• 제목/요약/키워드: concept understanding

검색결과 2,130건 처리시간 0.023초

연소 개념 학습에서 변칙 사례에 의한 인지 갈등 및 상황 흥미가 개념 변화 과정에 미치는 영향 (The Influences of Cognitive Conflict and Situational Interest by a Discrepant Event on the Conceptual Change Process in Learning the Concept of Combustion)

  • 최숙영;강석진;노태희
    • 한국과학교육학회지
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    • 제28권8호
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    • pp.779-785
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    • 2008
  • 이 연구에서는 연소 개념 학습에서 변칙 사례의 역할을 인지적 동기적 측면에서 조사했다. 중학교 2학년 학생 433명을 대상으로 선개념 검사와 변칙 사례에 대한 반응 검사, 상황 흥미 검사를 실시했다. 연소 개념 학습을 실시한 후, 사후 검사로 주의집중, 노력, 개념 이해도 검사를 실시했다. 목표 오개념을 지닌 것으로 판별된 208명의 응답을 분석한 결과, 거부와 배제 반응의 비율은 밀도에 대한 선행연구의 결과와 비교하여 상대적으로 높은 반면, 신념 변화 반응의 비율은 낮은 것으로 나타났다. 경로 분석 결과, 대안 가설 제시 후의 상황 흥미가 직접적으로 또는 주의집중과 노력을 매개로 개념 이해도에 영향을 주는 것으로 나타났다. 변칙 사례에 의해 유발된 상황 흥미는 대안 가설 제시 후의 인지 갈등에 직접적으로 영향을 미치기도 했다.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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혈액 순환 요소별 학생들의 개념 분석 : 횡단적 연구 (An Analysis of Students' Conceptions on Blood Circulation as Components: A Cross-sectional Study)

  • 김미영;김희백
    • 한국과학교육학회지
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    • 제26권6호
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    • pp.753-764
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    • 2006
  • 생물학 영역에서 혈액 순환은 복잡하고 추상적인 개념으로 학생들이 이해하기 어렵고, 오개념이 많아 수업 후에도 쉽게 변화하지 않는 것으로 알려져 있다. 본 연구는 혈액 순환 개념의 존재론적 속성에 따른 학생들의 개념 이해도를 학교 급별로 조사 분석하고, 혈액 순환에 대한 학생들의 이해 향상을 위한 기초자료를 제공하는데 그 목적이 있다. 이 연구는 세 부분으로 나누어 진행하였다. 첫째로, 순환 개념을 심장, 혈관, 혈액 순환으로 구분하여, 각 개념의 구조, 기능, 행동, 기작 요소별로 학생들의 이해를 알아보기 위한 개념 검사지를 개발하였다. 두 번째로 개념 검사지를 중학교, 고등학교, 대학교 학생들에게 적용하여 순환 개념의 요소별로 학교 급에 따라 개념 이해 수준이 어떻게 다른지를 비교하고, 학생들의 순환 경로의 유형을 구분하였다. 마지막으로 개념이해가 낮은 요소에 대한 개념의 존재론적 범주를 분석하여 그 특성을 파악함으로써, 개념의 범주 간 이동을 촉진시키는 수업 전략을 구성하는데 도움을 주고자 하였다. 본 연구 결과, 혈액순환 개념 중 구조나 기능 요소는 중학생, 고등학생, 대학생이 모두 높은 이해 수준을 보였고 학교 급별로 큰 차이가 없었으나, 행동이나 기작 요소에 대한 이해는 자연계열 고등학생과 대학생들에서 뚜렷하게 높아졌다. 학생들의 혈액 순환 모형은 7가지 유형으로 구분할 수 있었으며, 자연계열 고등학생들과 대학생들은 이중 분지형의 비율이 다른 학교 급에 비해 상대적으로 높았다. 또한 학생들의 순환 기작에 대한 존재론적 범주를 분석한 결과, 평형-독립적 범주의 개념을 사건-목적 범주로 인식하는 경우가 많아, 개념에 대한 잘못된 존재론적 범주의 인식이 개념 이해를 어렵게 한 원인으로 여겨진다.

