• Title/Summary/Keyword: practical context

Search Result 742, Processing Time 0.032 seconds

An effect of Content-centered Class Using Movies in Learning Practical Expressions (영화를 활용한 내용 중심 수업이 실용적 영어표현 습득에 미치는 영향)

  • Kim, Hye Jeong
    • Cross-Cultural Studies
    • /
    • v.39
    • /
    • pp.407-432
    • /
    • 2015
  • This study focuses on the flow of story and content or related context when using movies as learning materials in a class. A great advantage of using movies is that they have a consistent story and detailed content development. Most teachers, however, tend to concentrate on practical expressions totally unrelated to the story or context of the movie they are using. This way might be efficient in the short run but it is certain that the expressions are unlikely to be retained in long-term memory. This study examines how a story-centered class influences learning of practical expressions and how efficient this approach to learning is. Learning and teaching with focus only on the expressions in a movie shades the meaning of the use of the movie a little. In this study the movie, Cars 2, was used in a course of general education with 150 students enrolled. Various group activities were suggested to immerse students into the story and contents of Cars 2. It was found that a story-centered class is helpful for students to acquire practical expressions and that students' satisfaction level with the class was high.

An Analysis of the Word Problem in Elementary Mathematics Textbook from a Practical Contextual Perspective (초등 수학 교과서의 문장제에 대한 실제적 맥락 관점에서의 분석)

  • Kang, Yunji
    • Education of Primary School Mathematics
    • /
    • v.25 no.4
    • /
    • pp.297-312
    • /
    • 2022
  • Word problems can lead learners to more meaningfully learn mathematics by providing learners with various problem-solving experiences and guiding them to apply mathematical knowledge to the context. This study attempted to provide implications for the textbook writing and teaching and learning process by examining the word problem of elementary mathematics textbooks from the perspective of practical context. The word problem of elementary mathematics textbooks was examined, and elementary mathematics textbooks in the United States and Finland were referenced to find specific alternatives. As a result, when setting an unnatural context or subject to the word problem in elementary mathematics textbooks, artificial numbers were inserted or verbal expressions and illustrations were presented unclearly. In this case, it may be difficult for learners to recognize the context of the word problem as separate from real life or to solve the problem by understanding the content required by the word problem. In the future, it is necessary to organize various types of word problems in practical contexts, such as setting up situations in consideration of learners in textbooks, actively using illustrations and diagrams, and organizing verbal expressions and illustrations more clearly.

Why did I Cope with so?: A Teacher's Strategy to Cope with Anomalous Situations in Primary Practical Science Lessons (나는 왜 그렇게 대처하였는가?: 초등 과학실험 수업 중 발생한 불일치 상황에서의 교사의 대처)

  • Park, Jisun;Chang, Jina;Song, Jinwoong
    • Journal of Korean Elementary Science Education
    • /
    • v.35 no.3
    • /
    • pp.277-287
    • /
    • 2016
  • This study explores how a teacher copes with anomalous situation in primary practical science lesson and what factors affect teacher's strategy to cope with anomalous situations. The method of auto-ethnography was used in order to capture the inner experience of the individual teacher. For this, one of the researchers participated in this study as the teacher participant. Two science lessons that the researcher taught as a teacher were observed by a co-author and video-recorded. However, only one lesson which the teacher experienced the anomalous situation was analyzed. After the lesson, self-interviews were conducted with the co-author. Also the researcher wrote four reflective journals about anomalous situations that she experienced. What has emerged in this study is that anomalous situations were experienced by the teacher while students were doing practical work and while students were presenting their results of practical work. As each anomalous situation was experienced in different contexts, the strategies that the teacher used were different and were affected not only by the personal epistemological belief but also by the socio-cultural context that the teacher was surrounded by. This study has implications to help teachers who have difficulties in coping with anomalous situations.

