• Title/Summary/Keyword: cooperative ability

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A Study on the Effectiveness of Programming Education for Developing Creativity and Personality of Non-Majors Using DEVS Methodology (DEVS 방법론을 이용한 비전공자의 창의·인성 함양을 위한 프로그래밍 교육의 효과도 분석 연구)

  • Han, Youngshin
    • Journal of Korea Multimedia Society
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    • v.22 no.9
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    • pp.1080-1090
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    • 2019
  • The digital informational era of the 21st century requires the fostering of human resource in the field of software with creativity and personality. This paper deals with the educating method in programming course for non-majors which fosters creativity for problem solving ability and personality using cooperative interaction to build communication ability. We also seek to build a model through DEVS methodology for creative problem solving and analyze the effects of programming education for the cultivation of creativity and personality. Our proposed model is expected to be used as a guide to establish creativity and personality for human resource cultivation in programming education.

On The Licensed Dealer in Landing Markets (중매인에 관한 연구)

  • 유충열
    • The Journal of Fisheries Business Administration
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    • v.5 no.1
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    • pp.9-42
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    • 1974
  • Korea is a peninsular country surrounded by seas on three sides, and the fishing industry has carried out the service of suppling to the people with important anima protein. The distribution of fishery products has very complicated structures, because the production is in charge of small producers scattering along the coast all over the country, while consumpstion is made by separate homes in areas away from producing district. The relation between these two factors the structures make very complicated. The most typical and special structures of fishery distridution are distinguished in two, that is, one is landing market, the other is inland market. Landing markets have been monopolized by fishermen's cooperatives, providing with landing facilities and building sites. Fish markets played not only an important role in the landing, but distribution and price determination of catches by auction or tender. Inland markets are two types of wholesale market in consuming center, one is the terminal market for urban consumers, the other type is the local market for rural consumers. Fundamental functions of landing markets are gathering, assessment, and distribution functions. Gathering function is in charge of wholesaler in fishery cooperative. Gathering amounts are equal to gathering capacity of wholesaler and transact ability of licensed dealers as shown below model. Gathering amount=f.gathering capacity(=pre price.landing facility.account of wholesaler.distance of fishing ground.conveniency purchasing.home port)=fㆍ transact ability of licensed dealers≒f.population or port, and table 1 indicates these relationship. Assessment and distribution functions are in charge of licensed dealers in consumption side. Assessment function should bring the value in production activity through the auction between the cooperative seller and the licensed dealer as buyer. For fair trade transaction in auction, the free competition is supposed to be a prerequisite among the licensed dealers. The ideal condition for free competition is sameness in the scale of buying amount by licensed delaers, but it is almost impossible to attain its goal in actual marketing.

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The Effect of Proprioceptive Neuromuscular Facilitation on Balance Ability in Patients with Hemiparetic (고유수용성 신경근 촉진법이 편마비 환자의 균형능력에 미치는 영향)

  • Lee, Moon-Kyu;Lee, Jong-Sik;Jeong, Woo-Sik;Kuk, Eun-Ju;Lim, Jae-Heon;Kim, Tae-Yoon
    • PNF and Movement
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    • v.7 no.1
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    • pp.9-16
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    • 2009
  • Purpose : The aim of this study was to determine the effect of proprioceptive neuromuscular facilitation(PNF) on balance ability in poststroke hemiparetic subjects. Methods : The subjects of this study were 12 patients with hemiplegia who volunteered to participate in the experiment which was carried out over the course of 4 weeks. The Proprioceptive Neuromuscular Facilitation is applied to group with three positions (sidelying, half-standing, modified plantigrade). The tests between before and after the intervention were measured by FSST (Four Square Step Test), FICSIT-4 (Frailty and Injuries: Cooperative Studies of Intervention Techniques), BBS(Berg Balance Scale). The data were analyzed using paired t-test and Wilcoxon signed rank test to determine the statistical significance. Results : The results of this study were summarized as follows: 1. After intervention, the score of BBS and FICSIT-4 significantly were increased compared with before intervention. 2. After intervention, the time of FSST were reduced significantly compared with before intervention. Conclusions : According to above results, Proprioceptive Neuromuscular Facilitation improved with balance ability of patients with hemiplegia. This study provided basic data for effects Proprioceptive Neuromuscular Facilitation on balance ability. In conclusion, Proprioceptive Neuromuscular Facilitation with other interventions is effective way to improve balance ability of patients with hemiplegia.

