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A Study on Factors of the Academic Achievement in Computer Training Courses as the Liberal Arts in University (대학 컴퓨터 실습 교양과목에서의 학업성취 요인에 대한 연구)

  • Kim, Wanseop
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.433-447
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    • 2013
  • The purpose of this study is to find out the factors of the students' achievement on the computer training courses which are based on computer practice. In order to improve the academic achievement of the students, it is necessary to analyze the factors affecting academic achievement and apply the results of the analysis to education. In particular, it is necessary to study for finding out factors of the academic achievement in practical computer training courses, because these courses are different from other courses focusing on the theory. In this study, in order to find out the factors, the logistic regression analysis and the decision tree analysis which is the field of data mining were peformed. For the experimental data, the test results of the MOS certification of the S university in seoul were used. Through logistic regression analysis it is found that the factors of the professors, class size, lecture time, group(lecture period) are important in order. Through decision tree analysis of data mining, it is found that there are some additional factors ; entrance year, whether the course is retaken, and the classroom environment. and these various factors effect the academic achievement compositively as identified through the model tree. The tree model was presented as a result of the analysis, and the importance of the factors is expressed numerically from multiple tree models by using the proposed mathematical formula.

An Ethnographic Study on CosPlay Group in Korea II - Analysis on CosPlay Culture in Korea and Japan - (한국 코스프레 집단의 문화기술지적 연구 II - 한국과 일본의 코스프레 문화에 대한 비교 분석 -)

  • Koh, Ae-Ran;Shin, Mi-Ran
    • The Research Journal of the Costume Culture
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    • v.14 no.1
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    • pp.1-15
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    • 2006
  • This study examines the social meaning of the CosPlay, the growth potential of CosPlay culture and its effect on the related industry through the perspectives and language of the youths who enjoy CosPlay, based on the ethnographic research. Also, this study presents a comparative description of Korea and Japan CosPlay culture by the ethnographic methodology whose purpose is to define relationship of cause and effect with phenomenon. For further step, this study plans to emphasize the need to link culture, clothes and related industry in order to create a cultural environment where diversity co-exists. CosPlay is the mania culture of Japan that emulated the Halloween party of the West and that developed the party into a unique form. In Korea, this practice was accepted for the first time among a handful of youths, starting from the 1990s, after which, it was introduced to the masses while holding CosPlay related events. While CosPlay is succeeded as an industry in Japan, CosPlay in Korea is considered childish play due to the Korean culture of considering cartoon as a childish and low class genre which is enjoyed by youths. CosPlay in Korea faces the following changes: aging of the members who comprised the CosPlay culture at the initial stage; population increase, centered on middle and high school students; interest of the government and the businesses that wish to produce economic wealth by organizing CosPlay events into events for youths; and changes in the environment that comprised the surrounding of the CosPlay culture. CosPlay is an honest play that demonstrates one's effort on the stage through performance. Moreover, most of the middle and high school students who comprise the CosPlay culture demonstrate similar characteristics as mania type of people when it came to the reason that they enjoy CosPlay. However, they did not consider CosPlay culture as an important aspect of their lives. Instead, most of them said that they participate to relieve stress. Thus, they have the potential to move onto another form of youth culture that may appear more attractive to them. To them, it is not the CosPlay culture that is important, but the fact that CosPlay provides a forum where they can freely engage in play.

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Research on the Differences of Selection Attribute according to the Involvement of Wine Consumers (와인 소비자의 관여 수준에 따른 선택 속성 차이에 관한 연구)

  • Cho, Soo-Hyun;Choi, Hyun-Jung
    • Culinary science and hospitality research
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    • v.15 no.1
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    • pp.240-253
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    • 2009
  • While the concept of involvement has long intrigued marketing researchers, its application to the case of wine purchase behavior has been limited in Korea. In particular, little research has attempted to assess the outcome of the consumer's choice of wine based on the types of consumers(outsider, beginner, lover, specialist) relevant to the involvement. Therefore, the aim of this study was to investigate how they use different cues to make a wine purchase decision according to the types of wine consumers and in relation to the consumer's involvement levels. A questionnaire was organized and distributed widely to 380 of various wine consumers. 370 surveys were completed and 350 usable data(male: 49.1%, female: 50.9%) were obtained and analyzed with the SPSS package(13.0) program. We found that specialist of wine, lover of wine, and the high level involvement group have significant difference in selecting wine. It is suggested that a wine class program should be offered at a wine bar for newcomers in order to make them more interested in wine and promote various wine marketing events(for example, a music concert at the wine bar) particularly for high involvement level consumers to help increase wine consumption.

