• Title/Summary/Keyword: learning of science

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User Centered Interface Design of Web-based Attention Testing Tools: Inhibition of Return(IOR) and Graphic UI (웹 기반 주의력 검사의 사용자 인터페이스 설계: 회귀억제 과제와 그래픽 UI를 중심으로)

  • Kwahk, Ji-Eun;Kwak, Ho-Wan
    • Korean Journal of Cognitive Science
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    • v.19 no.4
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    • pp.331-367
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    • 2008
  • This study aims to validate a web-based neuropsychological testing tool developed by Kwak(2007) and to suggest solutions to potential problems that can deteriorate its validity. When it targets a wider range of subjects, a web-based neuropsychological testing tool is challenged by high drop-out rates, lack of motivation, lack of interactivity with the experimenter, fear of computer, etc. As a possible solution to these threats, this study aims to redesign the user interface of a web-based attention testing tool through three phases of study. In Study 1, an extensive analysis of Kwak's(2007) attention testing tool was conducted to identify potential usability problems. The Heuristic Walkthrough(HW) method was used by three usability experts to review various design features. As a result, many problems were found throughout the tool. The findings concluded that the design of instructions, user information survey forms, task screen, results screen, etc. did not conform to the needs of users and their tasks. In Study 2, 11 guidelines for the design of web-based attention testing tools were established based on the findings from Study 1. The guidelines were used to optimize the design and organization of the tool so that it fits to the user and task needs. The resulting new design alternative was then implemented as a working prototype using the JAVA programming language. In Study 3, a comparative study was conducted to demonstrate the excellence of the new design of attention testing tool(named graphic style tool) over the existing design(named text style tool). A total of 60 subjects participated in user testing sessions where their error frequency, error patterns, and subjective satisfaction were measured through performance observation and questionnaires. Through the task performance measurement, a number of user errors in various types were observed in the existing text style tool. The questionnaire results were also in support of the new graphic style tool, users rated the new graphic style tool higher than the existing text style tool in terms of overall satisfaction, screen design, terms and system information, ease of learning, and system performance.

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Development of cardiopulmonary resuscitation nursing education program of web-based instruction (웹 기반의 심폐소생술 간호교육 프로그램 개발)

  • Sin, Hae-Won;Hong, Hae-Sook
    • Journal of Korean Biological Nursing Science
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    • v.4 no.1
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    • pp.25-39
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    • 2002
  • The purpose of this study is to develop and evaluate a web-based instruction Program(WBI) to help nurses improving their knowledge and skill of cardiopulmonary resuscitation. Using the model of web-based instruction(WBI) program designed by Rhu(1999), this study was carried out during February-April 2002 in five different steps; analysis, design, data collection and reconstruction, programming and publishing, and evaluation. The results of the study were as follows; 1) The goal of this program was focused on improving accuracy of knowledge and skills of cardiopulmonary resuscitation. The program texts consists of the concepts and importances of cardiopulmonary resuscitation(CPR), basic life support(BLS), advanced cardiac life support(ACLS), treatment of CPR, nursing care after CPR treatment. And in the file making step, photographs, drawings and image files were collected and edited by web-editor(Namo), scanner and Adobe photoshop program. Then, the files were modified and posted on the web by file transfer protocol(FTP). Finally, the program was demonstrated and once again revised by the result, and then completed. 2) For the evaluation of the program, 36 nurses who in K university hospital located in D city, and related questionnaire were distributed to them as well. Higher scores were given by the nurses in its learning contents with $4.2{\pm}.67$, and in its structuring and interaction of the program with $4.0{\pm}.79$, and also in its satisfactory of the program with $4.2{\pm}.58$ respectively. In conclusion, if the contents of this WBI educational program upgrade further based upon analysis and applying of the results the program evaluation, it is considered as an effective tool to implement for continuing education as life-long educational system for nurse.

