The goal of this study was to apply an expectancy-value model(Wigfield & Eccles, 2000) to explain changes in six multi-ethnic students' achievement motivation in mathematics during sixth (2012) to eighth (2014) grades. In order to achieve this goal, we used narrative research methods. Although individual students' achievement motivation and mathematics related life experiences differed, there are some common factors influencing their motivation development, especially (a) roles played by parents and teachers; (b) assessment of peers' competencies; (c) past learning experiences related to mathematics curriculum; (d) perception of the relationship between mathematics competency and other subjects; (e) home backgrounds; and (f) perceived task values. In this study, we achieved some insight into why some multi-ethnic students are willing to study hard to get good scores while others are uninterested in mathematics, and why some multi-ethnic students are likely to pursue new mathematical tasks and persist despite challenges, while others easily give up studying mathematics in the face of adversity. We argue that in order to increase and sustain multi-ethnic students' achievement motivation, educators and parents should recognize that motivation is contextually formulated in the intersection of current people, time, and space, not a personal entity formed in an individual's mind. The findings of this study shed light on the development of achievement motivation and can inform efforts to develop multi-ethnic students' positive motivation, which might influence their mathematics achievement and success in school.
Objective : This study implemented occupation-based practice as a group program for children with neurodevelopmental disabilities, and investigated the quality of occupational performance, performance and satisfaction, and efficacy levels of the program. Methods : ADOC-S(Aid for Decision making in Occupation Choice-School) and COPM(Canadian Occupational Performance Measure) were used to establish common meaningful occupational goals for 10 children with neurodevelopmental disabilities. After occupational analysis of the 'subway use', the Performance Quality Rating Scale(PQRS) were used to evaluate the quality of occupational performance. Occupation-based interventions were implemented by participants individually performing meaningful occupations in the most natural and real-life environments as possible. The trial consisted of 1 session of pre-intervention assessments, 8 sessions of intervention, where a single session of 100 minutes is provided once a week. Post-intervention evaluation was conducted over one session. Results : The quality of occupational performance by PQRS was 38.10 higher than before intervention. The occupation-based intervention as a group program used the maintain and modify(compensation, adaptation) approaches and acquisition model. In the early stages of intervention (1 to 4 sessions), the occupational performance was greatly improved. The performance level of COPM increased by 5.80 and the satisfaction level was increased by 7.00. In addition, high scores were found in program satisfaction through parental interview. Conclusion : The results of implementing occupation-based interventions to children with neurodevelopmental disabilities showed increase in quality of occupational performance, performance, and satisfaction along with positive effects of satisfaction levels for the program.
The area of a trapezoid is an important concept to develop mathematical thinking and competency, but many students tend to understand the formula for the area of a trapezoid instrumentally. A clue to solving these problems could be found in Dienes' theory of learning mathematics and Watson and Mason' concept of example spaces. The purpose of this study is to obtain implications for the teaching and learning of the area of the trapezoid. This study analyzed the example spaces constructed by students in learning the area of a trapezoid based on Dienes' theory of learning mathematics. As a result of the analysis, the example spaces for each stage of math learning constructed by the students were a trapezoidal variation example spaces in the play stage, a common representation example spaces in the comparison-representation stage, and a trapezoidal area formula example spaces in the symbolization-formalization stage. The type, generation, extent, and relevance of examples constituting example spaces were analyzed, and the structure of the example spaces was presented as a map. This study also analyzed general examples, special examples, conventional examples of example spaces, and discussed how to utilize examples and example spaces in teaching and learning the area of a trapezoid. Through this study, it was found that it is appropriate to apply Dienes' theory of learning mathematics to learning the are of a trapezoid, and this study can be a model for learning the area of the trapezoid.
Journal of Korean Society of Archives and Records Management
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v.21
no.3
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pp.61-78
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2021
Records on Japanese "Comfort Women" have been individually managed by private sectors or institutions, and some are provided as digital archives on the Internet. However, records of digital archives differ in the composition and representation of metadata by individual institutions. Meanwhile, there is a lack of a consistent structure to describe the relationships between and among these records, leading to their fragmentation and disconnectedness. This paper proposes a knowledge model for interlinking the digital archival resources and builds a knowledge graph by integrating the records from distributed digital archives. It derives common elements by analyzing metadata from the diverse digital archives and expresses them in standard vocabularies to semantically describe multiple entities and relationships of the digital archival resources. In particular, the study includes the refinement of collected data to search and thread dispersed records and the enrichment of external data to provide significant contextual information of records. An evaluation of the knowledge graph is performed via a query measuring the (dis)connectivity between the distributed records. As a result, the knowledge graph is capable of interlinking and retrieving fragmented records, providing substantial contextual information on the records with external data enrichment, and searching accurately to match the user's intentions through semantic-based queries.