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Design of Convergence Contents information quality of u-convergence tourist information3.0 using flow Theory (플로우 이론을 이용한 u-융복합 관광정보3.0 의 융복합 콘텐츠 정보품질 설계)

  • Sun, Su-Kyun;Lee, Seung-woo
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.191-199
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    • 2015
  • The Journal of Digital Policy & Management. This space is for the abstract of your study in English. In this paper, we propose a u-convergence Tourist Information 3.0 System using Flow Theory. It generates a sense of u-challenge and u-skills to maximize the enjoyment of tourists is u-convergence Tourist Information 3.0. This is a challenge to good sense and adjust the rating of the Convergence Contents information quality(CCIQ) analysis to maximize the enjoyment of tourists. Convergence Contents information quality(CCIQ) of the conductive continuity of the content closed antecedents u-conductive sense, the tourist synchronization adequacy may generate data that can be analyzed. Content Information Quality of rating is the leading factor in the ability of the u-skill mastery of tourists, can generate data availability. The result is to create a meta-model is referred to as content information to reach the best quality maximize enjoyment. Design a sense of u-challenge the skill of the information quality of the tourist information content has the advantage of being able to identify the data formation has the pleasure of tourists. By applying to future national competent standard it is expected to maximize the enjoyment of the job.

The Odd Pair Family's Health management in rural, Korea -Comparison with the Pair Family- (농촌거주 외짝가족의 건강관리-부부가족과의 비교)

  • Rhie Seung Gyo;Cho Young Sook;Won Hyang Rye
    • The Korean Journal of Community Living Science
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    • v.16 no.1
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    • pp.149-163
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    • 2005
  • Family has emerged as a key concept for health, and it has been identified as one of the most important conditions. The relationship between health habit and its management is different depending on family. The odd pair family, mostly rural lower income class, worry to have poor health because of no spouse and small family size. One thousand eight hundred and seventy(1870) subjects were collected in 9 provinces through the sampling of Probability Proportional to Size (PPS). Questionnaire method was conducted on health checking, bath states, alcohol consumption, cigarette smoking, and the prevalence of farmer's health related problems. The main results were as follows: 1) The characteristics of odd pair families are that the head of household is female(77% ), the size of family is small(1.76 persons), the education level is low(7.5 years for male, 3.1 years for female) and the age group is old (male: 89.78 year old, female: 73.69 year old). 2) For the odd pair family, the frequency of health checking is quite low with one or two times per year(l0.2%) and the rate of no-health checking is much higher(35.8%) .3) Bathing utility is not available 29.6% of the odd pair family and only cold water is supplied at home for the 11.5 % of them. However, for the paired family, 9.8 % of them has no bathing utility and the rate of the family supplied with only cold water is just 7.9%. 4) The bathing frequency score of odd pair family is l.74points for male and 1.25 points for female. 5) The rate of smoking habits for odd pair family is 68.5 % and specially it is 7.6% for female, which is higher comparing with that of pair family. 6) The smoking frequency score of odd pair family is 1.57 points. 7) Alcohol drinking frequency score of odd pair family is 1.79 points for male, and 3.24points for female. 8) Farmers' syndrome(FS) revealed 38.7% of odd pair family and it is lower than that of pair family(57.3%). Special pain of FS was huckle bone and muscle(28.4%) and articular pain(24.l %). The pain rate of huckle bone and muscle(43.l %) and articular pain(33.5%) were higher in a year in odd pair family were lower than those of pair family: farming machine caused accidents(6.5%) and pesticide poisoning(5.7%). l0) The odd pair family use more frequently medical clinic or public health center for the treatment of FS(74.7%) and pesticide poisoning(62.5%) than the pair family for FS(69.0%) and for pesticide poisoning(.53.6%). The score of FS treatment is 5.70 points for odd pair family and it is not significantly different from 5.62 points of the paired family. The result of pesticide poisoning treatment score is as same as that of FS.