Detection of the Popple Spot on the Pulse Variance of the Sonance

  • Kim, Jeong-lae;Kim, Hye-ju;Lee, Kee-young
    • International journal of advanced smart convergence
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    • 제8권1호
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    • pp.106-112
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    • 2019
  • Pulsation variance technique is blended the bumpy popple-sonance status of the brilliant-disparity understanding level (BDUL) on pulsation understanding gestalt. The understanding level condition by the pulsation understanding gestalt system is composed with the popple-sonance system. As to look for a two-node white-small dot of the brilliant situation, we are to take of the pulsation value with two-node white-small dot by the output signal. The concept of understanding level is composed the reference of brilliant-disparity level for variance signal by the pulsation sonance gestalt. Moreover indicating a bumpy variance of the BDUL of the maximum-minimum in terms of the popple-sonance gestalt, and pulsation two-node white-small dot sonance that was the a pulsation value of the far variance of the Pul-ug-FA-${\pi}_{MAX}$-MIN with $23.24{\pm}3.36units$, that was the a pulsation value of the convenient variance of the Pul-ug-CO-${\pi}_{MAX}$-MIN with $7.97{\pm}1.60units$, that was the a pulsation value of the flank variance of the Pul-ug-FL-${\pi}_{MAX}$-MIN with $3.02{\pm}0.47units$, that was the a pulsation value of the vicinage variance of the Pul-ug-VI-${\pi}_{MAX}$-MIN with $0.50{\pm}(-0.01)units$. The popple sonance will be to evaluate at the bumpy ability of the popple-sonance gestalt with two-node white-small dot by the pulsation understanding level on the BDUL that is indicated the brilliant-disparity gestalt by the understanding level system. We will be possible to suppress of a gestalt by the special signal and to utilize a pulsation data of popple sonance level by the popple understanding system.

물질의 세 가지 상태 및 분자의 운동에 대한 개념 학습에서 상호동료 질문생성 전략의 효과 (The Effects of Reciprocal Peer Questioning Strategy in Concept Learning on the Three States of Matter and Motion of Molecules)

  • 김경순;김소연;이정민;노태희
    • 한국과학교육학회지
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    • 제27권5호
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    • pp.394-403
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    • 2007
  • 이 연구에서는 상호동료 질문생성 전략이 학생들의 개념 학습에 미치는 효과를 조사하였다. 남녀 공학 중학교 1학년 학생 92명을 통제 집단, 상호동료교수(RPT) 집단 및 상호동료 질문생성(RPT) 집단에 배치하고, '물질의 세 가지 상태'와 '분자의 운동' 단원을 대상으로 12차시 동안 수업을 실시하였다. 사전 과학 성취 수준에 관계없이 RPQ 집단의 개념 이해도 검사 점수가 세 집단 중에서 가장 높았고, RPT 집단은 통제 집단보다도 높았으며 이들 차이가 통계적으로 유의미하였다. 상위 학생들의 경우, RPQ 집단의 개념 응용력 점수는 다른 두 집단보다 유의미한 차이로 높았고, RPT 집단은 통제 집단보다 높았다. 하위 학생들의 경우에는 RPT 집단과 RPQ 집단의 개념 응용력 점수가 통제 집단보다 높았으나, RPT 집단과 RPQ 집단의 점수는 유의미한 차이가 없었다. 이러한 결과는 동료 간 교수 활동에 의한 상호작용이 학생들의 화학 개념 학습을 도와주며, 학생들이 직접 문제를 만드는 경우에 더욱 효과적임을 의미한다. 따라서 RPQ 전략을 중학교 과학 수업에서 학생들의 언어적 상호작용과 개념 학습을 촉진하기 위한 유용한 교수 방법의 하나로 제안한다.

거주 지역별 여고생의 가정적 자아개념과 의복 행동 (High School Girls' Clothing Behavior Related to Their Family Self-Concept and Residential Area)

  • 윤정연;황춘섭
    • 복식문화연구
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    • 제15권4호
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    • pp.569-579
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    • 2007
  • The purpose of the present study was to understand the clothing behavior of high school girls, and to analyze the differences of the behavior in accordance with their family self-concept and residential area. The study was implemented through a normative-descriptive survey method using a questionnaire. The survey was conducted in April 2006, and the sample consisted of 462 girls from 5 high schools. The data were analyzed by t-test, factor analysis, and cluster analysis. The results are as follows: I. In general, the family self-concept of high school girls was considerably positive, and the group from the Gangbuk area showed a more positive family self-concept than the group from Gangnam. 2. The group from Gangnam displayed a higher score in conformity, fashionability, and economy than the group from Gangbuk did. In terms of personality, the group from Gangbuk showed a higher score than the group from Gangnam. 3. The group having a more positive family self-concept showed a higher score in aspects of personality and psychological dependency. In the areas of conformity and fashionability, the group having a more positive family self-concept manifested a lower score. 4. In the case of the group having a more positive family self-concept, the girls from Gangnam, more than the group from Gangbuk, evidenced a higher score in conformity and fashionability, but showed a lower score in personality. In the case of the group having a lower score regarding family self-concept, the girls from Gangnam, more than those from Gangbuk, showed a higher score in conformity, fashionability, and economy. On the other hand, the personality score of the girls from Gangnam was lower than that of the Gangbuk group. Considering the results of the study mentioned above, it could be said that the clothing behavior of high school girls is different according to their family self-concept and residential area, and such clothing behavior could be used as a cue to understanding their family self-concept.

