A general sequence of moral instruction in elementary school is advanced to understanding of contents, application of understanding, reflection of application. The understanding of contents as first stage of instruction is related with abstract moral concepts. A model of concept analysis as one of the moral instruction models could be applied to understand on abstract moral concept. We can find rationale of that model from the 'analysis of concept' that is proposed by John Wilson. His 'analysis of concept' is thinking technique based on informal logics of ordinal language. These technique is constituted of 'Isolating questions of concept', 'Right answers', 'Model cases', 'Contrary cases', 'Related cases', 'Borderline cases', 'Invented cases', 'Social context', 'Underlying anxiety', 'Practical results', 'Results in language'. And these techniques could be categorized some of stages like finding a concept for analysis, finding a cases for understanding, concerning on the contexts about using context, concerning on the verification of defined concept. But it has difficulties that directly applicate these stages and technique to elementary school students. For instruction in elementary school, teacher should be translated these terms about each stages and technique to terms suited for students. And it is good for students that these activity can inspire students' interests. In this thesis, I'm trying to translate original terms about concept analysis technique to terms that elementary school students can understand. And then, I'm intending to propose of moral instruction method about truth telling as a example.
Journal of the Korean Society for Library and Information Science
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v.55
no.1
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pp.393-413
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2021
Digital humanities, which creates new and innovative knowledge through the combination of digital information technology and humanities research problems, can be seen as a representative multidisciplinary field of study. To investigate the intellectual structure of the digital humanities field, a network analysis of authors and keywords co-word was performed on a total of 441 papers in the last two years (2019, 2020) at the Digital Humanities Conference. As the results of the author and keyword analysis show, we can find out the active activities of Europe, North America, and Japanese and Chinese authors in East Asia. Through the co-author network, 11 dis-connected sub-networks are identified, which can be seen as a result of closed co-authoring activities. Through keyword analysis, 16 sub-subject areas are identified, which are machine learning, pedagogy, metadata, topic modeling, stylometry, cultural heritage, network, digital archive, natural language processing, digital library, twitter, drama, big data, neural network, virtual reality, and ethics. This results imply that a diver variety of digital information technologies are playing a major role in the digital humanities. In addition, keywords with high frequency can be classified into humanities-based keywords, digital information technology-based keywords, and convergence keywords. The dynamics of the growth and development of digital humanities can represented in these combinations of keywords.
The purpose of this study was to explore the learning effects in elementary school students who participated in a geological field trip conducted under the theme 'minerals and rocks', focusing on novelty space. A total of 10 sixth-grade students participated in this program held at a public elementary school in Seoul as part of after-school club activities. Students observed mineral and rock samples in a classroom and outdoor learning environment. The authors collected activity papers (texts, drawing), researchers' participation notes, video and audio recordings containing the study participants' activities, and post-interview data To analyze the learning effects in the cognitive domain of students, the observation analysis framework for rock classification of Remmen and Frøyland (2020) and the rock description analysis framework of Oh (2020) were used. Additionally, to explore the learning effects of psychological and geographic areas, students' drawings, texts, discourses, and interview data were inductively analyzed. The results showed that the students demonstrated 'everyday' and 'transitional' observations in the classroom learning environment, while in the outdoor learning environment (school playground, community-based activities), they demonstrated 'transitional' and 'scientific' observations. Moreover, as the scientific observation stage progressed, more types of descriptive words for rocks were used. In terms of psychological and geographic aspects, students showed their selection of places to explore familiar outdoor learning environments, positive perceptions of outdoor learning, and aesthetic appreciation. Finally, this study not only discussed novelty space as a tool for analyzing students' learning effects but also suggested the need for an academic approach considering new learning environments, such as learning through virtual field trips.
Due to the 4th industrial revolution, which started with the Smart Revolution in the early 21st century, Hyper-Connectivity, Hyper-Convergence and Hyper-Intelligence of our society is accelerating. These changes induced formation of Metaverse as a fused new space that crosses the perimeter of the physical space and virtual(digital) spaces beyond time and place. The characteristics of Metaverse are continuously spread by engaging with the characteristics of the MZ generation, which collects both Millennial generation (M Generation) and Z Generation. With outburst of Covid-19 pandemic, a variety of attempts have been made to utilize Metaverse, even in church education when it was impossible to worship directly. In other words, the usefulness of the Metaverse was confirmed as a new community space of the education of the church. In addition, Metaverse may provide a substantial, experiential and evolving space for church education. However, in order for church education to further develop, the development in the method of education is also required to move beyond mere concept of space. In particular, when the learner-centered education method, one of the common characteristics of the Metaverse and MZ generation, it is thought that the church education in the Metaverse era will be able to go in a more evolving direction.
The Journal of The Korea Institute of Intelligent Transport Systems
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v.21
no.3
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pp.30-41
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2022
With the advent of autonomous driving, personal mobility, drones, and smart roads, it is necessary to respond to changes in the road traffic environment in the road guidance system. However, the use of road signs to guide the road is decreasing compared to the past due to the advent of devices such as navigation and smartphones. Therefore, in this study, a large-scale survey was conducted to derive road sign issues and usage plans to respond to future changes. Based on this, this study presented a strategy to diversify road sign functions by analyzing the factors affecting the use of road signs by citizens. As a result, first, it is necessary to provide real-time variable road guidance information that reflects user needs such as traffic, weather, and local events. Second, it is necessary to informatize digital road signs such as reflecting maps with precision. Third, it is necessary to demonstrate road guidance in a virtual environment that reflects various future mobility and road environments.
