An emerging learning method, flipped learning, has gained much interest lately due to its process involving prior study followed by the students' classroom involvement, which direction matches that of the current educational policy that emphasizes self-directed learning. This study investigated the concept of flipped learning and explored ways to develop instructional design models that utilize it. Flipped learning is not a model that has been recently developed, as it uses the format of blended learning with the introduction of a new concept of prior learning that allows students to learn in advance through online lessons and video clips related with the classroom content to be covered. During class time, individualized supplementary or in-depth study is conducted on the basis of the students' prior learning. The main considerations for designing flipped learning are a flexible classroom environment, a shift in learning culture, intentional classroom content, and educators equipped with professional capability. The research proposes the development of instructional design models for flipped learning pursuant to such concept and considerations. Through this research, the concept of flipped learning can be comprehended; furthermore, flipped learning can be utilized more effectively in the teaching and learning environment.
The Culture and Arts Website, one of the parts of providing information related to culture and art utilizing internet, is the website that giving information of arts genre like theater, music, art, architecture, video, and literature. As growing interest in the field of culture and arts, market of this website has been increasing and providing customized content which each customer wants in the field of culture and arts. Developers of culture and arts website consider the website media for increasing and developing awareness about culture and arts. They are accelerating development of various business models and application of culture and arts website service which it meets trend of the times and customers needs. This study will seize about influencing factors to culture and arts website service of domestic website users and analyze how these factors affect loyalty through satisfaction and word of mouth. This study presented research model applied main parameters of PAD(Pleasure, Arousal, Dominance) theory emphasized human's emotions that they are expected to affect the loyalty of culture and arts website service users based on satisfaction and word of mouth. The researcher in this study surveyed students of Seoul S University who had experiences with such culture and arts website to validate the model empirically. The results, firstly, if you experienced feeling related to pleasure and dominance in culture and arts website, you would satisfy this website and it could lead to loyalty. Secondly, the feeling related to ventilation does not affect the loyalty through satisfaction and word of mouth. Thirdly, the results show that all of three factors of emotional responses do not influence the loyalty through word of mouth.
This study ranked the degree to which flipped learning contributes to each learning area and, in contrast, to quantitatively examine how effectively these learning methods are used in flipped learning, had four-year university computer majors receive flipped learning. Existing flipped learning experiments have proven effectiveness, while there are also negative effects on effectiveness, which has led to a lot of debate. Effective experiments and classes therefore require more research and an accurate understanding of flipped learning. Analysis of the 123 samples recruited shows that flipped learning contributes to learning is in order of self-directing, collaboration, watching videos, and learning by teachers. Regression analysis of the degree to which learning method affects flipped learning effectiveness resulted in order of self-directed learning, lecture videos, and collaborative learning. This shows that flipped learning not only has the greatest influence on self-directed learning, but also self-directed learning has the greatest influence on flipped learning. It can also see that a collaborative learning and the role of video to prior learning tool is important. Through this study, we hope to understand flipped learning correctly and set learning methods and achievement goals. It is necessary to analyze the interaction between flipped learning and subdivided classroom activities.
Journal of The Korean Association For Science Education
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v.40
no.2
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pp.191-201
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2020
This study investigated verbal and physical interactions which appeared in collaborative science concept learning using augmented reality. Twelve 10th grade students participated in this study. After being organized into three four-member small groups, they participated in classes using smart device-based augmented reality application developed for the understanding of the chemical bonding concept. Their class activities were audio- and video-taped. Semi-structured interviews were also conducted. The results revealed that within individual statement units of verbal interaction, the proportions of information question/explanation and direction question/explanation were found to be high. Within interaction units, the proportions of reformative and cumulative interaction were relatively high. The proportions of progress were also found to be high within both individual statement units and interaction units of verbal interaction. Students' physical interactions were mainly conducted without meaningful verbal interactions. When their physical interactions were accompanied by knowledge construction-related verbal interactions, the proportions of gazing virtual objects and worksheet-related interactions were high. In contrast, various exploratory activities related to the manipulation of markers mainly appeared when they conducted physical interactions only, or when their physical interactions were accompanied by management-related verbal interactions. On the bases of the results, effective methods for collaborative concept learning using augmented reality in science education are discussed.
