• 제목/요약/키워드: experiential knowledge

검색결과 105건 처리시간 0.022초

경험기반추론 전략을 이용한 고장트레인 구축 (Fault Train Construction Based on Shallow Reasoning Strategy)

  • 배용환
    • 한국안전학회지
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    • 제20권3호
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    • pp.19-26
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    • 2005
  • There are three reasoning method in fault diagnosis process. The shallow reasoning is based on the experiential knowledge and deep reasoning is based on physical model. Hybrid reasoning is mixing two type reasoning. This study describes about fault train embodiment of screw type air compressor that is used widely in industrial facilities by using various experimental method and shallow reasoning. We investigate macroscopic failure cause of air compressor through naked eye observation and then microscopic failure cause by various experimental method. We composed fault train with fault knowledge based on empirical data and scientific data that is acquired through several experiments. It is possible to analysis system reliability and failure rate with these fault train.

건설중대재해 사례 연구 (A Case Study on the Serious Accidents of Construction)

  • 장동일;이명구
    • 한국안전학회지
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    • 제11권1호
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    • pp.108-120
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    • 1996
  • It is a problems in industrial accidents that the knowledge for industrial accidents is obtained by experience, not by experiment. This experiential knowledge is obtained by Investigating accident cases and utilizing those for safety education. Therefore, in this paper, the situation about the serious accident of construction is analyzed by occupation, a kind of construction, time group, season, type of accident, and accidental cause. And the mutual · relations of these factors are studied. The most frequent type of the serious accidents of construction Is the falling accident. It happenes most frequently at apartment construction among kinds of construction and to structural worker, finishing worker, normal worker in order among occupations. And it is found that the most critical causes of the falling accident are the imperfection of safety facilities and unwearing of protection equipments, so a number of accidents can be reduced by the expansion of safety facilities and wearing of protection equipments absolutely. The counterplan of prohibition of accidents and the direction of government policy are presented by a series of nalyses for accident cases.

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Serve as You Learn: Problem-Based Service-Learning Integrated into a Product Innovation and Management Class

  • Kim, Eundeok;Lee, Yoon-Jung
    • International Journal of Costume and Fashion
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    • 제18권2호
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    • pp.29-43
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    • 2018
  • Service-learning is a form of experiential education in which students participate in organized activities and develop a sense of civic responsibility while acquiring content knowledge of the discipline. The purpose of this study was first, to examine the underlying theories and principles of service-learning, and second, to present a case of systemic implementation of problem-based service-learning into a Product Innovation and Management class in higher education. The New Product Development for an E-Commerce Small Business project was developed for a community partner, BevShots, reflecting the needs of the firm, and was tightly woven into the course content. Students' participation in the project had a significant effect on increasing their awareness of the needs in the community and identifying their roles as citizens as well as enhancing their content knowledge learning. The community partner also received benefits for his business by participating in the project. Through this study, we aim to inspire fashion design and merchandising educators to implement service-learning projects/classes in the curriculum.

BERTopic 모델을 이용한 항공사 서비스에서 지각된 고객가치가 고객 만족도에 미치는 영향 분석 (The Effect of Perceived Customer Value on Customer Satisfaction with Airline Services Using the BERTopic Model)

  • 정의주;이병현;이청용;김재경
    • 지식경영연구
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    • 제24권3호
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    • pp.95-125
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    • 2023
  • 항공산업의 급격한 성장으로 인해 많은 항공사가 생기면서 고객들이 항공사를 선택할 때 고려하는 요소가 늘어나고 있다. 이에 따라 항공사는 고품질의 서비스와 차별화된 경험적 가치를 제공하여 고객가치를 높이고 있다. 초기 고객가치 연구는 제품 및 서비스에 대한 효용성의 관점에서 비용과 편익 간의 상충관계로 간주하고 실용적 가치 중심으로 이루어졌지만, 최근에는 경험적 측면의 가치의 중요성이 주목받았다. 그러나 경험적 측면의 가치는 제품이나 서비스 상황에 따라 고객가치를 구성하는 요소가 변화되기 때문에 제품이나 서비스에 대한 고객의 선호도를 충분히 나타내는 특정 맥락에서 조사해야 한다. 또한, 고객가치는 고객이 의사결정을 내릴 때 큰 영향을 미치므로 항공사는 고객가치를 구성하는 요소를 정확하게 이해하는 것이 필요하다. 따라서 본 연구에서는 항공 전문 웹사이트인 스카이트랙스(Skytrax)에서 고객이 작성한 리뷰와 평점을 수집하고 BERTopic 모델을 활용하여 고객가치에 대한 요소를 도출하였다. 분석 결과, 항공사에서 고객가치를 구성하는 9가지 요소를 파악하였으며 이 중 6가지 요소가 고객 만족도와 영향을 미침을 확인하였다. 이를 통해 본 연구는 고객가치의 세분화된 파악을 가능하게 하는 새로운 방법론을 제안하고, 항공사에 구체적인 서비스 품질 향상을 위한 방향을 제시한다는 의의와 시사점을 가진다.