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Seeking for a Curriculum of Dance Department in the University in the Age of the 4th Industrial Revolution (4차 산업혁명시대 대학무용학과 커리큘럼의 방향모색)

  • Baek, Hyun-Soon;Yoo, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.193-202
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    • 2019
  • This study focuses on what changes are required as to a curriculum of dance department in the university in the age of the 4th industrial revolution. By comparing and analyzing the curricula of dance department in the five universities in Seoul, five academic subjects as to curricula of dance department, which covers what to learn for dance education in the age of the 4th industrial revolution, are presented. First, dance integrative education, the integration of creativity and science education, can be referred to as a subject that stimulates ideas and creativity and raises artistic sensitivity based on STEAM. Second, the curriculum characterized by prediction of the future prospect through Big Data can be utilized well in dealing with dance performance, career path of dance-majoring people, and job creation by analyzing public opinion, evaluation, and feelings. Third, video education. Seeing the images as modern major media tends to occupy most of the expressive area of art, dance by dint of video enables existing dance work to be created as new form of art, expanding dance boundaries in academic and performing art viewpoint. Fourth, VR and AR are essential techniques in the era of smart media. Whether upcoming dance studies are in the form of performance or education or industry, for VR and AR to be digitally applied into every relevant field, keeping with the time, learning about VR and AR is indispensable. Last, the 4th industrial revolution and the curriculum of dance art are needed to foresee the changes in the 4th industrial revolution and to educate changes, development and seeking in dance curriculum.

Effect of Visual Perception by Vision Therapy for Improvement of Visual Function (시각기능 개선을 위한 시기능훈련이 시지각에 미치는 영향)

  • Lee, Seung Wook;Lee, Hyun Mee
    • Journal of Korean Ophthalmic Optics Society
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    • v.20 no.4
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    • pp.491-499
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    • 2015
  • Purpose: This study was to examine how decline of visual function affects visual perception by assessing visual perception after improving visual function through visual training, and observing the change in the cognitive ability of visual perception. Methods: This study analyzes the visual perceptual evaluation (TVPS_R) of 23 children below age 13($8.75{\pm}1.66$) who have visual abnormalities, and improves visual function after conducting vision training (vision therapy) of the children. Results: Convergence increased from average $3.39{\pm}2.52{\Delta}$ (prism) to $13.87{\pm}6.04{\Delta}$ in the measurement of long-distance disparate points, and from average $5.48{\pm}3.42{\Delta}$ to $18.43{\pm}7.58{\Delta}$ in the measurement of short-distance disparate points. Short-distance diplopia points increased from $25.87{\pm}7.33cm$ to $7.48{\pm}2.87cm$, and as for accommodative insufficiency, short-distance blur points increased from $19.57{\pm}7.16cm$ to $7.09{\pm}1.88cm$. In the visual perceptual evaluation performed before and after improving visual function, 6 items except visual memory showed statistically significant improvement. By order of significant improvement, response gap was highest with $17.74{\pm}16.94$(p=0.000) in visual closure, followed by $15.65{\pm}17.11$(p=0.000) in visual sequential-memory, $13.65{\pm}16.63$(p=0.001) in visual figure-ground, $12.74{\pm}18.41$(p=0.003) in visual form-constancy, $6.48{\pm}10.07$ (p=0.005) in visual discrimination, and $4.17{\pm}9.33$(p=0.043) in visual spatial-relationship. In the visual perception quotient that added up these scores, the response gap was $15.22{\pm}8.66$(p=0.000), showing a more significant result. Conclusions: Vision training enables efficient visual processing and improves visual perceptual ability. It was confirmed that improvement of visual function through visual training not only improves abnormal visual function but also affects visual perception of children such as learning, perception and recognition.

