Correcting an imbalance between cognitive and affective aspects of mathematics in schools is recognized as a crucial issue with regards to mathematics education in Korea. Therefore, research and studies about affective aspects have been increasing and themes relating to affective aspects were diverse. Their theme included the improvement of affective aspect, investigation of factors of affective aspect, and development of measurement tools for affective aspect. The purpose of this study is to analyze and organize the research that has been done with respect to affective aspect and drive trend, implication, and their instruction to mathematics education. This study has investigated 103 studies released from 2005 to 2015 on KCI, Korea Citation Index. The results of this study are as follow. First, since released research of affective aspects in mathematics has not increased in number in the last 11 years, academic interest in the affective aspects seems lower than recent interest arousing in Korea. Second, most studies utilized quantitative research as a tool to analyze phenomena and the cause and effect of affective aspects. Third, middle school students were the most common subjects of the studies, followed by elementary school students. Fourth, the studies had various themes such as analyzing the cause and effect of affective aspect, recognizing changes of affective aspects, and measuring affective aspects. The studies, especially, focused most on analyzing how to improve affective aspects by applying it to programs such as mathematic activities and solving mathematic problems. It is necessary for future research to have a long-term perspective and to provide a space for communication. Research should not only focus on how recognize affective aspects differently, which is based on its cultural background, but also to draw affective solutions from them.
The computer has become an indispensable tool for animation works. However if you don't understand the characteristics of the computer and its software, you might not have the result satisfying your efforts. The incorrect understanding of image format sometimes causes it. Habitually image formats are selected usually for most of works but there is a distinct difference among those image formats while the efficient usages of them are different from each other. For your more efficient work therefore, you need to identify the characteristics of various kinds of image format used mostly for animation works. First I took a look at the theories of the lossy compression and lossless compression, which are two types of data compression widely used in the whole parts of computer world and the difference between bitmap method and vector method, which are respectably different in terms of the way of expressing images and finally the 24 bit true color and 8 bits alpha channel. Based on those characteristics, I have analyzed the functional difference among image formats used between various types of animation works such as 2D, 3D, composing and editing and also the benefits and weakness of them. Additionally I've proved it is wrong that the JPEG files consume a small space in computer work. In conclusion, I suggest the TIF format as the most efficient format for whatever it is editing, composing, 3D and 2D in considering capacity, function and image quality and also I'd like to recommend PSD format which has compatibility and excellent function, since the Adobe educational programs are used a lot for the school education. I hope this treatise to contribute to your right choice of image format in school education and practical works.
The purpose of this study is to verify the effect on the creativity and Usability of young Children by applying design education pro young Children gramfor using 3D printer to the kindergarten field and, through the results, to prepare a realistic way to increase the utilization of 3D printer media in infant classrooms. In order to achieve this research purpose, 38 infants aged 5 from G kindergarten located in metropolitan A are divided into each experimental group and comparative group, and from August 2017 to January 2018, data were collected through 15 experiments over a period of about 6 months. As a research tool, in the Korean version of Torrance's Creativity Test, an infant shape test and a usability test scale were used, and the data processing and analysis were conducted through technical statistical methods and covariance analysis. As a result of the study, the program using 3D printer had a statistically significant effect on promoting creativity and Usability of young Children, and in particular, it had a remarkable effect on the elaboration of creativity composition. Based on these results, discussions on the existing Nuri process, which mainly aims to cultivate creative talents, the possibility of connecting 3D printers more widely and the role of teachers were made.
