Journal of Korean Society of Industrial and Systems Engineering
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v.17
no.31
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pp.73-80
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1994
Sequentiality in decision making is an inherent characteristic of the R&D Process, Conceptual changes are noted during the Course of the Project which represent a continuous improvement in the quality of the data available during the various project stages. In this paper, Eight characteristic types of project evaluation models have been developed economic index models, portfolio models, decision theory models, risk analysis models, frontier models, scoring models, profile models and checklists. Each of these will be critically reviewed and appraised.
Population-level learning has traditionally been used to provide an explanation for the underlying mechanism of industry change. But it has yet to examine the impact on strategic decisions such as market entry. This conceptual paper aims to provide an insight into how population-level learning affects entry likelihood by acting as a tool for interpreting population-level changes. We study this in the context of the fast-paced mobile gaming industry where population-level information is salient and develop a set of propositions with regard to the likelihood of entry.
The existing interface study has been focused on rhetorical metaphor based on a cognitive viewpoint in traditional objectivism. But the existing study viewpoint about the interface shows logical limitation by the changes in media environment. This study suggests conceptual metaphor based on embodied cognition for an alternative to solve the limitation, and research logical suitability of the existing interface environment. The result of this study is as follow; The first, the embodied cognitive viewpoint provides the interface as a space for holistic recognition communication, and the conceptual metaphor based on embodied cognition provides a well-structured metaphor logic and is a suitable metaphor to explain complicated metaphor structure. The second, the container image schema provides concrete and detailed metaphor structure than previous metaphor when it comes to explaining desktop metaphor by offering subsidiary image schema from 'IN-OUT-BOUNDARY' image schema. The third, path image schema is possible to make a concrete logic and works off the laxity and confusion of logical structure in existing metaphor by offering subsidiary image schema from 'SOURCE-PATH-GOAL' image schema. The conceptual metaphor based on embodied cognition is expected to be a basic theory to explain interfaces for various media environment by thinking of human physical experience as container and path image schema.
Journal of The Korean Association For Science Education
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v.21
no.4
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pp.697-709
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2001
Researchers on conceptual change have been proposed that confronting a cognitive conflict situation would be important for a student to change his/her preexisting conception. There have been reported that there are three different methods of producing a cognitive conflict situation; the first is logical argument(LC), the second is demonstration of an actual phenomenon(DC), and the third is kinesthetic conflict which is a kind of physical experience(EC). In this study, the researcher tried to find out the differences in the conceptual changes by the three different conflict situations. Seventy two high school students were chosen in a high school in Kyungkido, Korea. The students were tested four times; pretest, posttest, one week delayed posttest, and one month delayed posttest. Six different test situations on mechanics were developed for this study. Test item for each situation was developed. Each item consisted of a multiple choice question and explanation of the choice. The result showed a clear differences among the three conflict groups. In general, kinesthetic conflict which is a kind of physical experience(EC) was proved to be the most efficient strategy for the conceptual change; however, logical argument(LC) seemed to be the least efficient. However, the effectiveness was not uniform from situation to situation. Results of some items showed that even the LC was quite good for the conceptual change. Therefore, it seems to be important to develope appropriate method for the target concept.
Journal of Fisheries and Marine Sciences Education
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v.27
no.6
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pp.1717-1726
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2015
Acceleration of globalization in almost all industries, including fisheries, already had been a major paradigm of the age. And It has been weakened its meaning of geographical, cultural and economic boundaries between the nations. In particular, various changes in the fisheries environment have exceeded the area of problem for conventional single country is resolved. And if there is no cooperation with international cooperation other problems also almost nearly impossible to alleviate or solve. So it has emerged in this context, the concept of sustainable development and conceptual diagram of responsible fisheries. However, it has been passed about 20 years since the FAO documents published, there is little interest in it. In this study, analyzed the characteristics of the changes and its constitutive trends and contents of the FAO's responsible fisheries documents. And proposed both the need for analysis and research for the fisheries in an international context for the future and educational aspects. The results of this study show that FAO related documents are hardly to find that have been translated into Korean, in particular since the 2000s. And it is fairly skeptical whether there is a direct effective in fisheries in terms of language barriers. Therefore, the study on responsible fisheries much more important to develop the current status and future-oriented policy of international fisheries even in fisheries related education.
As the life expectancy of human beings gets longer and our society changes into highly competitive arena, the implementation of online adult learning is growing, and therefore the learners in self-regulated scaffolding learning environments is becoming an important topic. This study is to investigate the main effects of scaffolding and self-regulation and the interaction effect on discussion participation and comprehension in online learning environments. To do this, ninety-nine adults taking online learning courses with the open university in Korea were investigated. Adult learners were divided into one of the four groups (no scaffolding, conceptual, strategic, and conceptual and strategic scaffoldings). Regarding self-regulation, learners were divided into two groups (low and high self-regulated) based on the mean score of subjective report of self-regulated learning. The results are as follows : First, 'strategic scaffolding' is more effective than 'conceptual scaffolding' in discussion participation (F=2.772, p < .05) and comprehension test (F=7.156, p < .05). Second, high self-regulated learners more actively participate than low self-regulated learners in discussion (F=6.230, p < .05), and achieve higher scores (F=4.863, p < .05). Third, there is no interaction effect between scaffolding strategies and the level of self-regulation. The theoretical and practical implications of these findings are discussed.