A Study on the Conditions of Dental Caries on the First Molar in the Elementary School Students in H City (H시 초등학교 학동의 제 1대구치 치아우식 실태조사 연구)

  • Kim, Eung-Gwon;Im, Sun-Hwan
    • Journal of dental hygiene science
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    • v.2 no.2
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    • pp.89-94
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    • 2002
  • The present study attempts to find the ways to efficiently manage dental caries, one of the major causes of tooth loss, and to cope with oral diseases that deteriorate oral health. For this purpose, this study seeks to obtain fundamental data needed in planning the oral health projects. The study was conducted to the first-grade elementary school students in Hwa-Seong city, Gyeonggi-do, from April 1 - 30, 2002. The result was as follows: 1) Among a total of 2,710 subjects, 598 (274 boys and 324 girls) have more than 1 permanent tooth with a caries legion whether it was treated or not. 2) The number of permanent teeth examined is 6,029, in which girls' teeth are more (3,165) than boys' (2,864). 3) Out of a total of 6,029 teeth examined, 1,106 permanent teeth (508 boys' and 598 girls') have caries legions. 4) Out of 1,106 permanent teeth with caries legions, 170 (15.4%) were treated - 67 teeth for boys (13.2%) and 103 teeth for girls (17.2%). 5) 22.1% of the children have experienced dental caries in their permanent teeth. Among them, 20.1% are boys and 24.1% are girls. 6) The rate of the permanent teeth that once had, or now have caries legions are 21.2%, among which the rate for boy's teeth is 20.1% and that for girl's teeth is 22.1%. 7) The number of the permanent teeth that had caries legions is 0.5 for all the subjects. A boy has 0.4 and a girl has 0.5 teeth with caries legions regardless of whether it was treated or not. 8) The rate of the permanent teeth with caries legions is 86.7% for overall subjects - 88.3% for boys and 85.3% for girls. 9) The rate of treated permanent teeth is 13.3% for all the subjects - 11.7% for boys and 14.7% for girls. Based on the above result, the study draws a conclusion that in order to prevent dental caries in young students and to perform an early treatment for the dental caries that already occurred an oral health office should be installed at all the elementary schools so that elementary school students don't experience a loss of time and effort for learning and suffer nutritional imbalance or disorder. Besides, the oral health education concerning the importance of dental care should be conducted to the citizens, especially to the young people, in the community as an essential project of oral health centers in the community health offices, the public medical institutions.

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Development and Application of Scientific Model Co-construction Program about Image Formation by Convex Lens (볼록렌즈가 상을 만드는 원리에 대한 과학적 모형의 사회적 구성 프로그램 개발 및 적용)

  • Park, Jeongwoo
    • Korean Journal of Optics and Photonics
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    • v.28 no.5
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    • pp.203-212
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    • 2017
  • A scientific model refers to a conceptual system that can describe, explain, and predict a particular physical phenomenon. The co-construction of the scientific model is attracting attention as a new teaching and learning strategy in the field of science education and various studies. The evaluation and modification of models compared with the predicted models of data from the real world is the core of modeling strategy. However, there were only a limited data provided by the teacher in many studies of modeling comparing the students' predictions of their own models. Most of the students were not given the opportunity to evaluate the suitability of the model with the data in the real world. The purpose of this study was to develop a scientific model co-construction program that can evaluate the model by directly comparing the predicted models with the observed data from the real world. Through a collaborative discussion between teachers and researchers for 6 months, a 5-session scientific model co-construction program on the subject 'image formation by convex lenses' for second grade middle school students was developed. Eighty (80) students in 3 classes and a science teacher with 20 years of service from general public co-educational middle school in Gyeonggi-do participated in this 2-week program. After the class, students were asked about the helpfulness and difficulty of the class, and whether they would like to recommend this class to a friend. After the class, 95.8% of the students constructed the scientific model more than the model using the construction rule. Students had difficulties to identify principles or understand their friends, but the result showed that they could understand through model evaluation experiment. 92.5% of the students said that they would be more than willing to recommend this program to their friends. It is expected that the developed program will be applied to the school and contribute to the improvement of students' modeling ability and co-construction ability.