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경제동화를 활용한 극놀이 활동이 유아의 경제개념 및 소비자행동에 미치는 영향 (The Effect of Dramatic Play Using Economic-Fairy Tales on Preschoolers' Basic-Economic Understanding and Consumer Behavior)

  • 채영란
    • 한국생활과학회지
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    • 제19권3호
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    • pp.443-453
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    • 2010
  • This study analyzed the effects of dramatic play using Economic-fairy tales on young children's basic- economic understanding and the consumer behavior. The participants in this study were 42 young children who attended a kindergarten in G city. The mean age of participants was 70 months. The experimental group participated in 'Dramatic play using Economic-fairy tales' while the control group participated in a 'Discussion activity using Economic-fairy tales'. The experiment used 'The Basic-Economic Concept Test' and 'The Consumer Behavior Test' in the collection of data and T-test was used to statistically analyze the data. Significant differences were found between the experimental group and comparison group in both the post-test score of Basic-Economic Understanding and of Consumer Behavior NOTE. In conclusion, the results of this study suggested that the technique of dramatic play using Economic-fairy tales which was developed in this study are probably effective in developing young children's basic-economic understanding and consumer behavior.

Analysis of Mathematical Structure to Identify Students' Understanding of a Scientific Concept: pH Value and scale

  • Park, Eun-Jung;Choi, Kyung-Hee
    • 한국과학교육학회지
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    • 제30권7호
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    • pp.920-932
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    • 2010
  • Many topics in science, especially, abstract concepts, relationships, properties, entities in invisible ranges, are described in mathematical representations such as formula, numbers, symbols, and graphs. Although the mathematical representation is an essential tool to better understand scientific phenomena, the mathematical element is pointed out as a reason for learning difficulty and losing interests in science. In order to further investigate the relationship between mathematics knowledge and science understanding, the current study examined 793 high school students' understanding of the pH value. As a measure of the molar concentration of hydrogen ions in the solution, the pH value is an appropriate example to explore what a student mathematical structure of logarithm is and how they interpret the proportional relationship of numbers for scientific explanation. To the end, students were asked to write their responses on a questionnaire that is composed of nine content domain questions and four affective domain questions. Data analysis of this study provides information for the relationship between student understanding of the pH value and related mathematics knowledge.

초등학생의 분수와 분수 연산에 대한 이해 양상 (Examining how elementary students understand fractions and operations)

  • 박현재;김구연
    • 한국수학교육학회지시리즈A:수학교육
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    • 제57권4호
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    • pp.453-475
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    • 2018
  • This study examines how elementary students understand fractions with operations conceptually and how they perform procedures in the division of fractions. We attempted to look into students' understanding about fractions with divisions in regard to mathematical proficiency suggested by National Research Council (2001). Mathematical proficiency is identified as an intertwined and interconnected composition of 5 strands- conceptual understanding, procedural fluency, strategic competence, adaptive reasoning, and productive disposition. We developed an instrument to identify students' understanding of fractions with multiplication and division and conducted the survey in which 149 6th-graders participated. The findings from the data analysis suggested that overall, the 6th-graders seemed not to understand fractions conceptually; in particular, their understanding is limited to a particular model of part-whole fraction. The students showed a tendency to use memorized procedure-invert and multiply in a given problem without connecting the procedure to the concept of the division of fractions. The findings also proposed that on a given problem-solving task that suggested a pathway in order for the students to apply or follow the procedures in a new situation, they performed the computation very fluently when dividing two fractions by multiplying by a reciprocal. In doing so, however, they appeared to unable to connect the procedures with the concepts of fractions with division.

건강정보 이해능력(Health Literacy)에 대한 개념분석 (Health Literacy: An Evolutionary Concept Analysis)

  • 김성은;오진아;이윤미
    • 한국간호교육학회지
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    • 제19권4호
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    • pp.558-570
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    • 2013
  • Purpose: In these days, the concept of health literacy becomes important because it is essential to have a clear grasp of patients' basic ability to understand health-care information. Therefore, we intended to discover attributes, antecedents and consequences of health literacy through contextual analysis. Method: Following Rodgers' evolutionary concept analysis, we did a literary review. The databases KMBase, KoreaMed, Kstudy, NDSL, and RISS were searched for articles. Among published literature about health literacy, twenty articles which satisfied the inclusion criteria were chosen. Results: Health literacy consists of three attributes: information seeking, information understanding, and information utilizing. Furthermore antecedents are as follows: health status, health belief, socioeconomic status, and information quality. Finally, we were able to explain the consequences of health literacy by showing improvement of self-care and interaction, and a decrease of social costs. Conclusion: We expect this study to guide the direction of future studies, and as a concept analysis that examines the conceptual attributes in the context of health literacy. Based on the result of this study, the design of a standardized tool and the program of health literacy promotion education need to be developed.