• 제목/요약/키워드: 간접 체험

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The Effects of Career Experiential Learning: Career Maturity and Academic Achievement in Korea (진로체험의 효과: 진로성숙도와 학업성취도)

  • Kim, Ki Hun;Yoo, Hong Joon;Oh, Byeongdon
    • Journal of vocational education research
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    • v.33 no.3
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    • pp.19-36
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    • 2014
  • Introducing the Coarsened Exact Matching(CEM), this study evaluates the effect of career experiential learning on career maturity and academic achievement among Korean adolescents. To guarantee the randomness between the students who has had career experiential learning and the others who has not, we process the raw data through the CEM before the regression analysis. According to the result, the efficacy of the career experiential learning on students' career maturity and their academic achievement still remains statistically significant even after the CEM. This positive significance of career experiential learning is consistent for both high school students and middle school students. Furthermore, direct experiential learning is more efficient than indirect experiential learning to improve career maturity of the students. These results implied that academic ability, as well as, career maturity could be developed by career experiential learning. While emphasizing the importance of career experiential learning for Korean adolescent, we also discuss the social implications of this study to encourage career education and its limitations.

Understanding of the Career Development in the Job Shadowing of the Beauty Major College Students (뷰티미용전공 전문대학생의 간접적 직무체험 (Job Shadowing)에서 직업진로 발달의 이해)

  • Cho, Eun-hee;Park, Joo-Ho
    • Journal of vocational education research
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    • v.37 no.1
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    • pp.77-100
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    • 2018
  • The purpose of this study was to explore how the college students of the beauty department changed their perspective about jobs, career development, and self-reflection in the process of job shadowing. We selected 8 students who were enrolled in the beauty department of a college located in the capital area and conducted individual in-depth interviews with them. According to the result of the study, First, participants have learned attitude, knowledge, competence, and an important matter necessary to achieve a excellent performance in the beauty job. In particular, they figured out that a core competency for a successful beauty job is to share a social relationship with the clients. Second, they recognized that doing a beauty job is very tough and then set a criteria to make a decision of their future job. Doing a Job shadowing made them being change in the area of job and their job perspective. Finally, they looked themselves back how they are satisfying with developing their career at the beauty department. This study is significantly meaningful in that it contextually showed how the college students are developing their job careers through an indirect job experience from a constructive point of view. Moreover, this study is different from the existing studies focusing on student's direct work experiences such as the existing internship programs, which focused on exploring the student's indirect work experience and the process of their vicarious learning. The result of the current study has a practical implication in terms of providing a basic perspective for career education for students of colleges.

Analysis of the Effects of Smart Experiential Safety Education on pre- and Post-construction Safety and Unsafe Behaviors of Construction Workers (스마트 체험식 안전교육이 건설근로자의 사전사후 안전과 불안전행동에 미치는 영향분석)

  • Moon, You-Mi;Cho, Choon-Hwan;Kim, young-hoon
    • Proceedings of the Korean Society of Disaster Information Conference
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    • 2022.10a
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    • pp.155-157
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    • 2022
  • 기존의 안전교육 교수방법은 강의 방식으로 전달하고 있어 근로자의 참여를 이끌어내는데 한계점이 있으며, 불안전한 행동에 의한 안전사고를 예방하기 위해서는 스마트 체험식 안전교육으로 패러다임을 전환할 필요성이 있다. [연구배경/목적]:스마트 체험식 안전교육은 건설현장에서 근로자들이 보다 더 빠르게 위험을 인지하고 여기에 맞는 안전작업 이행과 위험발생 시 응급대처 능력 등을 향상시키므로 사전사후 학습전이의 효과성을 검정할 수 있다. 이러한 관점에서 안전사고를 예방하기 위한 본 연구는 안전교육의 체험학습방법과 참여방법, 교육콘텐츠 접근방법을 통하여 근로자의 안전행동 유도와 불안전행동 감소에 미치는 영향검증이 목적이다. [연구방향/범위]:실제 건설현장과 동일하게 작업환경을 구성해 놓은 스마트 체험식 안전교육시설에서 추락체험, 낙하물체험, 장비협착체험, 화재, 감전재해 등의 실제 사고를 체험해 볼 수 있도록 만들어진 체험학습 방법과 가상(VR, AR, 메타버스)공간에서 간접경험 할 수 있는 참여방법을 다룰 것이다. 그리고 안전체험교육 사전사후의 분석을 통하여 안전 학습전이 성과를 분석한다. [연구 분석방법]:연구의 주요 변인으로는 Human-Error, 안전행동요인, 불안전행동요인, 위험감수성, 조직특성, 조직의 안전문화, 조직의 역량, 안전교육특성, 교육콘텐츠 변화가 사전사후 분석을 통하여 현장 작업 시 안전 학습전이의 효과성을 검정하였다.

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에어플로팅스페이스기반 스포테이먼트 실감체험 플랫폼

  • Kim, Chan-Gyu;Kim, Cha-Ju;No, Tae-Yeong;Lee, Yong-Jin;Jeong, Gwang-Mo
    • Broadcasting and Media Magazine
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    • v.23 no.2
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    • pp.68-79
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    • 2018
  • 본 논문에서는 2018 평창 동계올림픽에 맞춰 동계올림픽과 동계스포츠에 대한 관심을 높이는데 활용되고 있는 스포테이먼트 실감체험 플랫폼에 대해 소개한다. 에어플로팅스페이스기반 스포테이먼트 실감체험 플랫폼 개발을 통해 스키 및 스키점프 체험플랫폼을 설계하였고, 현재 국립부산과학관에 설치되어 운영되고 있다. 국립부산과학관에서 스키 및 스키점프 체험플랫폼은 관람객들에게 동계스포츠를 간접적으로 체험할 수 있게 하고, 이와 함께 평창올림픽에 대한 관심도를 높이는데 크게 활용되고 있다. 본 논문에서는 현재 국립부산과학관에 설치되어 운영되고 있는 스포테이먼트 시뮬레이터의 설계 및 개발 방법에 대해 소개하고자 한다.

