Instruction helps to improves students’ sense of intrinsic motivation. So the students, themselves, are involved in their own discovery of knowledge. And they feel the responsibility of their own learning process.
This method also allows students’ creativity.
Moreover, this method allows the students to sense the feeling of “ownership”. The students feel that they are important and pa
creative) 측면에서 시각화 방법 15가지가 제시되고 있는데, 15가지 모두 다 자세히 설명하시오. (10점)
3. 인쇄광고(신문 잡지 등의 광고) 카피(copy)를 창작할 때 도움이 되는 13가지 가이드 라인을 모두 나열하고 설명하시오. (10점)
4. 광고에서 많이 쓰이는 FCB모델을 자세히 설명하면서 각 셀(Cell)에 맞는 광
1.Learner-Centered Instruction
Focuses on learner’s needs, interest, goals, preferences
Gives control to the students
Includes student’s input and suggestion
Improves students’ sense of intrinsic motivation
Allows students’ creativity
Students sense the feeling of “ownership”
-> enhance students’ self worth
1. 서 론1. : 내 손 안의 모바일 음원
1.1. 음악이 아닌 ‘디지털’을 듣는다
“집에서 컴퓨터로 음악을 감상하던 김씨. 친구의 전화를 받고 외출준비를 시작한다. 그 전에 빼놓을 수 없는 작업 하나. 휴대폰을 PC와 연결해 최근 유행하는 인기음악을 내려 받는다. 친구를 만나러 가면서 음악을 듣던 중
The Xbox (name derived from "DirectX box"[4]) is a video game console produced by Microsoft. It was Microsoft's first foray into the gaming console market. The integrated Xbox Live service allows players to compete online. The Xbox was released on November 15, 2001 in North America, February 22, 2002 in Japan, and March 14, 2002 in Australia and Europe. It is the predecessor to Microsoft's Xbox 3