The purpose of this study is to investigate and analyze the current status of unit tasks, unit task operation, and record management problems used by local governments, and to present improvement measures using text-based big data technology based on the implications derived from the process. Local governments are in a serious state of record management operation due to errors in preservation period due to misclassification of unit tasks, inability to identify types of overcommon and institutional affairs, errors in unit tasks, errors in name, referenceable standards, and tools. However, the number of unit tasks is about 720,000, which cannot be effectively controlled due to excessive quantities, and thus strict and controllable tools and standards are needed. In order to solve these problems, this study developed a system that applies text-based analysis tools such as corpus and tokenization technology during big data analysis, and applied them to the names and construction terms constituting the record management standard. These unit task operation support tools are expected to contribute significantly to record management tasks as they can support standard operability such as uniform preservation period, identification of delegated office records, control of duplicate and similar unit task creation, and common tasks. Therefore, if the big data analysis methodology can be linked to BRM and RMS in the future, it is expected that the quality of the record management standard work will increase.
Purpose: Fast food franchise companies are trying a variety of innovative services to increase their competitiveness in response to changes in population composition in the fast food market and rapid changes in consumption trends due to technological development. From this point of view, franchise companies that have focused on offline store operations are providing O2O (offline to online) service as a core service for customer convenience. This new attempt is a strategy to increase loyalty by applying an interaction method based on understanding the characteristics of new generation consumers. However, existing studies are focused on the relationship between O2O service and acceptance, so very little is known about how O2O service affects customer loyalty. Therefore, this study examines the impacts of customer involvement and relative advantages of fast food O2O service on customer brand engagement (cognitive and affective engagement) and store loyalty for MZ(Millennials - Z) generations. Research design, data, and methodology: In order to achieve the purposes of this research, several hypotheses were developed. The data were collected from 247 questionnaires in their 16-30s and were analyzed using SPSS 22.0 and SmartPLS 3.0 program. Measurement model analysis was carried out to assess convergent and discriminant validity. Also, common method bias was tested using the values of VIF (variance inflation factor). The hypotheses was tested using structural equation modeling. Result: First, involvement has a positive effect on cognitive and affective engagement. Second, relative advantages have has a positive effect on cognitive and affective engagement. Third, cognitive influences affective engagement. Finally, both cognitive and affective engagement affect store loyalty, but affective engagement has a stronger effect on store loyalty than cognitive engagement. Conclusions: In the process of consumer-brand interaction, it was confirmed that store loyalty was influenced by cognitive and affective engagement sequentially. However, the results show that affective engagement has a relatively stronger on store loyalty than cognitive engagement. Therefore, it is necessary to establish an O2O service strategy to maintain long-term loyal customers by inducing cognitive participation with high-involved consumer, as well as affective interaction, in order to obtain new customers and increase customer loyalty.
The purpose of this study is to investigate the mediating effects of depression, academic helplessness, and smartphone addiction tendency in the relationship between self-esteem and grit of adolescents. Data from the 2018 (first-year) Korean Children and Youth Panel Survey were used in this study. The subjects of this study were 1,375 male and 1,166 female students in seventh grade school. The multiple mediation model analysis was conducted using the SPSS and PROCESS macro program. The results of this study are as follows. First, there was a positive correlation between self-esteem and grit, while self-esteem and grit had negative correlations with depression, academic helplessness, smartphone addiction. Second, it was found that the relationship between self-esteem and grit was mediated by depression, academic helplessness, and smartphone addiction tendency, respectively, and furthermore, it was found that all pathways mediated sequentially were also significant. These results suggest that education and intervention considering self-esteem, depression, academic helplessness, and smartphone addiction to be useful as a way to help adolescents develop interest in specific goals and continue their efforts in these days when smartphone use is common.