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Sanitary assessment of the oyster rack culture waters in Wando, Korea (완도군 군외면 연안 수평망식 참굴 (Crassostrea gigas) 양식해역의 세균학적 수질 평가)

  • Kang, Ju Hyun;Cho, Sang-Man;Kim, Tae Ok;Park, Kwon Sam
    • The Korean Journal of Malacology
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    • v.31 no.2
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    • pp.129-136
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    • 2015
  • To introduce an oyster rack culture in tidal flat of Wando-gun, Korea, we investigated sanitary conditions from 2012 April to 2013 March in oyster growing waters and adjacent area in Wando. Average seawater temperature and salinity ranged $8.6-28.0^{\circ}C$ and 26.2-33.6 psu, respectively. The coliform group and fecal coliform of seawater ranged < 1.8-13.0 MPN/100 mL each. Only one of 60 samples was exceeded in the European criteria of fecal coliform. Influence of adjunct basin's pollution load on cultural waters was negligible, which half radius of dilution was not above 300 m. According to our observation, however, landing of oyster should be banned for at least 5 days after the heavy rainfall. Our findings meet the sanitary seawater criteria for domestic use and export of shellfish and classified as 'Class A' in European Community regulations for bivalve culture.

Face Recognition based on Hybrid Classifiers with Virtual Samples (가상 데이터와 융합 분류기에 기반한 얼굴인식)

  • 류연식;오세영
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.1
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    • pp.19-29
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    • 2003
  • This paper presents a novel hybrid classifier for face recognition with artificially generated virtual training samples. We utilize both the nearest neighbor approach in feature angle space and a connectionist model to obtain a synergy effect by combining the results of two heterogeneous classifiers. First, a classifier called the nearest feature angle (NFA), based on angular information, finds the most similar feature to the query from a given training set. Second, a classifier has been developed based on the recall of stored frontal projection of the query feature. It uses a frontal recall network (FRN) that finds the most similar frontal one among the stored frontal feature set. For FRN, we used an ensemble neural network consisting of multiple multiplayer perceptrons (MLPs), each of which is trained independently to enhance generalization capability. Further, both classifiers used the virtual training set generated adaptively, according to the spatial distribution of each person's training samples. Finally, the results of the two classifiers are combined to comprise the best matching class, and a corresponding similarit measure is used to make the final decision. The proposed classifier achieved an average classification rate of 96.33% against a large group of different test sets of images, and its average error rate is 61.5% that of the nearest feature line (NFL) method, and achieves a more robust classification performance.

Impact of Adult ADHD Tendency on Self-Esteem and Alcohol Addiction (성인 ADHD 성향이 자아존중감과 알코올 중독에 미치는 영향)

  • Cho, Jae Cheol;Kim, Jin Sook
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.165-174
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    • 2018
  • The purpose of this study is to investigate the effect of adult ADHD tendency on self-esteem and alcohol addiction. For this purpose, 433 adults in Daegu and Gyeongsangbuk-do were studied. The results were as follows. First, there was a significant difference between self-esteem and alcoholism according to adult ADHD tendency. There was a significant difference in both self-esteem and sub-factors of alcoholism. The higher adult ADHD, the lower score of high class in self-esteem, and the scores of the upper group were higher in alcohol addiction. Second, the correlation among adult ADHD tendency and self-esteem, and alcohol addiction was found. As a result, it showed a high negative correlation with self-esteem, low correlation with alcoholism, and sub-factors. Third, As a result of examining the effect of adult adhd tendency on self-esteem and alcoholism, There were differences according to sub-factors. Therefore, it was found that ADHD tendency affects self-esteem and secondary problem of alcohol addiction. In other words, low self-esteem and alcoholism can be causes of ADHD. And it suggests that multifaceted and integrated-prevention treatment programs need to be developed.