The purpose of this study is to develop academic resilience scale for gifted youth. We extracted the pilot questionnaire of 101 items from open-ended questions with 178 scientifically gifted students and literature review. Item analysis and exploratory factor analysis were also carried out with data of 240 gifted youth. Finally, 11 factors from which 42 items were extracted and validated through the confirmatory factor analysis involving 444 gifted youth throughout the nation. The names of the extracted factors were sense of purpose, self-understanding, educational aspirations, academic self-regulation, task commitment, attribution for success (ability), attribution for success (effort), the interpersonal relationship (friend), the interpersonal relationship (parent), the interpersonal relationship(teacher), and optimism. The results show that all of the path coefficient and construct reliability, AVE (Average Variance Extracted), and coefficient of determination were all acceptable. The result of the study indicated that Academic Resilience Scale for Gifted Youth was positively and significantly correlated with School Adaptation Scale and Resilience Scale. However it was negatively correlated with Academic Burnout Scale, and it was statistically significant. Thus, Academic Resilience Scale for Gifted Youth demonstrated satisfactory internal validity and external validity. The results of the present study suggests theoretical and practical implications of the newly developed Academic Resilience Scale for Gifted Youth.
Journal of the Korea Academia-Industrial cooperation Society
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v.21
no.5
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pp.353-361
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2020
This study examined the effects of pre-service early childhood teacher's adult-attachment, mental-health and resilience on smartphone addiction tendency. The participants were 283 pre-service early childhood teachers in Seoul and Kyungkido. Collected self-report data were analyzed by correlation analysis and hierarchical regression analysis. The results were as follows. First, there were 228 people (81 percent) in the regular user group and 55 people(19 percent) in the risk user group. Second, there were significant differences in adult-attachment, mental-health and resilience according to smartphone addiction tendency. Third, anxiety(adult-attachment) and mental-health had a positive correlation, and control and affirmation(resilience) had a negative correlation with pre-service early childhood teachers' smartphone addiction tendency. Fourth, all variables influenced pre-service early childhood teachers' smartphone addiction tendency. This study provides practical suggestions for smartphone usage and preventive measures for pre-service early childhood teachers' smartphone addiction.
The purpose of this study was threefold: (1) to select the components of spatial ability that could be associated with the implementation of a polycube task, embody the selected components of spatial ability as learning elements and develop the prototype of polycube teaching-learning materials applicable to gifted education, (2) to make a close analysis of the development process of the teaching-learning materials to ensure the applicability of the prototype, (3) to give some suggestions on the development of teaching-learning materials geared toward mathematically gifted classes. The findings of the study were as follows: As for the first purpose of the study, relevant literature was reviewed to make an accurate definition of spatial ability, on which there wasn't yet any clear-cut explanation, and to find out what made up spatial ability. After 13 components of spatial ability that were linked to a polycube task were selected, the prototype of teaching-learning materials for gifted education in mathematics was developed by including nine components in consideration of children's grade and level. Concerning the second purpose of the study, materials for teachers and students were separately developed based on the prototype, and the materials were modified and finalized in light of when selected students exerted their spatial ability well or didn't in case of utilizing the developed materials in class. And then the materials were finalized after being finetuned two times by regulating the learning type, sequence and degree of learning difficulty. Regarding the third purpose of the study, the polycube task performed in this study might not be generalizable, but there are seven suggestions on the development process of teaching-learning materials.
Journal of the Korea Academia-Industrial cooperation Society
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v.20
no.2
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pp.605-621
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2019
The purpose of this study was to develop and validate the Korean version of the Classism Attitude Scale for college students (K-CAS) that measures stereotypes and prejudices about socioeconomic class(SES). In study 1, preliminary items were developed through reviewing classism related theories and literatures, analyzing qualitative data by using Consensus Qualitative Method-modified(CQR-M) and getting experts' consultation. With 440 college students data, exploratory factor analysis and reliability analysis were conducted with 14 items in study 1. In study 2, a confirmatory factor analysis and validity analysis were conducted with 400 college students. As a result, two factor structures, upper classism attitude and downward classism attitude, were confirmed. With the higher level of test-retest reliability, the criterion validity was confirmed by the significant correlations among age, subjective SES, the general belief in a just world, negative affects (depression and anxiety), hostility, and K-CAS. The incremental validity was also confirmed that K-CAS scores significantly accounted for 5% of total variation in scores of negative affects(depression and anxiety) in addition to the variables, such as age, subjective SES, house income, and the general belief in the just world. The result of this study is significant in that the developed and validated K-CAS in this study can be a useful tool for further research and prevention and intervention program development related to classism.