To investigate the reinforcing effects of functional fillers in nitrile rubber (NBR) materials, high-structure carbon black (HS45), coated calcium carbonate (C-CaCO3), silica (200MP), and multi-walled carbon nanotubes (MWCNTs) were used as functional filler, and carbon black (SRF) as a common filler were used for oil-resistant rubber. The curing and mechanical properties of HS45-, 200MP-, and MWCNT-filled NBR compounds were improved compared to those of the SRF-filled NBR compound. The reinforcing effect also increased with a decrease in the particle size of the fillers. The C-CaCO3-filled NBR compound exhibited no reinforcing effect with increasing filler concentration because of their large primary particle size (2 ㎛). The reinforcing behavior based on 100% modulus of the functional filler based NBR compounds was compared by using several predictive equation models. The reinforcing behavior of the C-CaCO3-filled NBR compound was in accordance with the Smallwood-Einstein equation whereas the 200MP- and MWCNT-filled NBR compounds fitted well with the modified Guth-Gold (m-Guth-Gold) equation. The SRF- and HS45-filled NBR compounds exhibited reinforcing behavior in accordance with the Guth-Gold and m-Guth-Gold equations, respectively, at a low filler content. However, the values of reinforcement parameter (100Mf/100Mu) of the SRF- and HS45-filled NBR compounds were higher than those determined by the predictive equation model at a high filler content. Because the chains of SRF composed of spherical filler particles are similarly changed to rod-like filler particles embedded in a rubber matrix and the reinforcement parameter rapidly increased with a high content of HS45, the higher-structured filler. The reinforcing effectiveness of the functional fillers was numerically evaluated on the basis of the effectiveness index (SRF/f) determined by the ratio of the volume fraction of the functional filler (f) to that of the SRF filler (SRF) at three unit of reinforcing parameter (100Mf/100Mu). On the basis of their effectiveness index, MWCNT-, 200MP-, and HS45-filled compounds showed higher reinforcing effectiveness of 420%, 70%, and 20% than that of SRF-filled compound, respectively whereas C-CaCO3-filled compound exhibited lower reinforcing effectiveness of -50% than that of SRF-filled compound.
It is no longer special for the gaming industry to provide a community to promote their games. Much prior research related to the community also focuses on the spread of community influence and its importance. In particular, the user community in the gaming industry is having a big impact on the company's revenue creation beyond the simple level of information provision and promotion of friendship. Therefore, providing a community at the same time as the game is released is becoming a common trend in the gaming industry This study attempted to explore factors influencing the design of more effective communities under the assumption that the user community will influence the loyalty of mobile games. The design elements of the community suggested in this study are the provision of interaction tools between users, the provision of information, and communication between the game maker and the users. This study aims to confirm that these design factors affect customer loyalty by reinforcing user empathy and trust in the game within the user community. After collecting data from 251 users active in the mobile game user community, the model presented in this study was empirically analyzed. As a result, the design elements of the game community suggested in this study were found to affect customer loyalty by strengthening the empathy for the game and the trust in the game developer.
Journal of the Korean Institute of Traditional Landscape Architecture
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v.29
no.3
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pp.12-21
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2011
We investigated the location and surveillance system of fortress using inter-visibility analysis between fortress and the capital of the Silla Dynasty. The digital terrain model(DTM) was generated with $10{\times}10m$ grid in Arcview 3.2. Then three fortresses lines(Myeonghwal-sanseong, Namsan-shinseong, Seohyeong-sanseong) were superimposed on the DTM. 4 results of this study were drew out from the cumulative visibility analysis. First, the most of fortress lines which showed the high visible frequency from the Sila-Capital(538 viewpoints) have a good aspect toward the capital. It means that 3 fortresses secured the visibility to the capital. Second, the cumulative visibility analysis from 3 fortresses generated evenly distributed visible frequency across the inside of fortress. It shows that the inner area of fortress is more advantageous to command during the war. On the contrary, a number of invisible(vulnerable) regions which is scattered on the outside were supplemented by adjacent fortress. Third, the north area of the Sila-captial showed the highest visible frequency generated by sum up the visibility from 3 fortresses. The northern captial is placed within 4km distance easy to support at the Myeonghwal and Seohyeong-sanseong. We proved that the Sila-capital had organized a solid surveillance system by 3 fortresses. Fourth, we could infer the practical process of fortress layout from comparing a cumulative visibility map. For the secure of visibility and defense systems, the fortress line would form a rising shape to the peak. This practical location theory can replace the vague common location theory that the fortress would constructed on two thirds of mountain height. It will be an empirical method in the ancient remains research.
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