This study describes the impact of early childhood teacher's artistic competence on art education pedagogy and improved curriculum design. Furthermore, the effect of drama as a way of improving early childhood teacher's artistic competence is explained. Many researchers have mentioned that early childhood is a period of sensitivity and potential. Therefore, it will be helpful if children meet a teacher who understands them and inspires their innate artistic sense at a level of their eyes. It explained which aspect of artistic competence should be focused for the teacher training education. There are many approaches to develop early childhood teachers' artistic competence. Adopting drama is one of them. The strong points of drama to improve their artistic competence are as follows. Firstly, human's movement and voice are the main artistic channel in drama. What we are doing in daily life is found are drama world. It means if early childhood teachers experience drama activity, they will feel more comfortable and intimate with it. In addition, early childhood teachers tend to be familiar with dramatic play, so they can more easily access to drama world. Secondly, drama will be helpful to understand different feelings and to broaden and deepen understandings of others' standpoints. For early childhood teachers, drama activity will be helpful to understand how dramatic art form works and to lead children's play in diversified and sincere way. In addition, drama activity will be useful to build horizontal and democratic relationships between children and the teacher. It is one of the main emphases of 2019 revised Nori national curriculum. To sum up, drama will be a excellent method to develop artistic competence for early childhood teachers. Thus, it is expected that They have more opportunities to experience drama as an art form.
This study analyzed successful cases of using metaverse in a reality where interest in metaverse is increasing. The use of Metaverse is mainly used in companies to explore its industrial potential or government agencies strive for policy support, but the possibility of application in educational institutions has another meaning. We tried to find the success factors and future implications by analyzing actual cases of using metaverse at university entrance ceremonies. As a result of analyzing the case of S University in Asan, Chungcheongnam-do's metaverse entrance ceremony, it was determined that the university's first metaverse entrance ceremony could be counted as a very meaningful success story. Specifically, on the technical level, it stood out that the existing metaverse technology and the new technology for the event were properly harmonized. At the organizational level, it is meaningful that the internal organization's resources were efficiently utilized based on previous experiences. On the environmental level, the COVID19 environment and the MZ generation. It was analyzed that the social change of going to college contributed to the planning and success of the metaverse entrance ceremony. As a result, it is judged that the successful use of the resources possessed by a clear goal is the success factor of the metaverse entrance ceremony.
The metaverse, derived from the fusion of "meta" and "universe," encompasses a three-dimensional virtual realm where avatars actively participate in a range of political, economic, social, and cultural activities. With the recent development of the metaverse, the traditional way of experiencing services is changing. While existing studies have mainly focused on the technological advancements of metaverse services (e.g., scope of technological enablers, application areas of technologies), recent studies are focusing on evaluating the quality of experience (QoE) of metaverse services from a customer perspective. This is because understanding and analyzing service characteristics that determine QoE from a customer perspective is essential for designing successful metaverse services. However, relatively few studies have explored the customer-oriented approach for QoE evaluation thus far. This study conducted an online review analysis using text mining to overcome this limitation. In particular, this study analyzed 227,332 online reviews of the Roblox service, known as a representative metaverse service, and identified points for improving the Roblox service based on the analysis results. As a result of the study, nine service features that can be used for QoE evaluation of metaverse services were derived, and the importance of each feature was estimated through relationship analysis with service satisfaction. The importance estimation results identified the "co-experience" feature as the most important. These findings provide valuable insights and implications for service companies to identify their strengths and weaknesses, and provide useful insights to gain an advantage in the changing metaverse service environment.
This study explore characteristics of teaching orientation and pck of science teachers in online-offline mixed learning environment. Data consisted of open-ended survey, semi-structured interview, class observation, field notes from 12 science teachers. We categorized teaching orientation considering both science education goals and science teaching·learning orientation. There were 8 different teaching orientations such as 'understanding science concepts-lecture centered' 'constructing science concepts-inquiry based' 'applying science concepts and inquiry-inquiry based' 'applying science concepts and inquiry-lectured centered' 'analyzing and judging science information-inquiry based' 'developing scientific attitude-inquiry based' 'developing scientific attitude-lecture centered' and 'developing perception of interrelationships among science, technology, and society-inquiry based'. Teachers with inquiry based teaching·learning orientation seemed to have knowledge of science curriculum specific to online learning environment for student inquiry. While teachers with 'understanding science concepts-lecture centered' teaching orientation appeared to have questioning strategy of checking student understanding and strategy of repeating a lecture, teachers with 'constructing science concepts-inquiry based' teaching orientation appeared to have knowledge of instructional strategies to perform online group activities targeting student construction of knowledge and to replace face-to-face group activities with virtual experiments and individual experiments. While teachers with 'understanding science concepts-lecture centered' teaching orientation did not show knowledge of student science learning, teachers with 'constructing science concepts-inquiry based' teaching orientation appeared to have knowledge of student difficulties in inquiry based learning.
Metaverse, which supports social and economic activities in the virtual world, is being cited as the core of future Web 3.0 businesses. However, most of the major metaverse platforms currently adhere to the Web 2.0 system and are operated in a centralized manner. Accordingly, this study investigated the form of metaverse operation by examining the case of Decentraland, a metaverse platform operated as DAO, a decentralized autonomous organization in the form of Web 3.0. From the case analysis, we found that Decentraland had positive characteristics such as a horizontal operating structure, fair profit distribution, and transparency, but there were challenges including the possibility of returning to centralization in the operating process, the possibility of abuse of an autonomous system, and inefficiency in decision-making. Therefore, in this study, the timing of transition to DAO governance was discussed, and DAO's efforts for business continuity and the need for adjustment for autonomous operation were suggested as implications. The implications presented in this study are expected to contribute to materializing not only practical but also theoretical aspects of platform operation aimed at web 3.0 as well as the metaverse.
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