The purpose of this study is to measure the effect of musical activities on children's aggressiveness using percussion playing through case studies and to present the therapeutic programs. Musical activities using percussion playing were organized for three aggressive children. Twenty-one small group sessions were conducted over seven weeks with 30 minutes given each session. Fourth-grade children involved in using Aggressiveness Measuring Tool for Teachers-revised by Gwak Geum-Joo(1992) was selected for case studies. Children's impulsiveness was also tested through self-test measuring tool for impulsiveness-revision of 16 questions used by Cho Hae Yeon (2001) and Lee Joo Shik (2003). As quantitative method, comparative analysis was made between the pre and post test results using measuring tools for aggressiveness and impulsiveness of children as well as between aggressive behaviors occurring in the initial stage of the first three sessions and in the latter stage of the last three sessions. Qualitative method was used at the same time to examine the effect of percussion playing on children. After the musical activities, child A showed reduced Aggressive Measuring Tool scores from 19 to 18, with child B from 23 to 19 and child C from 21 to 18. The results show that occurrence of aggressive behaviors were lowered in the post test. Impulsiveness Measuring Tool scores in the post test were decreased as well in all three children. During the music therapy programs, it was also observed that the frequency of the target behaviors in all three children has reduced more in the latter stage than the initial stage of music therapy. The qualitative findings indicate that the children experienced releasing stress through self-expression after percussion playing. These findings indicate therapeutic effectiveness of music therapy using on percussion playing in reducing aggressiveness of children as well as the effectiveness of percussion as a therapeutic intervention for aggressive children. These results can be adapted and reapplied by teachers in primary schools to approach children with behavior problems, and can present a useful therapeutic approach to therapists practicing in clinical environments.
This study aimed to explore the relationship between Intelligent Robot Reacher(IRT)-student by examining the factors of their relationship perceived by middle school students. In doing so, we developed questionnaires based on the existing teacher-student relationship scale and conducted an online survey of 283 first graders in middle school. The collected date were analyzed using exploratory factor analyses with SPSS 23 and confirmatory factor analysis with Amos 21. The study findings identified four factors of IRT-student relationship namely "trust", "competence", "emotional exchange", and "tolerance". It is expected that the study can be used to discuss ways to enhance educationally significant interaction between students-IRT and teaching methods using intelligent robots(IRs). Also, the study will contribute to the understanding and development of various services using IRs. Based on the study finidngs, future studies should investigate the perception of various education stockholders (teachers, parets, etc) on IRT to elevate the Human-Robot Interaction in the education field.
Journal of Korea Entertainment Industry Association
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v.13
no.8
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pp.143-150
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2019
Playing musical instruments has long been a hobby enjoyed by many, whether amateur or professional. However, a lot of long and arduous practice is required if one wants to acquire the skills of musical artist and truly enjoy the pleasure of playing. This repetitive and tedious practice is often a hindrance to the process of learning a musical instrument, and numerous educators have put a lot of research and effort into making the process easier and more fun for students. In addition, various media practice tools are being developed to keep the students engaged and having fun. The core elements of this content primarily include controlling the speed of backing tracks in accordance with the skill level of students and providing a backing ensemble that enables them to enjoy the fun of playing. This paper studies and compares various MIDI playback techniques capable of controlling speed and pitch in smartphone applications. Modern applications of these techniques are seen in music educational contents, as well as entertainment contents. It also discusses the development and launching of Upbeat, a drum-loop metronome that automatically increases speed by applying different techniques to its respective smartphone operating systems, Android OS and iOS.
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