• Title/Summary/Keyword: experiential knowledge

검색결과 108건 처리시간 0.021초

온·오프라인 정보원천이 전시·컨벤션에서 지각된 유용성과 만족에 미치는 영향 : 감정적 관여의 매개효과 (The Influence of on-off Line Information Sources on Perceived Usefulness and Satisfaction in Exhibition and Convention : The Mediating Effects of Affective Involvement)

  • 구철모;이선영;김종철;정남호
    • 지식경영연구
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    • 제16권2호
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    • pp.47-66
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    • 2015
  • Due to multiple information sources, external information search(EIS) is the key issue on smart tourism environments. EIS is more important on experiential goods such as exhibition and convention. Despite the increasing importance of EIS, very little is known about what is the more effective information source in this area. In this paper, we attempt to examine the relations of satisfaction and between both online and offline information. This research analyzes an empirical model including EIS, affective involvement, perceived usefulness, satisfaction to student visitors on exhibition experience. Hence, six hypotheses are developed to test the relations of EIS and satisfaction using the mediating effects of affective involvement. Specifically, we developed a research model by employing the Uses and Gratification(U&G) framework and tested it to understand how student visitors' involvement and satisfaction might be changed according to EIS. Survey data was collected from 203 student visitors on "2014 Expo KCCE" was used to test the model using structural equation modeling. The implications of our empirical findings for both research and practice are discussed.

Developing a University-Community Partnership Model Integrating Research and Intervention to Improve Food Decisions in Families and Communities

  • Gillespie, Ardyth H.
    • 대한지역사회영양학회지
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    • 제3권1호
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    • pp.120-132
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    • 1998
  • A major goal of the Community Plant Food Project is to develop partnerships between the Cornell Community Nutrition Program and Community-based organizations, including Cooperative Extension. A core principle behind this work is integrating research and intervention. Based on our work in Rochester, New York, we have developed a process and principles for effective partnerships. This new paradigm what we call the University-Community Partnership Model is a team effort that builds on the experiential literature in the fields of communication, leadership, community and team development, sociology, and participatory research and action. We have applied this model both to increase our understanding of Family Food Decision-making and to develop programs for families. In this project, we have used a variety of qualitative methods to understand food decisions from the perspectives of families and community stakeholders, including a group method for analyzing our qualitative interview data. For our survey of families, we developed the Enhanced Response Method, an approach for improving the validity and reliability of community surveys with families and, at the same time, building relationships with families and other stakeholders in the community for integrated and sustainable interventions. Because the knowledge we develop through the partnership and the interventions we seek to implement are products of the process, we are constantly seeking to refine this knowledge and to adapt emerging interventions through an ongoing evaluation process we call the Continuous Improvement Method.

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경험적 감성 정보에 의한 직관적인 아이디어 발상 기법 (Intuitive conception method based on the experiential emotion information)

  • 허성철
    • 감성과학
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    • 제6권1호
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    • pp.1-10
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    • 2003
  • 인간이 어떤 것에 대하여 경험을 할 때에, 그 경험은 지식이라고 하는 형식으로 뇌에 보존됨과 동시에, 상황에 따라서는 직관적인 판단을 위한 정보로서 역할을 수행한다. 이러한 관점에서 본 연구에서는, 디자인 컨셉 작성에 필요한 여러 가지 요소에 대하여 직관적인 판단을 하고, 시각적인 컨셉을 작성했을 때, 그것이 아이디어 발상에 미치는 영향의 특징을 분석하는 것을 목적으로 하였다. 실험은 두 가지 단계로 진행하였다. 첫 번째는, '새로운 디지털 카메라의 디자인'이라는 과제 수행을 위하여, 디지털 카메라의 12가지 구성 요소의 관계를 직관적으로 판단하여 일정한 공간에 배치하도록 하였다. 그 다음, 배치된 각 구성요소의 관계를 고려하여 아이디어 스케치를 진행하도록 하였다. 실험 결과, 직관적인 판단에 의해서 시각화된 컨셉은, 구조적인 사고, 다양한 형태의 전개, 구체적인 조작 방법의 제안, 그리고 자신의 스케치를 설명하기 쉽게 표현하는 것에 많은 영향을 미치는 것이 확인되었다. 그러나, 인간의 자유로운 감성적인 발상은, 조건의 제약에 의한 구조화가 아닌 것도 알 수 있었다.