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A P2P-Based Experience Learning Support System for U-Learning (U-러닝을 위한 P2P 기반 체험학습 시스템)

  • Choi Seung-Kwon;Hwang Thomas;Cho Yong-Hwan;Lee Jun-Hee
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.309-318
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    • 2005
  • Learners show lower cooperation and responsibility at e-Learning(Electronic Learning) than face-to-face learners in class. Accordingly the LMS(Learning Management System) focus on collaborative learning design in order to promote the learner's interaction. In this paper, the Experience Learning Support System with JXTA-based P2P(Peer-to-Peer) architecture is proposed for an effective collaborative learning and a blended learning. It intends learners to develop a self-leading learning ability and a creative problem-solving ability through experience learning object's sharing. The experimental results described that the proposed system was more effective in an enhancing learner's learning ability and a cooperative learning than existing system.

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The Effect of Self-Regulated Learning Components on Attitude and Related Skills of Information Literacy among High School Students (자기조절학습 요소가 고등학생의 정보문해에 대한 태도와 정보문해능력에 미치는 영향)

  • Lee, Seung-Kil
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.1
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    • pp.161-187
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    • 2016
  • This study determined the effect of self-regulated learning on the attitude and related skills of information literacy in school library project learning. In addition, in-depth interview was administered in order to investigate fundamental reasons for such effects. The results are cognitive regulation ability, motivational regulation ability, behavioral regulation ability proved to have statistically significant effect on the attitude and related skills of information literacy. In-depth interview analysis yielded the following components: cooperative learning, experience in information environment, time pressure, exposure to information literacy education, motivation, relationship with school teachers, delayed gratification, and prior knowledge.

Association between interpersonal relationships and 4C (communication, critical thinking, collaborative self-efficacy, and creative problem-solving) core competencies of dental hygiene students

  • Jang, Kyeung-Ae;Lee, Jung-Hwa;Kim, Ji-Soo
    • Journal of Korean society of Dental Hygiene
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    • v.21 no.2
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    • pp.109-118
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    • 2021
  • Objectives: This study aimed to investigate the association between interpersonal relationships and the 4C core competencies of dental hygiene students. It also examined how interpersonal competence can be enhanced by the development and application of programs so that the 4C core competencies of university students can be improved. Methods: A survey was conducted from March to May 2019 on students from the Department of dental hygiene in Busan, South Korea, and 177 valid responses were analyzed. The general characteristics of the students were calculated using frequency and percentage, and their degree of 4C core competencies and interpersonal abilities were expressed as means (±standard deviation). Multiple regression analysis was used to analyze the effects of interpersonal competence on the 4C core competencies. Results: The findings revealed the factors affecting the 4C core competencies as; (a) communication ability was affected by interpersonal cognition and confidence building; (b) critical thinking ability was affected by person-oriented, self-expression, and confidence building; (c) creative problem-solving ability was affected by self-confidence, person-orientation, self-expression, and confidence building, and (d) cooperative self-efficacy was affected by person-oriented and confidence building. Conclusions: Based on the above findings, it is necessary to develop systematic program items and education systems that can effectively develop interpersonal competency, and thereby improve 4C core competencies among students.