소셜 네트워크 분석(SNA)을 이용한 실과(기술·가정)교육 분야 연구 동향 분석 (Research Trend Analysis on Practical Arts (Technology & Home Economics) Education Using Social Network Analysis)

  • 김은정;이윤정;김지선
    • Human Ecology Research
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    • 제56권6호
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    • pp.603-617
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    • 2018
  • This study analyzed research trends in the field of Practical Arts (Technology & Home Economics) education. From 958 articles published between 2010 and 2018 in the Journal of Korean Practical Arts Education (JKPAE), Journal of Korean Home Economics Education Association (JHEEA), and Korean Journal of Technology Education Association (KJTEA), 958 keywords were extracted and analyzed using NetMiner 4. When the general network structure was analyzed, keywords such as practical arts education, curriculum, textbook, home economics education, and students were high in the degree centrality and closeness centrality, and textbook, practical arts education, curriculum, student, home economics education, and invention were high in the node betweenness centrality. The cluster analysis showed that a four-cluster solution was most appropriate: cluster 1, technology and experiential learning activities; cluster 2, curriculum studies and practical problem; cluster 3, relationships; and cluster 4, creativity and character education. The three journals showed differences in the knowledge network structure: The topics of JKPAE and JKHEEA focused on general content knowledge and curriculum, while the topics of KJTEA were spread across invention and creativity education, and curriculum studies.

구성주의적 사회과교육을 위한 웹기반 가상공간에서의 경험학습방안 (The Study of Experiential Learning on Web-Based Cyberspace for Constructive Education of Social Studies)

  • 황홍섭
    • 한국지역지리학회지
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    • 제4권2호
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    • pp.201-217
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    • 1998
  • 본 연구는 구성주의적 관점에서 사회과교육을 효율적으로 실현하기 위한 방안으로서 웹기반 가상공간에서 경험학습방안을 검토하였다. 구성주의적 관점에서 사회과교육은 인지적 구성주의에서 사회문화적 구성주의로, 사회문화적 구성주의에서 인지적 구성주의로, 공동구성주의로 이행되는 것이 사회과교육의 목적 내지 목표와 부합될 수 있다. 구성주의적 사회과교육의 목적 내지 목표를 실현할 교수-학습활동을 위해 웹활용 교육(Web-Based Instruction)은 효과적인 환경을 제공할 수 있다. 웹활용교육은 자칫하면 학습자가 수동적으로 될 위험성이 있으므로 교수-학습활동이 비구성적으로 되지 않도록 해야할 것이다. 구성주의 관점에서 사회과교육을 효과적으로 실현하기 위한 학습의 현장으로서 웹기반 가상공간은 특히 지역학습을 위한 장으로서 매우 유용하여 활용할 가치가 증대되며, 실제로 그 지역에 가지 않고서 답사와 조사를 할 수 있어 경험학습의 장으로 활용하기에 좋다.

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간호대학생의 기관절개관 관리에 대한 지식, 술기 및 지각된 수행정도와의 관계 (The relationship among nursing student's knowledge, nursing skill and perceived performance of tracheostomy care)

  • 이선희;김순희
    • Journal of the Korean Data and Information Science Society
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    • 제27권2호
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    • pp.463-475
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    • 2016
  • 본 연구는 졸업학년 간호대학생의 지식, 간호술기, 지각된 수행 정도를 알아보기 위해 시행되었다. 핵심간호술기 checklist와 질문지를 이용하여 D광역시 졸업학년 간호대학생 90명을 대상으로 2014년 9월 4일부터 2014년 9월 22일까지 시행하였고, SPSS/WIN 23.0을 이용하여 기술분석, 상관관계분석을 하였다. 연구결과 손 씻기 지식은 간호술기, 지각된 수행 정도와 정적 상관관계가 있는 것으로 나타났으며 간호술기에서 손 씻기가 가장 취약한 것으로 나타났다. 그리고 가장 수행이 잘 되는 항목은 [내관을 과산화수소수 용액 (과산화수소수: 생리식염수=1:2)에 담가놓는다]로 멸균제품과 환자로부터 오염된 제품을 제거하는 부분인 것으로 조사되었다. 따라서 멸균과 손 씻기 등의 감염에 대한 지식이 행위로 이어지도록 구체적 동기와 인지를 유발하는 경험적 학습이 요구된다.