A meta-analysis of the effect for Creativity, Creative Problem Solving Abilities in STEAM (융합인재교육(STEAM)의 창의성과 문제해결력 효과에 관한 메타분석 -연구방법 및 연구자를 중심으로-)

  • Lee, Seokjin;Kim, Namsook;Lee, Yoonjin;Lee, Seungjin
    • Journal of The Korean Association For Science Education
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    • v.37 no.1
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    • pp.87-101
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    • 2017
  • The analysis was carried out with meta-analysis on master's and doctoral dissertations, and academic journals that analyzed the effects of STEAM education between 2012 and 2015. From the total number of 75 dissertations and articles analyzed, 183 different effect sizes were calculated. The analysis was done to find out the kinds of differences that would be created according to the effect size of creativity, problem-solving ability, and researcher, target area, student division research design type, and level of schools. The total effect size of creativity scored 0.776, and demonstrated satisfaction in symmetry of funnel plot, with no publication biases. The fail-safe N scored 780, and since the number is smaller than 8,945, the results of this research has credibility. Furthermore, problem-solving ability shows intermediate level of effect size with a score of 0.584. It also showed satisfaction in symmetry with funnel plot, with no publication bias. With the different research methods of the sub-factors of creativity, fluency scored the highest with 0.929, flexibility with 0.881, originality with 0.838, sophistication with 0.653, abstractness with title 0.705, and resistance to termination, 0.527. This study finds its significance in the demonstration of average effect size of STEAM education through meta-analysis. According to research results, the effects of inclusive education could be determined, yet the specific effect cause or learning principles were difficult to find. It was found that the effects of STEAM education do not rise or fall depending on school age, and demonstrated differences in creativity according to the research methods or the researchers.

A Study on Efficiently Designing Customer Rewards Programs (고객 보상프로그램의 효율적 구성에 관한 연구)

  • Kim, Sang-Cheol
    • Journal of Distribution Science
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    • v.10 no.1
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    • pp.5-10
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    • 2012
  • Currently, the rewards programs offered by many companies to strengthen customer relationships have been working quite well. In addition, many companies' rewards programs, designed for stabilizing revenue, are recognized to be effective. However, these rewards programs are not significantly differentiated between companies and there are no accurate conclusions currently, which can be made about their effects. Because of this, a company with a customer rewards program may not comprehend the true level of active participation. In this environment some companies' rewards programs inadvertently hinder business profitability as a side effect while attempting to increase customer loyalty. In fact, airline and oil companies pass on the financial cost of their programs to the customer, and as a result, they have been criticized publicly. The result of this is that the corporations with bad rewards programs tend to get a bad image. In this study of stores' rewards programs, we centered our focus on the design of the program. The main problem in this study is to recognize the financial value of the rewards program and whether it can create a competitive edge for the companies despite the cost issues experienced by them. Customers receiving financial rewards for their business may be just as satisfied with a particular company or store versus those who are not, and the program, perhaps, does not form a distinctive competitive advantage. When the customer is deciding between competing companies to secure their product needs with, we wanted to figure out how much of an affect a valuable reward program had on their decision making. To evaluate this, we set the first hypothesis as, "based on the level of involvement of the customers, there is a difference between customers' preferences for rewards programs." In the results of Experiment 1 we saw that in a financial compensation program for high-involvement groups and low-involvement groups, significant differences appeared and Hypothesis 1 was partially supported. As for the second hypothesis that "customers will have different preferences between a financial rewards programs (SE) and a joint rewards programs (JE)," the analysis showed that the preference for JE was significantly higher than that for other programs. In addition, through Experiment 2, we were able to find meaningful results, which revealed that consumers have shown a significant difference in their preferences between SE and JE. The purpose of these experiments was to enable the designing of a rewards program by learning how to enhance service information distribution and strengthen customer relationships. From the results, there should be a great amount of value for future service-related endeavors and academic research programs. The research is significant, because the results can be found to have a positive effect on reward program designs however, it does have the following limitations. First, this study was performed using an experiment, and all experiments have limitations. Second, although there was an individual evaluation and a joint evaluation, setting a proper evaluation criteria was difficult. In this study, 1,000 Korean won (KRW) in the individual evaluation had a value of 2 points, and, in the joint evaluation, 1,000 KRW had a value of 1 point. There may have been alternative ways to differentiate the evaluations to obtain the proper results. In this study, since there was no funding, the experiments were performed orally however, this was complementary to the study. Third, the subjects who participated in this experiment were students. Conducting this study through experimentation was unavoidable for us, and future research should be conducted using an actual program with the target customers.