The purpose of this study was to improve productivity for maximum effects with the present equipments and staff. This study compared and analyzed the mea-sured time by using stop watch method and MTM, which was the new measuring method. The flow and results of this study were as follows: 1. This study investigated the theoretical background the efficiency for production management, and the way of productivity improvement through documentary research. 2. Setting up the standard flow on the experi-mental company production, making out a process chart and measuring the actual working hour. 3. The study measured the allowance time applying work sampling. 4. Each process of the movement analysis was filmed by video to use basic data. 5. MTM analysis was taken by choosing 10 processes from front bodice according to the basic movement of MTM. Through the results, this study exclude unneccesary movements and suggest a method for working ways. 6. Using the actual working hour measured by a stop watch calculated the pitch time and presumed the amount of daily productivity. 7. The result of the work sampling came out as 38% of allowance rate. It was 13% higher than the standard amount of woman's jacket allowance rate, which was 25%. The most influencing factor was work discussion. That was because there were commuication problem of the work way between the operator and leader. More adequate use of flow table and level passing table was needed. There were the problems that inappropriate places and sizes made the distance of movements longer and often needed more adjustment of works and surroundings. To prevent breakdowns equipments check ups were necessary before works. 8. The results of MTM analysis were as follow : the time was reduced 40% than the actual measured time by a stop watch. This was because the leveling of the operator was included in the real calculation. Also, leveling was included in MTM analysis and all the conditions were standarized. Therefore MTM method was a scientidic measuring way of establishing the standard time. The presented method of this study, suggested an ideal method eliminating unneccesary motions, and presented standardization of works. Improvement of working methods, work condition and simplifying motions in each 10 processes reduced the working time from total 656 seconds to 301 seconds. 9. The way and time of working was linked together in the MTM analysis methods. Thus data from MTM help suggest not only establishing standard time but also establishing stan-dard work. Plus it includes various ability for improvements of working ways. So it is an objective method which can be widely used in other work studies. 10. The function of a time study is to determine the amount of work produced with a given method. The work rate is used to establish the cost of labor. The wage of worker must be calculated per unit time which is deter-mined before the time study is made. This study tried to introduce the incentive rule for deciding wages according to the standard time by MTM method.
Journal of Korean Society of Environmental Engineers
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v.39
no.5
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pp.277-281
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2017
Lately rainfall characteristics that it rains a lot in a short space of time often occurs. Because of this meteorological phenomena, the flow rate and concentration of initial rainfall for runoff and combined sewer overflows are changed. In the case of this inlet fluctuation, the flotation method at high surface loading rate is suitable for water quality management. the flotation method is able to meet the removal rate requirements of water public zone in 5 to 10 min which is irelatively short period. For assessment and diagonision of flotation method, A/S ratio is applied until now. But unfortunately, this has some limits for evaluation standard for certification and assessment of technical diagnosis and operation. This is why there is different efficiency in the bubble distribution at the same A/S ratio. The velocity and time of floating is changed by the different bubble distributions. The floating time affects the plant volume because the time factor make size dicision. Therefore the charateristics of bubble distribution and floating time at the same A/S ratio is necessary to apply to evaluation standard for certification and assessment of technical diagnosis and operation. For generalization of the method in certification and assessment, the characteristics of bubble distribution was studied. Until recently, using the optical device and shooting live video, there are some analysis technology of the floating factors. But this kind of technology is influenced by the equipment. with this level of confidence about the results, it is difficult to apply to generalize. According this reasons, this study should be applied on experiment generalization of method about measurement of relation between bubble distribution and floating time.
The Transactions of the Korea Information Processing Society
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v.6
no.4
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pp.877-890
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1999
In this paper, a multimedia mail including video, sound, graphic data has been proposed as the next generation mail of the text based mail. In order to develop the multimedia mail, the most outstanding problem is the fact that the multimedia data are too huge to send them to the receiving end directly. The fact of big data may cause many problems in both transferring and storing the data of the multimedia mail. Our main idea is to separate between a control program for the multimedia presentation and multimedia data. Since the size of a control program is as small as a plain text mail, it has no problem to send it attached to the internet mail to the receiver directly. Instead, the big multimedia data themselves may remain on the sender's computer or be sent to a designated server so that the data may be transferred to the receiver only when the receiver activates the play of the multimedia mail. In this scheme, our research focus is paced on the buffer management and the thread scheduling for the real time play of the multimedia mail on internet. Another problem is to provide an easy way of editing a multimedia presentation for an ordinary people having no programming knowledge. For the purposed, VIP(Visual Interface Player) has been used and the results or multimedia mail implemented on LAN has been described.