Development of Instructional Materials for 3D Printing Education Program and Its Application (3D 프린팅 교육 프로그램을 위한 수업자료 개발과 적용)

  • Lee, Younggun;Lee, Sanghyun;Yoo, Seunghoon;Kim, Sitae
    • Journal of Engineering Education Research
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    • v.24 no.3
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    • pp.42-49
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    • 2021
  • This paper deals with the development and application of a 3D printing education program implemented to cultivate creative fusion-type talents required by the 4th Industrial Revolution. Specifically, the entire process developed by applying the ADDIE program development model, from 3D modeling to post-processing of printed materials, was performed individually and for each team for about 200 second-year college students for two weeks. Through this program, students develop the basic ability to apply 3D printing to the learning curriculum, the ability to solve problems through cooperative interactions between team members, and convergence thinking ability by collaborating within the team by students from various major fields. They are proved by analyzing an education satisfaction survey conducted after application of the program. In conclusion, the program of this paper presents a methodology for effective 3D printing education in universities.

Effects of Presentation Classes in English Language Curriculum: Focusing on Phonetics/Phonology and Syntax

  • Mi Sook Park
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.20-25
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    • 2024
  • The qualitative effect of class is influenced by the instructor's class design and operation method, but it comes from motivating students to actively participate in class and utilizing potential qualities that lead to student-centered learning. Students' activities and the quality development of class participation can be utilized in presentation-based classes. This could be confirmed through the presentation classes in English language curriculum applied to English major students in Korea. In other words, with presentations conducted in language-theoretic classes such as phonetics/phonology, and syntax, it turned out that immersion in learning, concentration on class, and motivation for learning can be improved, developing systematic self-directed learning ability and cooperative mutual communication ability. Instructors need to lead the direction and design of the classes, but the actual educational effect depends on how students accept the academic tasks, how well they understand the learning contents, and how well they can systematically transmit them to others. In this respect, this study aims to investigate that learner-centered presentation classes contribute to making learners develop their competencies in class design, data utilization, imparting knowledge, and communication, which would bring about the improvement of learning quality and educational effects.

Features of Problem-Finding and Problem-Solving of the Secondary Gifted Students in the Context of STEAM Convergent Problems (STEAM 문제 상황에서 중등 영재반 학생들이 나타낸 문제의 발견과 해결 특성)

  • Lee, Eunseon;Sim, Jaeho
    • Journal of Science Education
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    • v.45 no.1
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    • pp.23-41
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    • 2021
  • This study is to investigate the characteristics of problem-finding and problem-solving abilities demonstrated by the secondary gifted students in the context of STEAM convergent problems. For this, using the STEAM convergence problem solving ability test, we qualitatively and quantitatively compared and analyzed the workbook outputs written in the process of finding and solving problems for each student in the gifted class. The results are as follows: First, we found that the speciality of the major of the proposed activity paper influenced the preference for questions and pattern of finding problems. Second, it was found that the difference in the ability to find and solve problems for a specific task was not by the major of the gifted class, but by the composition of the group. Third, in finding and solving the STEAM convergent problem, the individual creativity and the cooperative creativity of the group were more significant than the major. These results suggest that it is necessary to include the affective factors of gifted students and the concept of cooperation in problem-finding and problem-solving ability evaluation, and there is a need to develop a teaching and learning strategy that can improve cooperative problem-solving skills so that group creativity can be exhibited well.

Design of Web-based Cooperative e-Learning System Using TGT Model (TGT 모형을 활용한 웹 기반의 협동 e-Learning 시스템 설계)

  • Ka, Min-Kyoung;Kim, Bong-Hyun;Kim, Seung-Youn
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.776-779
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    • 2006
  • Today, It has developed actively e-learning according to web without time and place which increase of PC user with super-highway information network and various up-to-date information rapid growth. It has to provide the chance to student which will be able to practice and to think free and originative under liberal learning environment that learner can compose knowledge through various thinking by themselves. From the present paper, I would design e-learning system using TGT model of cooperative e-learning system that more effective studying through advantage of e-learning studying. I look forward to helping improvement of student's real ability as embody competitive games method by TGT model's basic theory of web-based.

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