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Usefulness of Data Mining in Criminal Investigation (데이터 마이닝의 범죄수사 적용 가능성)

  • Kim, Joon-Woo;Sohn, Joong-Kweon;Lee, Sang-Han
    • Journal of forensic and investigative science
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    • v.1 no.2
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    • pp.5-19
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    • 2006
  • Data mining is an information extraction activity to discover hidden facts contained in databases. Using a combination of machine learning, statistical analysis, modeling techniques and database technology, data mining finds patterns and subtle relationships in data and infers rules that allow the prediction of future results. Typical applications include market segmentation, customer profiling, fraud detection, evaluation of retail promotions, and credit risk analysis. Law enforcement agencies deal with mass data to investigate the crime and its amount is increasing due to the development of processing the data by using computer. Now new challenge to discover knowledge in that data is confronted to us. It can be applied in criminal investigation to find offenders by analysis of complex and relational data structures and free texts using their criminal records or statement texts. This study was aimed to evaluate possibile application of data mining and its limitation in practical criminal investigation. Clustering of the criminal cases will be possible in habitual crimes such as fraud and burglary when using data mining to identify the crime pattern. Neural network modelling, one of tools in data mining, can be applied to differentiating suspect's photograph or handwriting with that of convict or criminal profiling. A case study of in practical insurance fraud showed that data mining was useful in organized crimes such as gang, terrorism and money laundering. But the products of data mining in criminal investigation should be cautious for evaluating because data mining just offer a clue instead of conclusion. The legal regulation is needed to control the abuse of law enforcement agencies and to protect personal privacy or human rights.

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KoFlux's Progress: Background, Status and Direction (KoFlux 역정: 배경, 현황 및 향방)

  • Kwon, Hyo-Jung;Kim, Joon
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.12 no.4
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    • pp.241-263
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    • 2010
  • KoFlux is a Korean network of micrometeorological tower sites that use eddy covariance methods to monitor the cycles of energy, water, and carbon dioxide between the atmosphere and the key terrestrial ecosystems in Korea. KoFlux embraces the mission of AsiaFlux, i.e. to bring Asia's key ecosystems under observation to ensure quality and sustainability of life on earth. The main purposes of KoFlux are to provide (1) an infrastructure to monitor, compile, archive and distribute data for the science community and (2) a forum and short courses for the application and distribution of knowledge and data between scientists including practitioners. The KoFlux community pursues the vision of AsiaFlux, i.e., "thinking community, learning frontiers" by creating information and knowledge of ecosystem science on carbon, water and energy exchanges in key terrestrial ecosystems in Asia, by promoting multidisciplinary cooperations and integration of scientific researches and practices, and by providing the local communities with sustainable ecosystem services. Currently, KoFlux has seven sites in key terrestrial ecosystems (i.e., five sites in Korea and two sites in the Arctic and Antarctic). KoFlux has systemized a standardized data processing based on scrutiny of the data observed from these ecosystems and synthesized the processed data for constructing database for further uses with open access. Through publications, workshops, and training courses on a regular basis, KoFlux has provided an agora for building networks, exchanging information among flux measurement and modelling experts, and educating scientists in flux measurement and data analysis. Despite such persistent initiatives, the collaborative networking is still limited within the KoFlux community. In order to break the walls between different disciplines and boost up partnership and ownership of the network, KoFlux will be housed in the National Center for Agro-Meteorology (NCAM) at Seoul National University in 2011 and provide several core services of NCAM. Such concerted efforts will facilitate the augmentation of the current monitoring network, the education of the next-generation scientists, and the provision of sustainable ecosystem services to our society.