We detect lots of problems on the manufacturing spot because of working results done without considering the aptitude and inherited temper(constitution, blood type, male and female) of the worker, and they lead to results not only the occupational disease and the cause of industrial accidents but also quality deterioration and productivity reduction in point of view of manufacturing management. For the purpose of solving these problems, this study is perfomed by grasping the correlation sasang constitutions and job characteristic of small & medium enterprises. We classify sasang constitutions to four types : so-yang-in type, tae-yang-in type, tae-em-in type, so-em-in type by the utilization of QSCC II and the doctor aid of oriental medicine, and also survey differences of classified sasang constitutions with previous studies. This study tries to identify significant features between major jobs resulting from sasang constitution types in a specific small & medium enterprise producing agricultural machinery(a tractor, a combine, etc). The results of this case study indicate that sasang constitution types influences job types. Under the working conditions that virtual reality scene photographed by video camera are running, also the effects of brain function of each worker using Electroencephalograms(EEGs) are investigated. Electroencephalograms(EEGs) provide much information about the brain function, such as relaxation, concentration, various thoughts and so on. Previous studies reported the appearance of ${\theta}$ waves and an increase in the ${\alpha}$ waves during psychologically satisfaction conditions. An statistical analysis of experiments conducted shows the various changes of brain waves(${\alpha},{\beta},{\theta},{\delta}$ waves). By means of these study results, we can identify that sasang constitutions should be applied to contribute much to quality advancement and productivity improvement through a comparative study on the job characteristic.
The objective for this research is to analyze the origin of the outbreak of a policy dilemma in the government's pursuance of policy aimed at tackling internet addiction among teenagers, as well as analyzing responsive strategy. Therefore, within this research and as the model of the dilemma being the analytical frame, the aspect of the dilemma has been analyzed through the transformation of contexts, conditions, policy values, alternatives, policy actors and policy decision makers. The major research results are as follows. First, each and every dilemma of 'transformation of context and condition', 'policy value and alternatives', 'policy actors' and 'policy decision makers' in processes of policy in preventing and resolving adolescent internet addiction, it acted as a decisive cause in forming the general dilemma of the policy. Second, the government's strategy in policy response within the policy dilemma conditions turned out to be a duplication of policy, occurrence of contradictions, typical response strategy and cyclical choices. Given these factors, the following characteristics have shown up as a result. First, as the problems in duplication of policy and contradictions occurred within a single policy, the government responded to this dilemma in a typical way, which brought about an even more serious dilemma. Second, the government put in effort to re-regulate two values (protection of adolescents and promotion of the video game industry), which are included in the response policy of adolescent Internet addiction. As a result, the policy dilemma has weakened with respect to the past. However, it has not solved the fundamental problems. This research, taking the results as a background, strives to provide implications for establishing a self-consistent groundwork, which combines policy values and vision for the government to pursue effective responsive policy on adolescent internet addiction, which is becoming more and more severe in the information society in which we live.
In LBSNS(Location-based Social Network Service), users can share locations and communicate with others by using check-in data. The check-in data consists of POI name, category, coordinate and address of locations, nickname of users, evaluating grade of locations, related article/photo/video, and etc. If you analyze the check-in data from the location-based social network service in accordance with your situation, you can provide various customized services. Therefore, In this paper, we develop a location recommendation system based on LBSNS that can utilize the check-in data efficiently. This system analyzes the location category of the check-in data, determines the weighted value of it, and finds out the similarity between users by using the Pearson correlation coefficient. Also, it obtains the preference score of recommended locations by using the collaborated filtering algorithm and then, finds out the distance score by applying the Euclidean's algorithm to the recommended locations and the current users' locations. Finally, it recommends appropriate locations by applying the weighted value to the preference score and the distance score. In addition, this paper approved excellence of the proposed system throughout the experiment using real data.
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