인문계 여고생을 대상으로 한 체험적 흡연예방프로그램의 효과 (Effect of Empirical Smoking Prevention Program for Female High School Students)

  • 강미옥;정인숙
    • 한국학교보건학회지
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    • 제19권1호
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    • pp.55-65
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    • 2006
  • Purpose : This was aimed to investigate the effects of empirical smoking prevention program on the knowledge of the harmfulness of smoking, attitude to smoking, smoking temptation among female high school students. Methods : This study used nonequivalent control group pre and post test design. The subjects were recruited from the first and second grade at the two girls' high schools located in Ulsan city, and randomly assigned to two groups(113 in the experimental group and 117 in the control). The intervention was both the events such as nonsmoking promulgation and experiential learning programs and student-oriented educational sessions(once a week for six weeks). Data was analyzed with X2 test, t-test and ANCOVA. Results : The mean knowledge was 12.5 for pretest and 13.7 for posttest in the experimental group, and 12.7 and 13.4 in the control group, retrospectively. The mean attitude was 71.0 for pretest and 72.2 for posttest in the experimental group, and 72.3 and 72.6 in the control group, retrospectively. The mean temptation was 15.0 for pretest and 14.7 for posttest in the experimental group, and 13.9 and 14.0 in the control group, retrospectively. There's no difference in the change of the knowledge of the harmfulness of smoking, attitude to smoking, smoking temptation between experimental and control groups. Conclusion : As the possible reasons, the subjects already had sufficient knowledge on the harmfulness of smoking, the research questionnaires were too plain to get any difference, the effect of intervention was too small to show a difference in such as short-term, and finally, there were many external factors. Hence, we recommend further studies with appropriate questionnaire for longer time.

Narrative Strategies for Learning Enhanced Interface Design "Symbol Mall"

  • Uttaranakorn, Jirayu;McGregor, Donna-Lynne;Petty, Sheila
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 ITC-CSCC -1
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    • pp.417-420
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    • 2002
  • Recent works in the area of multimedia studies focus on a wide range of issues from the impact of multimedia on culture to its impact on economics and anything in between. The interconnectedness of the issues raised by this new practice is complicated by the fact that media are rapidly converging: in a very real way, multimedia is becoming a media prism that reflects the way in which media continually influence each other across disciplines and cultural borders. Thus, the impact of multimedia reflects a complicated crossroads where media, human experience, culture and technology converge. An effective design is generally based on shaping aesthetics for function and utility, with an emphasis on ease of use. However, in designing for cyberspace, it is possible to create narratives that challenge the interactor by encoding in the design an instructional aspect that teaches new approaches and forms. Such a design offers an equally aesthetic experience for the interactor as they explore the meaning of the work. This design approach has been used constructively in many applications. The crucial concern is to determine how little or how much information must be presented for the interactor to achieve a suitable level of cognition. This is always a balancing act: too much difficulty will result in interactor frustration and the abandonment of the activity and too little will result in boredom leading to the same negative result In addition, it can be anticipated that the interactor will bring her or his own level of experiential cognition and/or accretion, to the experience providing reflective cognition and/or restructure the learning curve. If the design of the application is outside their present experience, interactors will begin with established knowledge in order to explore the new work. Thus, it may be argued that the interactor explores, learns and cognates simultaneously based on primary experiential cognition. Learning is one of the most important keys to establishing a comfort level in a new media work. Once interactors have learned a new convention, they apply this cognitive knowledge to other new media experiences they may have. Pierre Levy would describe this process as a "new nomadism" that creates "an invisible space of understanding, knowledge, and intellectual power, within which new qualities of being and new ways of fashioning a society will flourish and mutate" (Levy xxv 1997). Thus, navigation itself of offers the interactors the opportunity to both apply and loam new cognitive skills. This suggests that new media narrative strategies are still in the process of developing unique conventions and, as a result, have not reached a level of coherent grammar. This paper intends to explore the cognitive aspects of new media design and in particular, will explore issues related to the design of new media interfaces. The paper will focus on the creation of narrative strategies that engage interactors through loaming curves thus enhancing interactivity.vity.

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과학 동아리에서 경험한 자기 주도적 실험 학습에 대한 초등학생들의 인식 (Elementary Students' Awareness about Self-directed Learning Experiments at Science Club)

  • 주은정;김흥태
    • 한국초등과학교육학회지:초등과학교육
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    • 제35권2호
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    • pp.253-264
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    • 2016
  • The purpose of this study was to investigate implications of self-directed learning experiments in elementary science education through understanding elementary school students' awareness of their experiences in self-directed learning experiments. Twenty students joined the school science club voluntarily and conducted self-directed learning experiments. We collected data through observation of the experiments, interviews, and questionnaires. The students who participated in the club showed high satisfaction with self-directed learning experiments. The participants were aware that their scientific interest and knowledge, and the confidence in conducting experiments were increased. The students felt positive about the inquiry process of conducting self-directed learning experiments with their own subjects. They also felt a sense of achievement in attempting their experiments in defiance of several failures. The participants realized that the self-directed inquires led to increased declarative and procedural knowledge of science. The students stated that they had some difficulties in coping with the different results contrary to expectations and preparing laboratory materials and instruments. Nonetheless, they showed the promotion of their scientific literacy during overcoming those difficulties. We suggest that self-directed learning experiments can be a more effective way in science learning to make students experience the nature of science than existing school experiments. This can be implemented through a creative experience activities such as science clubs.