Collaborative Place and Object Recognition in Video using Bidirectional Context Information (비디오에서 양방향 문맥 정보를 이용한 상호 협력적인 위치 및 물체 인식)

  • Kim, Sung-Ho;Kweon, In-So
    • The Journal of Korea Robotics Society
    • /
    • v.1 no.2
    • /
    • pp.172-179
    • /
    • 2006
  • In this paper, we present a practical place and object recognition method for guiding visitors in building environments. Recognizing places or objects in real world can be a difficult problem due to motion blur and camera noise. In this work, we present a modeling method based on the bidirectional interaction between places and objects for simultaneous reinforcement for the robust recognition. The unification of visual context including scene context, object context, and temporal context is also. The proposed system has been tested to guide visitors in a large scale building environment (10 topological places, 80 3D objects).

  • PDF

A Context-Aware Model and It's Application Using Difference of Multiple-Valued Logic Functions (다치 함수의 차분을 이용한 상황 인식 모델 및 응용)

  • Koh, Hyun-Jung;Chung, Hwan-Mook
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.16 no.6
    • /
    • pp.659-664
    • /
    • 2006
  • The Context-Aware system is the core technology in the Ubiquitous Computing Environment. Recently, the practical use of a sensor is magnified and the application fields of it are gradually extended in order to collect necessary context information. Context-Aware service integrates the context information which is collected by sensors, and then provides, a suitable service to a user through the process of analysis and reasoning. This service is studied in a variety of fields such as marketing, medical treatment, education and so on. In this paper, we analyze the method of recognizing surrounding context and the result of the awareness by using differential and structural property of multiple valued logic function; propose the model that provides appropriate service depending on the change of surrounding contort; confirm the applicability of the Context-aware system by showing the example of application.

Influences of Motivations on Interactivity in the Live Streaming Commerce

  • KIM, Juran
    • The Journal of Industrial Distribution & Business
    • /
    • v.12 no.10
    • /
    • pp.43-57
    • /
    • 2021
  • Purpose: This study focuses how motivations influence interactivity in the live streaming commerce context. Live streaming commerce involves the provision of e-commerce activities and transactions via a live streaming platform that offers real-time interaction, entertainment, social activities, and commerce. The purpose of study is to examine effects of motivations on perceived interactivity and the effects of perceived interactivity on attitude and intention to use the live streaming commerce. Research design, data and methodology: The study investigates key questions about consumers' motivation to use live streaming commerce and perceived interactivity by surveying 300 users of live commerce. Participants were asked whether they were live streaming commerce users who had experienced live streaming commerce before participating in the survey. The full survey required live streaming commerce users to respond to all the questions. Results: The study uncovered motivations for using live streaming commerce by finding information, entertainment, pass time, fashion/status and real time and perceived interactivity in the live streaming commerce. The results indicated motivation to use live streaming commerce positively influenced perceived interactivity. Perceived interactivity had positive effects on attitude toward brand. Attitude toward brand had positive effects on intention to use. Conclusions: Live streaming commerce is getting increasing attention from marketers because live streaming commerce has seamlessly integrated commerce, social activities, and hedonic factors. This study clarifies motivations and perceived interactivity in the live streaming commerce context. The study uncovers the relationships between motivations, perceived interactivity, attitude, and intention to use that contributes to the theoretical foundation and practical implications for marketing and management in the live streaming commerce context. Specifically, the study develops the theoretical contributions to perceived interactivity in the in the live streaming commerce context. The results also contribute to the practical implications for new marketing strategies that provides dynamic real-time interaction, exact information, and social and hedonic factors to attract consumers to indulge in the consumption processes. Marketing practitioners will obtain insights that can help them develop and manage brand strategies by understanding the influence of motivation and perceived interactivity in the live commerce context, which offers opportunities for contactless marketing and management.

