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      • KCI등재

        초등학생의 게임 프로그래밍 경험이 자기효능감에 미치는 영향

        홍성권,최정원,이영준 한국교원대학교 교육연구원 2014 敎員敎育 Vol.30 No.3

        Computer programming is necessary education for everybody in order to cultivate human resources in the field of IT, as well as to solve the complex problems effectivly and efficiently with the aid of a computing system. As is a must for everyone living in the 21st century, it is advised that students as young as elementary-school age gain programming experience so that they can learn to utilize it when they undertake various problem-solving tasks. However, computer programming for elementary school students is not currently included in the educational curriculum, and most students will have only a one-time course in the form of a creative activity or after-school learning program, depending on their teacher’s discretion. Furthermore, some students will discontinue these educational sessions before full completion, often complaining that programming is too difficult and there is too much to cover. Away to resolve this conundrum might be to provide students with opportunities to experience programming directly; this might help improve young learners’ sense of self-efficacy, which could ultimately increase their interest in the subject. In the current study, in connection with this issue, we designed a computer game programming schemeas an exciting way to boost elementary school pupils’ long-term interest in computer programming, and analyzed the effect of the scheme on students’ self-efficacy. It was found that there was a significant effect of game programming experience on self-efficacy. This result indicates that game programming can have a positive impact on the improvement of self-efficacy in elementary school students. 프로그래밍은 IT 분야의 인재를 양성하는 것 뿐 아니라 복잡한 문제를 컴퓨팅 시스템의 도움을 통해 효과적이고 효율적으로 해결할 수 있도록 하기 위하여 모든 사람에게 필요한 교육이라 할 수 있다. 따라서 초등학교 시기부터 학습자들이 지속적으로 프로그래밍을 경험하도록 하고, 자신의 문제를 해결함에 있어 적절히 활용할 수 있도록 해야 한다. 그러나 현재 초등학생을 위한 프로그래밍 교육은 별도의 교육과정에 포함되어 있지 않으며, 교사의 재량에 따라 일부 학교에서 창의적 체험활동이나 방과후 학교에서 일시적으로 교육하는 경우가 대부분이다. 게다가 학습자들은 프로그래밍에 대해 학습해야 할 내용이 많고, 어렵다고 인식하여 중도에 포기하기도 한다. 이는 학습자가 프로그래밍에 관심과 흥미를 갖도록 하고 자기효능감을 향상시킬 수 있는 경험을 제공함으로써 개선할 수 있다. 따라서 본 연구에서는 초등학생의 지속적인 프로그래밍 학습을 위한 방안으로 게임 프로그래밍 학습을 설계하고 게임 프로그래밍 학습이 초등학생의 자기효능감에 미친 영향을 분석하였다. 연구 결과 게임 프로그래밍의 경험은 초등학생들의 자기효능감 향상에 유의한 영향을 주었음을 확인할 수 있었다. 이러한 결과는 게임 프로그래밍이 초등학생들의 자기효능감 향상에 긍정적인 요인으로 작용할 수 있음을 의미한다.

      • KCI우수등재

        주제공원의 경쟁력 제고 방안에 관한 연구: Hybrid Conjoint Analysis의 적용

        홍성권 한국조경학회 1995 韓國造景學會誌 Vol.23 No.2

        This study was carried out to suggest method which can be used to improve competitive power of theme parks. The characteristics of Hybrid Conjoint Analysis were described and its usefulness for identification of specific types of service theme parks have to provide was tested "Lotte World, " "Seoul land," and "farmland" were selected as study areas, and .7 attributes with 3 levels were utilized for analyses. Master design with 81 profiles was constructed to meet the requirement of ′Compromise Plan 1,′and data was collected by in-personal interviews on the study areas. Respondents were grouped by cluster analysis, and their characteristics were analyzed by discriminant analysis. Then, part-worth of each attribute . was estimated by stagewise estimation model Calibrated model of each group did not show part-worths of attributes clearly because both main effects and 2-way interaction effects were included in the models. Therefore, calibrated models′ coefficients were used to calculate utilities of all possible combinations of attributes levels. The results showed that managers of theme parks have several options for providing a new service: the combination of attribute levels with the highest utility is they however, they can choose the other combinations with next highest utlities is they can not afford it. Several suggestions were described to cope with the problems when Hybrid Conjoint Analysis is applied to landscape architectural study.

      • KCI우수등재

        도시공원 이용자의 목적지 선정에 관한 연구 -광주시를 대상으로-

        홍성권 한국조경학회 1991 韓國造景學會誌 Vol.19 No.3

        To understand and predict destination choice behavior for urban parks, two hypotheses, which are based on extended Fishbein model, were proposed and tested in Kwangju. Data was analyzed by the citizens of Kwangju and by target markets segmented by demographic variables. Analysis by the citizens of Kwangju showed that postulated hypotheses are true. However, they were partially thru in the other cases : it was a general tendency that suggested model applied well in the high-involvement product. Among the demographic variables, sex was the most useful to understand park choice behavior. Park management directions were suggested, and several future research implications were discussed.

      • KCI우수등재

        도시공원의 시장분할에 관한 연구

        홍성권 한국조경학회 1992 韓國造景學會誌 Vol.20 No.2

        The purpose of this study is to suggest a method for identifying target markets of potential urban park users by their sociodemographic variables. Data was classified into(ⅰ) users vs. nonusers ; (ⅱ) of chosen three urban parks ; or(ⅲ) users of each urban park then analyzed by discriminant analysis. The results showed that linear combination of selected sociodemographic variables could be used for identifying target markets in some cases. In general, season and sex were the most powerful discriminant variables. But the other cases were not satisfactory. The weak points of this study due to adapting secondary data for analysis were discussed.