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E-learning in India and Sri Lanka: A Cross-Cultural Study

  • Simmy Kurian;Hareesh N. Ramanathan;Chamaru De Alwis
    • Asia pacific journal of information systems
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    • 제31권1호
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    • pp.102-120
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    • 2021
  • E-learning is a planned effort towards providing interactive and experiential learning having flexibility in terms of time, place, pace, participation and accessibility. Globalization has set the stage for a social transformation of the world economy driven by technological innovation, emphasizing knowledge-based processes. While the tertiary education enrolments in wealthy nations have gone up incrementally, the same cannot be said to be right about developing economies. E-Learning can streamline enrolments to higher education, in developing nations by being a cost-effective and flexible alternative. The objective of this paper is to draw attention to the similarities in the national culture of these two countries and compare students' perception on e-learning in India and Sri Lanka along eight dimensions viz., viability, dependability, flexibility, inclusivity, power, pertinence, challenge and equitability. The results reveal that e-learning is equally popular among students from both countries, and they have a high perception score towards e-learning on each of the measured eight dimensions. Hence results are indicative of an opportunity of tapping the potential of e-learning in reaching out to a broader audience of underprivileged students and onboarding them into the knowledge economy.

건설안전교육 효율성 향상을 위한 기능성게임 적용에 대한 연구 (Application of Serious Games for Effective Construction Safety Training)

  • 손정욱;신승우;이준성
    • 한국건설관리학회논문집
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    • 제15권1호
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    • pp.20-27
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    • 2014
  • 효과적인 건설안전교육을 위해서는 기존의 문서와 시청각자료에 의존한 이론적인 수업방법에서 벗어나, 체험위주의 교육과 실무중심의 교육이 필요하다. 본 연구에서는 가상현실환경을 구현할 수 있는 3D엔진을 사용하여 건설현장 및 학교에서 안전교육용으로 사용할 수 있는 기능성게임을 개발하였다. 학습자는 게임 내에서 가상공간 내의 건설현장을 돌아다니며 잠재적인 안전재해 발생요인을 발견하는 안전관리자의 역할을 수행하게 된다. 이러한 시행착오 과정을 통해 안전에 관련된 지식을 학습자 스스로 익히게 된다. 또한 게임과정에서 학습과정을 돕기 위해 피드백이 제공되며, 획득한 포인트를 바탕으로 성과를 평가하게 된다. 학생들을 대상으로 한 평가에서 기능성 게임을 통한 안전교육은 설계과정에서 계획된 효과들을 이룬 것으로 나타났으며, 학습자들에게 긍정적인 효과를 나타내 것으로 평가되었다.

초등 예비교사들의 과학현장학습 운영 능력 함양을 위한 프로그램의 효과와 개선 방안 (The Effects and Improvement Plans of the Program for Cultivating Elementary School Preservice Teachers' Competency to Manage Science Field Trips)

  • 장명덕
    • 한국초등과학교육학회지:초등과학교육
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    • 제38권3호
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    • pp.345-359
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    • 2019
  • The purpose of this study is to analyze the educational effects and the improvements of the 'Science Field Trips' Program which developed with the aim of fostering the prospective elementary school teachers' ability to manage science field trips. The participants were 13 senior students from a national university of education. The results of the study are as follows: First, with regard to the effectiveness in the science instruction aspect of the prospective teachers' geological field trip as an experiential activity, the responses of the participants were children's 'scientific knowledge'(69.2%), 'science related attitudes'(46.2%), and 'science inquiry'(30.8%). Second, regarding the effectiveness of the geological field trip in their management of science field trips aspects in the future, the responses of the participants were 'teaching strategies'(92.3%), 'plan implementation'(76.9%), 'teacher's science knowledge'(61.5%), 'self-confidence'(38.5%), 'enhancement of awareness of field trips'(23.1%), and 'career guidance'(7.7%). Third, with regard to the effectiveness in the science instruction aspect of their activities of planning a science field trip in their future working districts, the responses of the participants were children's 'science knowledge'(38.5%), 'science-related attitudes'(38.5%), and 'science inquiry'(23.1%). Fourth, regarding the effectiveness in their management of science field trips aspects of the activities of planning a science field trip, the responses of the participants were 'plan implementation'(92.3%), 'the identification of science field trip sites'(84.6%), 'teaching strategies'(76.9%), 'administrative affairs'(69.2%), 'teacher's science knowledge'(30.8%), 'enhancement of awareness of field trips'(23.1%), 'career guidance'(15.4%), and 'self-confidence' (15.4%). The improvements plans of the program and the suggestions for future research is also described in this study.