A Study on the Effects of Intangible attribute of Hallyu in China on Korean National Image (중국에서 간접적 한류체험의 국가이미지 효과 분석)

  • Lee, Ji-Na
    • Journal of Convergence for Information Technology
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    • v.10 no.1
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    • pp.93-98
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    • 2020
  • The study aims to understand how indirect hallyu experiences in the Chinese market affect Korea's national brand image and willingness to purchase Korean goods from the perspective of "content consumption" and "recognition of Korea's." To that end, a total of 178 Chinese university students in the Beijing and Shanghai regions were analyzed. According to research and analysis, the perception of indirect hallyu experience has had a positive affection not only on the Korean national image but also on the willingness to purchase Korean products. Also, the halo effect came as Korea's national image had a positive effect on quite a lot of intentions to buy Korean merchandise. The recognition of South Korea can be enhanced by the spread of hallyu, which can be a decisive gauge of a favorable impression of the country in a short time.

Effect of virtual reality-based construction safety education on the learning performance of construction workers - Using CAMIL theory - (가상현실 기반 건설안전교육이 건설근로자의 학습효과에 미치는 영향 - CAMIL 이론을 활용하여 -)

  • Park, Hyunsoo;Koo, Choongwan
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.3
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    • pp.104-115
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    • 2022
  • Safety accidents in the construction industry account for the highest percentage of all industries; and thus, it is encouraged to introduce a virtual reality (VR)-based experiential education system into the basic occupational safety and health training for construction as a way to solve the problem. However, there are some limitations such as a lack of competent workforce, and insufficient content and equipment for VR-based construction safety education. In this background, this study aimed to analyze the difference in learning effect between the CG-based experiential VR education (direct method, type B) and the existing photo-based audiovisual VR education (indirect method, type A), in which a CAMIL (Cognitive & Affective Model of Immersive Learning) theory was used as objective assessment tool. The learning effect of the direct education method (type B) was found to be superior to that of the indirect education method (type A) in terms of all areas in the CAMIL theory. It is expected that the VR-based experiential construction safety education will increase the learning effect of construction workers.

최고봉에 등정한 산악인들의 등정기

  • Ma, Jeong-Mi
    • The Korean Publising Journal, Monthly
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    • s.228
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    • pp.8-8
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    • 1998
  • 인간한계에 도전하는 이야기가 담긴 다양한 산악도서는 사람들에게 귀중한 정보와 간접체험, 인간의지에 대한 감동을 준다. IMF 한파가 몰아닥친 이즈음 사람들에게 육체적, 정신적 고난을 이길 힘과 용기를 준다.

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SOHO-IP 사업

  • Kim, Cheol-Gyu
    • Digital Contents
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    • no.5 s.60
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    • pp.94-99
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    • 1998
  • IP사업을 처음하는 사람들은 맨처음 고민하는 것이 많이 있을 것이다. 선배 IP는 어떤 형식으로 했을까? 자신이 직접 체험하지 못했다하더라도 간접적으로 배울 수 있는 KNOW-HOW가 있다면 초보자 IP에게는 많은 도움이 될 것이다.

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The Impact of Customer Experience on Customer Commitment and Behavioral Intention in Theme Park (테마파크에서의 체험요소가 방문객 몰입과 행동의도에 미치는 영향)

  • Li, XinTian;Peng, Peng
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.499-508
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    • 2015
  • The purpose of this paper is to examine the structural relationship between experience(4Es), customer commitment and behavioral intention based on experience of the theme park as a hedonic destination. To carry out this study objective, a survey targeted for theme park customers was conducted from May 10. 2014 to June 10. 2014. These data were processed using SPSS 18.0 and Structural Equation Modeling with Amos 18.0 to test proposed hypotheses. The results are summarized as followed. First, the decomposition of path analysis revealed significant positive effects on customer commitment by entertainment experience, education experience, esthetic experience. and escape experience. While, entertainment experience was shown to have the largest influence on customer commitment. Second, customer commitment had a positive effect on revisit intention and WOM. Third, experiences have an indirect influence on revisit intention and WOM through the mediation of commitment. From the findings, the theme park is necessary to plan and develop experience program for more variable and special.

A Study on the Development of VR Games for Experiencing Presbyopia and the Effect Analysis of their Experiences (노안 체험용 VR게임 개발과 체험 효과 분석)

  • Kim, KyungSik;Lee, YoonJung
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.123-134
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    • 2019
  • This study has the purpose of experiencing the presbyopia indirectly through VR games to understand the inconvenience caused by presbyopia to old people and experiencing also common eye diseases(cataract, glaucoma) to accomplish awareness of the eye health. Using VIVE, 3 mini VR games have been developed. Their effects have been analyzed by comparing states of before and after the experiments. By experiencing the developed VR games, most participants have understood sufficiently the symptoms and inconveniences of presbyopia as well as related diseases, especially high on glaucoma. The relative high scores of usabilities of the games on learning of manipulation, satisfiability, pressure and speed showed good possibility to be developed for better serious games.