      • KCI우수등재

        주제공원 이용자들의 선택행동 추정에 관한 연구 -Nested Logit Model의 적용

        홍성권 한국조경학회 1997 韓國造景學會誌 Vol.24 No.4

        This study was carried out to identify users' choice behavior of theme parks. overland. Lotte World, Seoul Land, Dreamland and Children's Grand Park were selected as study areas. Both multinomial logic model(MNL), nested logic model(NMNL) and joint logit model wet$.$e test using a choice-based sample collected on study areas. Hausman-McFadden test showed that the MNL is not appropriate because the IIA assumption is violated. To avoid the problematic IIA assumption, the NMNL was tested. It splits similar alternatives into groups and nests separate decisions into hierarchical order to avoid the IIA assumption. Cluster analysis and discriminant analysis were conducted to find applicable nest structures. The inclusive value coefficient was 0.7788. It meant that sufficient condition of this model is met and users' choice behavior can be better understood by NMNL than MNL. The $\rho$2 value and accuracy of prediction of this model were 0.402 and 46.33% , respectively. Several comments were suggested to make the NMNL to be more reliable for future research on users' choice behavior of theme park.

      • KCI우수등재

        공원이용자 연구시, Follow-Up 기법이 우송조사법에 미치는 경향에 관한 연구

        홍성권 한국조경학회 1994 韓國造景學會誌 Vol.21 No.4

        The purposes of this study are (a)to investigate the effect of follow-up on the increase of response rate;(b)to analyze the effect of follow-up on the statistics by predetermined response rates ; therefore, (c)to describe the importance of high response rate and to suggest methods in order to increase response rate in mail survey. Telephone directory of Seoul was utilized as a sampling frame, and modified Total Design Method(TDM) was applied to collect the data. The results are summarized as follows. 1. Final response rate was 76.5% by 2 follow-ups. 2. The first follow-up with telephone call had a significant effect on increase of response rate. As a result, follow-up by postcard in TDM could be omitted in this method. 3. The second follow-up by registered mail did not have a significant effect. Therefore, use of this procedure is depending upon such research situtations as importance of high response rate and cost available. 4. Follow-ups helped to make collected sample highly representative. 5. Most questionnaires were arrived on the first half of data collection period in each follow-up. 6. Most of questionnaires were collected for 10 weeks. Accumulated responses could be fitted by exponential and logistic curve, simultaneously. The fitted curve suggested that eventually limited number of questionnaires by arrived. So, if researchers want higher response rate, they have to conduct more follow-ups. 7. Statistics in the predetermined response rate were not changed significantly. But replications are needed to generalize this result.

      • KCI우수등재
      • KCI우수등재

        중요도-성취도 분석을 이용한 도시분원의 원리방법에 관한 연구 -어린이대공원을 사례로-

        홍성권 한국조경학회 1995 韓國造景學會誌 Vol.23 No.3

        Purposes of this study were to apply and examine that the importance-performance analysis(IPA) could be a useful park management tool. The IPA is an easily-applied technique developed in marketing field to measure attribute importance and performance. It displays them simultaneously on a 4-quardrant action grid; therefore, park managers can upgrade current services and address marketing strategies for various user segments. The children's grand park was selected as a study are. Two different types of questionaires were utilized for data analyses. They were collected from one respondent by on-site distribution or by mail survey, because attribute importance and performance should be rated before and after visiting a park, respectively. Then, total data was segmented systematically by 2 variables-age and benefit sought. Action grids from order to meet the needs of each segment. Several comments on both data collection methods and segment variables selection were described to improve the IPA in recreation settings for future researches.

      • KCI우수등재

        당일여가용 Recreation시설의 포지셔닝에 관한 연구 -서울시를 중심 으로-

        홍성권 한국조경학회 1994 韓國造景學會誌 Vol.22 No.2

        the purpose of this study was to suggest managemental strategies for one-day use recreational area in public sector under competitive environment with private sector. Data was collected from citizens of Seoul, and 10 recreational areas were determined by a preliminary survey. Theses areas were regarded as "products", then positioning was applied to these products. Perceptual map was produced by multidimensional scaling to identify degree of competition among areas. Properties, which were developed by the Kelly Repertory Grid, were utilized to understand the strong and weak points of each area. Ideal types of recreational areas were analyzed by PREFMAP, then the size and distribution of recreation market of Seoul were found by grouping of individual ideal point by cluster analysis. Several strategies were suggested to enhance the competitive power for public recreation areas, and a few comments were described to improve this method for future research.

      • KCI우수등재

        서울시내와 근교에 위치한 당일여가용 Recreation시설의 선택행동 확정에 관한 연구 : Generalized Logit Model의 적용

        홍성권 한국조경학회 1994 韓國造景學會誌 Vol.22 No.3

        This study was carried out to identify destination choice behavior for one-day use recreation areas. Previous positioning study was utilized to select 4 study areas, and the secondary data were used for logit analyses. The Hausamn-McFadden test for IIA was conducted to examine whether conditional logit models are valid methodology for this study. The results revealed that IIA assumption among the study areas was violated; therefore, generalized binomial and generalized multinomial logit models were used in this study. In the binomial logit analysis, 2 to 5 independent variables were included in the models: their $\rho$2 values were from 0.1to 0.323, and accuracy of predictions were from 65.38 to 79.86 percent. In the multinomial logit analysis, 4 independent variables were included in the model: its $\rho$2 value was 0.207, and accuracy of prediction was 45.82 percent. The results showed that the conditional logit should be used with caution because of the IIA assumption. Several suggestions were described, mainly due to utilization of the secondary data for this study.

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