학교도서관 이벤트컬렉션 프로그램의 독서 효과에 관한 연구: 한국사 분야를 중심으로 (A Study on the Reading Effectiveness of School Library Event Collection Programs: Focusing on Korean History)

  • 이은정;김기영
    • 정보관리학회지
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    • 제34권1호
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    • pp.73-110
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    • 2017
  • 본 연구는 학교교육 및 교과연계와 도서관의 자원 활용을 아우르는 협력모델로 이벤트 체험과 컬렉션 체험의 융합 프로그램인 이벤트컬렉션 프로그램의 효과와 활용방안을 모색하는데 그 목적이 있다. 이를 위해 양적 및 질적 데이터를 이용하여 다각적으로 분석한 결과, 이벤트컬렉션 프로그램의 효과로 학생들의 독서와 도서관의 역할 인식에 긍정적인 영향을 미치고 있음을 확인하였다. 본 연구는 이벤트컬렉션이 주제분류에 의한 자료배열로서는 제공할 수 없는 특정 관심분야와 관련된 다양한 자료를 제시함으로써 학생들에게 새로운 지식 발견 및 그 깊이와 범위의 확장을 통한 지식의 구조화를 지원하고, 전시이벤트 형식의 체험마케팅 요소를 통해 독서자료와 학생의 상호작용 및 공유와 참여를 촉진함으로써 자기주도적 독서에 효과적인 도구임을 제안하였다는 데에 의의가 있다.

어린 입원 환자들을 위한 증강현실 체험 동화 콘텐츠 연구 및 개발 (Research and Implementation of An Experiencing Fairy Tale Content for Young Inpatients using Augmented Reality)

  • 조민화;정준영;최규리;조세홍
    • 한국항행학회논문지
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    • 제25권1호
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    • pp.102-107
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    • 2021
  • 어린 환자들이 장기입원을 하는 경우 학교 수업을 쫓아가고, 사회성이나 감성을 기르기 위하여 소위 병원학교를 운영한다. 그러나 최근에는 코로나19로 인한 병원학교의 대면 수업은 전면 금지되었고, 어린 환자들에게도 비대면, 비접촉의 환경이 강화되었다. 증강현실 기술은 실제 생활과 유사한 환경과 사물, 캐릭터를 지닌 체험 콘텐츠의 제작을 가능하게 하여 병원 생활만 하는 어린 환자들의 상상력을 활성화하고 체험을 하게 함으로써 지식의 습득뿐만 아니라 대인관계 능력과 사회성을 향상할 것으로 기대된다. 본 연구에서는 증강현실 기능을 활용한 체험동화 콘텐츠를 제작하여, 비대면과 비접촉의 제한된 환경 안에서 힘들어 하는 어린 환자들에게 다채로운 모험과 깊이 있는 선택의 경험을 제공하고자 한다. 또한, 장기입원 환자 아이들은 본 연구에서 연구, 구현한 증강현실 체험동화 콘텐츠를 통하여 긍정적인 정서를 가져 병을 이겨낼 수 있다는 의지를 함양할 수 있을 것이다.

Tentative Analysis on the Reasons of China's Lags in Neoteric Mathematics

  • Zhang, Xiong
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제12권2호
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    • pp.143-149
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    • 2008
  • Before the 14th century, China had been thought as one of the countries with the most developed mathematics all along. But after the 16th century, Chinese mathematics increasingly walked up to the eclipse. The main reasons include the following points. First, the development of neoteric mathematics was closely associated with the social industrialization, but the lags in feudal China seriously blocked the development of the capitalistic seed, and China was still in the agricultural society then and couldn't step into the industrial society, which impeded the development of mathematics concerned with the industry and commerce. Second. the increasingly carrion feudalization was one of the essential reasons to block the development of Chinese neoteric mathematics. Finally, seeing about the developing logics of Chinese neoteric mathematics, we can find it was a scattered and experiential mathematical knowledge without strict and rational self-organizing structure system, which had the limitations existing in its interior mechanism.

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A Quantitative Method of Measuring Color Expression Power in Eye shadow

  • Kim, Sangjune;Lee, Jaeuk;Kim, Hyungjin;Kim, Jinjun;Kang, Seh-hun
    • 대한화장품학회지
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    • 제26권1호
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    • pp.233-238
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    • 2000
  • We developed a quantitative method for evaluating CEP(color expression power) in eye shadow. This method enables the cosmetic industry to measure CEP on an interval scales, so it is more accurate and reproducible than previous panel tests. Oil, colorants, Pigments and pearls are major factors affecting CEP in eye shadow formulas. We studied the oil effect on CEP using our unique method so CEP could be improved. We believe this method can be applied to other color cosmetics as well. In conclusion, we expected this method to be useful to formulator who want to improve the color expression power in color cosmetics. Additionally, we hope it will contribute toward developing the experiential know-how about color to scientific knowledge.

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