• Title/Summary/Keyword: interest development

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A Study on General English Education for English Education Major (영어교육전공 대학생의 교양영어 교육에 대한 연구)

  • Kim, Ji-Eun;Choi, Young Hun
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.565-571
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    • 2019
  • This study aims to suggest more efficient ways of teaching English more related to but distinct from major English, based on the needs and awareness of the students of English Education Department. For this, interviews and surveys have been carried out targeting some English Education majors. The results show that the satisfaction level of students is relatively low, marking around the score '3'. While the satisfaction level about classroom environment including the multi-media equipment, and professors' teaching ability, quality and methods is higher compared with other factors, the improvement of English skills and interest-causing levels are lower on average. Besides, this study also includes the surveys on the needs of students for various teaching programs, differentiated classes and qualified instructors. Based on the results, this study makes three suggestions as follows; (1) the opening of some specific English classes for English-education majors (2) the development of English-conversation classes related to English-education majors (3) the development of communication-centered English reading based on English literature.

Development of Quest-Based Mobile STEAM Content for Scientific Experiments in Middle Schools (중학교 과학실험을 위한 퀘스트 기반 모바일 STEAM 콘텐츠 개발)

  • Lee, Hyunju;Kim, Yuri;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.88-98
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    • 2019
  • As the 2015 revised curriculum is being implemented from 2018, efforts are being made to cultivate scientific literacy among students in the field of science. Scientific experiments help students to develop their interest in Science and their scientific attitudes. Learning through experimentation rather than learning scientific facts increases learners' understanding, and can be remembered longer. Therefore, experiments in Science subject are very important. However, in middle schools, scientific experiments are not performed due to the lack of time, budget and experimental material. In this research, we analyze middle school science textbooks, conduct questionnaires for students of science pre-service teachers, select the most important science experiments, and develop a mobile App to simulate and experience scientific experiments with the App. The proposed App is developed in a game format using quest-based learning methods to gain learning enhancement. It is also made using Unity. In this paper, after developing the app, we propose the direction of STEAM contents development through analyzing the difference from existing apps and the feedback from users.

A Comparative Study on the Decoration of Korean Celadon and Chinese Celadon in the 12th and 13th Centuries (12~13세기 고려청자와 중국청자의 장식디자인 비교 연구)

  • Yue, kun;Ren, chuan;Kim, Hea-jin
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.427-432
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    • 2019
  • In the 12th century to the 13th century, was the heyday of celadon, Koryo celadon after experienced celadon firing technology of imitation to the peak period of the development of Chinese celadon, especially on decoration technology pioneered the self unique style, the way of engraving, $xi{\grave{a}}ngqi{\grave{a}}n$. During this period, the southern Song dynasty celadon in China also innovated in the mature celadon firing technology and became more distinctive. The decorative style also promoted the aesthetic interest of the Song dynasty. Celadon decoration is not only a decorative art of ceramic art, but also a representation of national cultural phenomenon with the traditional culture in the development of contemporary art, play a more important role and value.

Service Platform of Regional Smart Tour Ecosystem Support (지역중심의 스마트관광 생태계 지원 서비스 플랫)

  • Weon, Dalsoo
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.4
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    • pp.31-36
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    • 2018
  • The tourism industry has a great influence on national economy activation. The development of IT technology has enabled the collection and analysis of personal profile information, location information and activity information based on the characteristics, behavior, purchase propensity and interest of tourists. In order to realize this, the implementation of convergence smart tourism information service platform is completed by developing business model, IoT & Big Data integration management system, big data algorithm development and analysis platform in three stages. The underlying technology of the platform and algorithm needs a process of adopting open source, expanding the service element on the basis of it, and then complementing the problem through the test-bed demonstration test that connects the area. Using this platform, it is possible to develop a smart tourism environment that can provide customized services for each tourist by analyzing various information in an integrated manner. Also, it will be possible to improve the life of tourist destination residents and contribute to regional revitalization and job creation through the creation of smart tourism ecosystem focused on the region.

Development of a board game-based gamification learning model for training on the principles of artificial intelligence learning in elementary courses (초등과정 인공지능 학습원리 이해를 위한 보드게임 기반 게이미피케이션 교육 실증)

  • Kim, Jinsu;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.23 no.3
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    • pp.229-235
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    • 2019
  • By combining the elements of the game or game in education, it improves the interest of the students and improves academic achievement by creating an environment where they can participate directly. We propose a curriculum that can learn the core principles of the elementary curriculum through fusion. The proposed curriculum helps students to understand the principles of the elementary curriculum by learning the artificial intelligence method in board game form. Learning methods that incorporate such elements of the game will enable learners to learn the principles of IT so that they can develop their ability to understand objects from various perspectives and enhance their thinking skills. It is expected that the elementary artificial intelligence curriculum that incorporates the proposed gamification will contribute to the development of the information science curriculum, which has been highlighted recently from the 2015 curriculum.