Design and Implementation of a Framework for Context-Aware Preference Queries

  • Roocks, Patrick;Endres, Markus;Huhn, Alfons;KieBling, Werner;Mandl, Stefan
    • Journal of Computing Science and Engineering
    • /
    • v.6 no.4
    • /
    • pp.243-256
    • /
    • 2012
  • In this paper we present a framework for a novel kind of context-aware preference query composition whereby queries for the Preference SQL system are created. We choose a commercial e-business platform for outdoor activities as a use case and develop a context model for this domain within our framework. The suggested model considers explicit user input, domain-specific knowledge, contextual knowledge and location-based sensor data in a comprehensive approach. Aside from the theoretical background of preferences, the optimization of preference queries and our novel generator based model we give special attention to the aspects of the implementation and the practical experiences. We provide a sketch of the implementation and summarize our user studies which have been done in a joint project with an industrial partner.

Development of Environmental Inquiry Activities in Science Subject of High School (고등학교 과학과의 환경 탐구활동 개발)

  • Hong, Jung-Lim
    • Hwankyungkyoyuk
    • /
    • v.18 no.2 s.27
    • /
    • pp.101-112
    • /
    • 2005
  • The purpose of this study is to develop environmental inquiry activities for teaching the 10th grade students in science classes of high school. The activities are developed to perform goals of environmental education for sustainable development. In order to this, activities are sequently organized in order of context of laboratory, field, and problem solving in respect of one learning topic. The object of inquiry activities in laboratory context is understanding concepts related environment and environmental pollution. The inquiry activities in field context have an object of attaining good awareness and attitude toward environment. Throughout the activities in probem solving context students are expected to have a mind of participating in environmental issues. The activities are designed to learn and use integrated science knowledge in many domains. Some activities are intended to utilize MBL(Microcomputer-based Laboratory). The ICT materials, lesson plans, instructional sheets for teaching and student' sheets for inquiry were produced to guide these activities. It is expected that this effort will contribute to cultivate environmental literate persons who have not only scientific understanding but also practical will of environmental issues.

  • PDF

On group dynamics and teacher's role in a reading group (읽기 그룹 활동에서 그룹원간의 역할활동과 교사의 역할에 대하여)

  • Rha, Kyeong-Hee;Lee, Sun
    • English Language & Literature Teaching
    • /
    • v.10 no.1
    • /
    • pp.77-106
    • /
    • 2004
  • This study aims to investigate how the four college students interact with one another to discuss and construct meaning in a small reading group. Additionally, this study attempts to examine how the participants played their roles in the group. Data sources consisted of transcripts of the students' interactions, questionnaires and informal interviews, and the researchers' observation notes. The data revealed that the participants contributed fairly steadily to the interactions by checking with own grammatical knowledge, providing lexical information, understanding the micro level context, and presenting the macro level context. Several pedagogical implications are presented for the practical classroom. Findings of the study suggest effective ways to implement group activities in reading classes and a teacher's role for optimum group learning.

  • PDF

Applying Gamification and Assessing its Effectiveness in a Tourism Context: Behavioural and Psychological Outcomes of the TripAdvisor's Gamification Users

  • Sigala, Marianna
    • Asia pacific journal of information systems
    • /
    • v.25 no.1
    • /
    • pp.179-210
    • /
    • 2015
  • Despite the increasing adoption of gamification and its huge potential in tourism, research in gamification is still limited. As preliminary findings show that the effectiveness of gamification depends on the context of its application and the players' use of the gamified app, this paper fills in these gaps: by exploring and analysing the application of gamification in a specific e-commerce tourism context; and assessing the gamification's effectiveness by measuring the players' gamification usage and the latter's behavioural and psychological outcomes. The gamified TripAdvisor website and its Facebook enabled gamification app are used as the specific context of the study. Findings from a survey conducted on TripAdvisor users provide useful practical and theoretical implications to gamification designers and researchers alike on how game mechanics can be designed for enhancing the users' motivation, flow, task involvement and engagement with the 'play' tasks, and so, increasing the gamification's effectiveness.