Designing Collective Intelligence-based Instructional Models for Teaching Socioscientific Issues (집단지성 원리를 적용한 과학관련 사회·윤리적 쟁점 수업 모형의 개발)

  • Lee, Hyunju;Choi, Yunhee;Ko, Yeonjoo
    • Journal of The Korean Association For Science Education
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    • v.34 no.6
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    • pp.523-534
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    • 2014
  • This study aimed to develop collective intelligence (CI) based instructional models for teaching socioscientific issues on the basis of intimate collaboration with science teachers, and to investigate the participating teachers' perceptions on the effectiveness of the instructional models. Adapting the ADDIE model, we suggested three types of SSI instructional models (i.e. generative model, exploratory model, and decision-making model). Generative models emphasized the process of brainstorming ideas or possible solutions for SSI. Exploratory models focused on providing students opportunities to explore various SSI cases and diverse perspectives to understand its controversial nature and complexity. Decision-making models encouraged students to negotiate or develop a group-consensus on SSI through the dialogical process. After implementing the instructional models in the science classroom, the teachers reported that CI-based SSI instructional models contributed to encouraging students' active participation and collaboration as well as to improving the quality of their argument or discourses on SSI. They also supported the importance of developing collective consciousness on the issues in the beginning of the SSI class, providing independent time and space for reflecting on their personal values and opinions with scientific evidence, and formulating an atmosphere where they freely exchanged opinions and feedback for constructing better collective ideas.

제5차 고등학교 교육과정의 환경관련 교재분석 및 학생의 환경교육 실태 분석 연구

  • 박진회;장남기
    • Hwankyungkyoyuk
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    • v.5 no.1
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    • pp.34-46
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    • 1993
  • The international environmental activity and environmental education began in 1970's. Environmental education in Korea was emphasized since the Forth National Curriculum. The Environmental Curriculum was regarded as one of the most important part in the Sixth National Curriculum in Korea. Environment-related reference texts of Elementary school were already developed. Soon, 'Environment' of middle school and 'Environmental Science' of high school will be developed. The purpose of this study were to analyse environment-related texts in the Fifth National Curriculum and to measure how much environmental education has achieved. As a environmental text for regular class, selected the environmental part in 'Science Part 1' and as environment-related reference text, 'Survival and Environment'. The environmental part of 'Science Part 1' was unit [Life and Environment]. According to the analysis of objectives, most of unit objectives were not stated in a detailed and precise manner. When the goals of environmental education were divided into four fields as follows, knowledge and information, skill, thinking and attitude, behavior and participation, unit objectives were mostly emphasized on knowledge and information of environment, exactly 44.5% of unit objectives and 89.6% of subunit objectives. The degree of relationship between unit objectives and contents was low. All the Check up-problems were about knowledge and information of environment. Environment-related reference text, 'Survival and Environment' was the only reference text for high school students in Korea and was organized in the form of the regular curriculum text. It was developed in Korean Education Development, Center with support of Korean Environmental Ministry in 1990. According to the analysis of 'Survival and Environment', the objectives of units and subunits were less stressed on knowledge and information than those of unit [Life and Environment] in the environmental part of 'Science Part 1' On the other hand, they were a little more stressed on skill, thinking and attitude, behavior and participation. And fifteen of all the seventy subunit objectives were not related with contents. In organization, this text included Thinking problems, Experiments and Inquiries, Reading, Developed studies and Check up-problem etc. It was remarkable that Inquiries leaded to individual activities and Developed studies to group discussions or individual inquiries. And as Check-up problems were presented as a form of activities, students could achieve many various objectives at the same time by solving one problem. To measure the achievement of environmental education by questionnaire, 497 high school students in total were selected from five different schools. Scores in subtest 'behavior and participation' and subtest 'thinking and attitudes' were 13.19 and 18.18, respectively. Actually, most students had a positive thinkings and attitudes in their hearts about environmental problems, but many of them actually did not take actions to solve environmental problems and to protect environment. Scores in subtest 'knowledge and information' and subtest 'skill' were 10.76 and 10.81, respectively. The higher the score students got in 'knowledge and information', the higher the score in 'skill'. It implies that learning of skills is based on learning of knowledges and informations about environment has not always ensured positive thinkings and attitudes or active behaviors and participations to solve environmental problem.

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