the same time. 4. First-year students want to learn CAD more. Second-, third-, fourth-year students want to learn Photoshop more. Supplement for these classes is required. 5. Students answered that a teaching method of a CAD subject would be good to their own practice after the professor demonstrates for students. The senior's assistance is also a high effective way in the class. 6. During class, students' activities such surfing the web and Kakao Talk on a smartphone disrupt the class, there is a need to regulate by a rule such as disconnect computers from a network and against using smartphone. Although the Internet with the popularization of smartphones confers a benefit on modern life, it causes damage to us. This is a hard part for a salaried workers as well as students studying equally. The self management is required and a professor needs to control and restraint in a university classroom. The professor's continuing interest to students can increase the effectiveness of learning.

A Study on the Cyber Education Center for Asynchronous Distance Education (비동기 원격교육을 위한 사이버 종합교육센터에 관한 연구)

  • 정재영;김석수
    • Journal of the Korea Society of Computer and Information
    • /
    • v.4 no.4
    • /
    • pp.120-125
    • /
    • 1999
  • This paper is a study on the cyber education center, OpenEdu, developing on internet. The conventional cyber university is allowed for ID user only, but OpenEdu is opened all internet user for open education and it has a various content. free of charge and high quality. Also. in this system, we support the various 500 contents, other efficiently services and it is a self-learning(asynchronous) distance education application(HTML, PDF. Front Page) on cyber-space using the information super highway It will make the cyber education center from new paradigm of distance education. The purpose of OPenEdu provides a async. distance education service, free of charge to obtain many various contents on internet. The future study is enhanced user interface and upgraded content quality.

  • PDF

Cyclist's Performance Evaluation Used Ergonomic Method (인간공학적 방법을 이용한 사이클 선수의 경기력 평가 (우수선수의 경기력 벤치마킹을 중심으로))

  • Hah, Chong-Ku;Jang, Young-Kwan;Ki, Jae-Sug
    • Proceedings of the Safety Management and Science Conference
    • /
    • 2009.11a
    • /
    • pp.15-24
    • /
    • 2009
  • Cycling that transform human energy into mechanical energy is one of the man-machine systems out of sports fields. Benchmarking means " improving ourselves by learning from others ", therefore benchmarking toward dominant cyclist is necessary on field. the goals of this study were to provide important factors on multi-disciplines (kinematics, physiology, power, psychology) for a tailored-training program that is suitable to individual characteristics. Two cyclist participated in this study and gave consent to the experimental procedure. one was dominant cyclist (years:21 yrs, height:177 cm, mass:70 kg), and the other was non-dominant cyclist(years:21, height:176, mass:70). Kinematic data were recorded using six infrared cameras (240Hz) and QTM (software). Physiological data (VO2max, AT) were acquired according to graded exercising test with cycle ergometer and power with Wingate test used by Bar-Or et. al ( 1977) and to evaluate muscle function with Cybex. Psychological data were collected with competitive state anxiety inventory (CSAI-2) that were devised by Martens et. al (1990) and with athletes' self-management questionnaire (ASMQ) of Huh (2003). It appears that the dominant's CV(coefficient of variability) was higher than non-dominant's CV in Sports Biomechanics domain, that the dominant's values for all factors ware higher than non-dominant's values in physical, and physiological domain, and their values between cognitive anxiety and somatic anxiety were contrary to each other in psychology. Further research on multi-disciplines may lead to the development of tailored-optimal training programs applicable with key factors to enhance athletic performance by means of research including athlete, coach and parents.

  • PDF

A Study of Team Satisfaction and Associated Factors of Engineering College Freshmen (공대 신입생들의 팀 활동 만족감과 관련 요인에 관한 연구)

  • Yee, Soung Ryong
    • Journal of Digital Convergence
    • /
    • v.13 no.2
    • /
    • pp.315-324
    • /
    • 2015
  • We investigated the student's satisfaction in team activities. The 64 engineering college freshmen were grouped into 13 teams, and a set of questionnaire was given and analyzed. The results showed that the overall team satisfaction positively affects the team performance. However, the team satisfaction is more correlated with the team member's participation and the relationship. The team satisfaction tends to increase when having an environment where the team members regard each other, which they felt more important than the outcome. The particular role of team members was not directly related to the team satisfaction, and the students prefer having self-control in team formation. By using the study results, we may support students to have a positive experience of team learning especially in convergence educational environment.

Analysis on Intake of Energy Drinks of High School Students in Gyeoungbuk Region (경북 지역 고등학생의 에너지 음료 섭취 실태 분석)

  • Lee, Su-Jin;Kim, Hyochung;Kim, Meera
    • Journal of the East Asian Society of Dietary Life
    • /
    • v.24 no.6
    • /
    • pp.924-932
    • /
    • 2014
  • This study investigated intake of energy drinks, side effects and willingness to stop intake of 255 high school students in Gyeoungbuk region. The data were collected by the self-administered questionnaire. Frequency, t test, one-way ANOVA, Duncan's multiple range test, and ${\chi}^2$ test were conducted by SPSS Window V.21.0. About 78% of the respondents had experience of intake of energy drinks. The respondents were aware of energy drinks from 'advertisements on mass media (44.3%)', 'friends (32.2%)', and 'looking in stores (16.9%)'. The mean of the amount of energy drink intake per day was 30.62 mg. Forty-four percent of the respondents had energy drinks during an examination period, and 37% took it at home. The main reasons for intake of energy drinks were 'to fight off sleepiness', 'to recover from fatigue', and 'good taste' in order. Many respondents answered that energy drinks did not much help to increase concentration or learning ability. About 72% of the respondents experienced 'not feel sleepy' after having energy drinks. Half of the respondents experienced side effects such as palpitation, insomnia, and increase of urination. Most respondents had willingness to stop having energy drinks if it had bad effect on health.

A Study on the Development and Effectiveness of Mind Healing Program for University Students Based on Reality Therapy (현실요법을 활용한 대학생 마음치유 프로그램 개발 및 효과)

  • Ha, Tai-Hyun;Baek, Hyuen-Ki
    • Journal of Digital Convergence
    • /
    • v.10 no.11
    • /
    • pp.433-439
    • /
    • 2012
  • This article aims at developing Mind Healing Program for university students, whose anxiety and depression are getting serious. Reality therapy was experimented total 10 times(one time per week), which was the revision and supplement of Woo(1994)'s reality therapy program. It consists of introducing program and self, understanding 5 mind desires, identifying obstacles of conversation, learning efficient communication skills, controling irrational expectation of others, recognizing mind gap, problems of choice and responsibility, nurturing mind, etc. The effectiveness of this program was verified through a model whose research variants were participation motivation, participation satisfaction, and mental health. Direct effects of participation motivation, participation satisfaction, and mental health were less satisfactory than indirect effects of the time when program satisfaction is a variant. It is concluded that mental health of participants is getting better when more satisfactory program should be provided, rather than motivation of simple participation.