Work smart development framework based service scenarios (중소기업 스마트워크 표준화 추진방향)

  • Min, J.H.;Park, J.Y.;Kang, S.G.
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.811-814
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    • 2014
  • There is increasing interest in the introduction of smart work as a flexible working form to perform a task without restrictions of time and place by using the information and communication technology as a creative innovative capacity has become an important element of enterprise competitiveness. However, because of the lack of understanding about smart work and concrete practices, most local SMEs are staying at the beginning of introducing the smart work. It is required to provide the standard of a smart work common structure and interface to quickly develop smart work services in a standardized way for SMEs and promote the deployment of the smart work in this environment. In this paper, we present standard development directions for the smart work service common structure and component interface to develop specialized services according to the size, the purpose and the needs of local SMEs.

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Influence of Design Parameters on the Behavior of Pyrotechnic Separation Nut (파이로테크닉 분리 너트 거동에 대한 설계 인자의 영향 분석)

  • Woo, Jeongmin;Kim, Jeong Ho;Cho, Jin Yeon;Jang, Seung-Gyo;Lee, Hyo-Nam;Yang, Hee Won
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.47 no.9
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    • pp.617-628
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    • 2019
  • The currently considered pyrotechnic separation nut is separated through the complicated process, because it has many internal moving parts and two variable-volume chambers connected by the vent hole. Therefore, it has many design parameters. Some of these are the contact angles between internal moving parts, the masses of the internal moving parts, the inner diameter of the push rod protrusion, the initial volumes of the chambers, the mass of the explosive charge, and the diameter of the vent hole. To improve the pyrotechnic separation nut, it is necessary to understand how the behavior of the separation nut is changed according to design parameters. In this point of view, parametric studies are carried out using the previously proposed prediction model for pyrotechnic separation nut behaviors. In each case, the parameter of the interest is changed while the others are kept unchanged. From the results, it is investigated how each design parameter influences the separation behavior.

A study on the interest in nail and the using self - nail products depending on ages (연령에 따른 네일 관심도 및 셀프네일 제품 사용실태에 관한 연구 - 경남지역을 중심으로)

  • Hong, Da-Geom
    • Journal of the Korean Society of Industry Convergence
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    • v.22 no.2
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    • pp.111-124
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    • 2019
  • This study was conducted to identify the using self-nail products for the purpose of developing indicators to respond to changes in nail industry due to the evolution of consumption patterns caused by the spread of self-nail culture. The final analysis of 293 survey was conducted on female adults living in South Gyeongsang Province from September 1, 2018 to October 30, 2018. The study found that women in their 20s were more interested in nail care than in most cases. The main route of obtaining nail-related product information was the higher the use of SNS as the age was younger(${\chi}^2=185.048$, p<.001). According to a survey of 165 people who have experience with self-nail products, 53.3 percent of 'paste stickers' were the most common, followed by 39.4 percent of 'paste nail tips' and 7.3 percent of 'home care products'. Looking at the disadvantages of self-nail products, between groups under their 50s and over 50s group saw a significant difference(${\chi}^2=27.032$, p=.008). For those in their 50s or younger, 'the inconvenience of daily life' was considered a disadvantage. On the other hand, people in their 50s and older considered 'short duration' as a disadvantage. The lower the age, the higher the willingness to use continuously(${\chi}^2=14.308$, p=.006).We found that there were differences in preference for self-nail products according to age. It was noticed that there were differences in satisfaction and persistence. This suggests the need for more specific follow-up studies on the use of self-nail products by age group. Therefore, this research aims to present basic data for the development of direction and custom program for the professional nail industry to advance, thus providing basic data to help the development of nail industry in South Gyeongsang Province.

A Study on the Influence of Consumer Characteristics on Purchasing Behavior of Eco-Friendly Vehicles in Service Management (서비스 경영에 있어서 친환경 자동차 구매 행동에 미치는 소비자 특성의 영향에 관한 연구)

  • Yim, Ki Heung;Park, Chun Gyu
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.179-189
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    • 2019
  • The market participation and development of major manufacturers of next-generation green vehicles is accelerating in recent years. The results of this study are as follows: Consumer type (personal value pursuit type, price value pursuit type) was significant difference between consumer. The results of this study were as follows: First, there was no significant difference in the characteristics of consumers (gender, age, monthly average income) and purchase intention according to age, gender and monthly average income, Image has a positive (+) impact on eco-friendly vehicles. This suggests that the development and market participation of next - generation green vehicles is accelerating and consumers 'interest is increasing, and the characteristics of environment - friendly vehicles and the government' s policy support are important factors.

Research Issues and Major Design Considerations on Video See-through HMDs (비디오 씨쓰루 HMD 연구 동향과 주요 설계 고려 요소)

  • Lee, Joong Ho
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.345-353
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    • 2019
  • The Video See-through HMD(VSHMD) captures real-world view through a camera set mounted in front of the HMD. The VSHMD outputs this visual information in real time through the display in the HMD, which technique can be used as mixed reality, augmented reality, and virtual reality device. Recently, there is growing interest in VSHMD due to the rapid development of camera and display technology. However, VSHMD is still not free from many technical huddles and human factor issues. This paper summarizes the VSHMD related researches so far, presents the major issues to be solved in advance, and suggests design considerations that should be beneficial to VSHMD development, focused on the human factors, that presents solutions to effectively overcome the limitations of VSHMD functionalities in current.