The Journal of Korean Society for School & Community Health Education
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v.7
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pp.1-17
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2006
Background: School is a primary health education setting for adolescents and the continuous support should be provided to renew school health education curriculum correspondent to cultural changes in Korean society. Objectives: This study was conducted to identify the principals and teachers' health education needs for their students and to analyze their conceptual map for health education curriculum at school. Methods: The sample size of the preliminary study was 321 of the teachers in elementary, middle, and high school, and that of the main study was 355 middle school principals and teachers over the country. The self-administered mailing survey was conducted to collect the available health education topics in the preliminary study, to identify the factor structure of the health education topics and to analyze the conceptual properties on health education with exploratory factor analysis and multidimensional scaling analysis in SPSS 12.0. Results: A total of 21 health education topics were collected from the preliminary survey and 31 topics were, comprehensively, generated for the main survey. In exploratory factor analysis, seven factors were generated in 1.0 or greater Eigen value standard. The seven factors were 'life health promotion,' 'disease prevention and drug control,' 'bulling and aggression prevention,' 'injury and sexual harassment prevention,' human-efficacy and regulation,' 'health protection for adolescence,' and 'alcohol and tobacco control.' The educational need scores were the highest in 'human-efficacy and regulation' and 'injury and sexual harassment prevention.' The two-dimensional cooperates were generated for the 31 health education topics and the two dimensional properties which divided the conceptual space were 'health-safety' for one and 'public/environmental-individual/personal' for the other. That is, middle school principals and teachers primarily, understand the health education curriculum in the sense of 'health vs. safety' and 'public/environmental vs individual/personal.' Conclusions: Health education curriculum and textbook should be developed based on teachers' needs and conditions for health education in school fields. The field-based health education programs or textbook would make more possible problem-solving health education for youth in real school fields.
Journal of Family Resource Management and Policy Review
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v.14
no.3
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pp.69-85
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2010
The purpose of this study is to investigate the home-health-care workers licensing education course in Seoul, Korea. Based on the previous research, a conceptual model was suggested explaining the dynamics of perceived educational service quality (SERVQUAL), educational satisfaction and the occupational readiness. The data set for this study drawn from the 297 self-administered surveys were analyzed with the suggested conceptual model by utilizing AMOS program. The measurement models and conceptual model fit well with the collected data set. As results of this study, 5 domains of SERVQUAL were produced including accountability, trustiness, responsiveness, sympathy, and assurance. The results of structural modeling with latent variables confirmed that SERVQUAL were influenced perceived educational satisfaction as well as occupational readiness. Among the SERVQUAL domains, accountability, trustiness, responsiveness, and assurance had significant impacts on the educational satisfaction while accountability, trustiness and responsiveness had significant direct effects on the occupational readiness. The trustiness had significant indirect effects on the occupational readiness via the educational satisfaction. Hence, the educational satisfaction had the significant impacts on the occupational readiness. Based on the findings of this study, we suggest to intense the educational program or curricular focusing on the SERVQUAL elements. Those changes will enhance self-confidence among the prospective home-health-care workers as well as public trustiness on the national long-term care program.
Background: School is a primary health education setting for children and the continuous support should be provided to renew school health education curriculum correspondent to socio-cultural changes in Korean society. Objectives: This study was conducted to identify the principals' and teachers' needs of health education topics for their students and to analyze their conceptual map for health education curriculum in Korean elementary school. Methods: The sample size of the first survey was 179 and that of the second survey was 691 of elementary school principals and teachers from stratified sampling over Korea. The self-administered mailing survey was conducted to o identify the factor structure of the health education topics and to analyze the conceptual properties with exploratory factor analysis and multidimensional scaling analysis in SPSS 12.0. Results: A total of 21 health education topics were collected from the first survey and 31 topics were, comprehensively, generated for the second survey. The five factors were determined: 'life health promotion behavior,' 'drug control and mental health,' 'bulling and aggression prevention,' 'safety perception and injury prevention,' and 'sex education and sexual harassment.' The educational need scores were the highest in 'safety perception and injury prevention.' The two-dimensional cooperates were generated for the 31 health education topics and the two dimensional properties which divided the conceptual space were 'health-safety' for one and 'public/environmental-individual/personal' for the other. Conclusions: Health education curriculum and textbook should be developed considering teachers' needs and conditions for health education in school fields. The field-based health education programs or textbook would make more possible problem-solving health education for children in real school fields.
This study examines the conceptual characteristics of fantasy movies. It also studies the process of socio-cultural changes of the mythical images such as heroes, goddesses and the devil that have often become the centre of fantasy movie characters. This study further examines the features of each character that correspond to specific mythical images. The purpose of this research is to suggest the conceptual and aesthetic characteristics of fantasy reflected in the characters and the costumes of fantasy movies, which were released since the year 2000. The followings are the results of the research: The conceptual characteristics of fantasy reflected in the characters and the costumes of fantasy movies are summarized as representation of reality, allegory and symbols, horror, desire, deconstruction and metamorphosis, otherness and counter-cultural sentiments. The aesthetic characteristics of the costumes of fantasy movies are defined as typicality and symbolism, grotesqueness, sensuality, hybridization, and otherness. These characteristics are very interconnected. The costumes of heroic characters appearing in fantasy movies show strong side of standard while the costumes of the evil characters revealed the limit of dualistic point of worldview centered on West. Heroic characters show realistic and human side that reflects the ethos of the time. Negative characters such as the devil or witches, which were created in human imagination and emotion, become the dynamic force of fantasy movies through their deviant actions. Their clothes, with variety and hybridization, become the source of creativity expected in present society.
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