• Title/Summary/Keyword: 교육적체험

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A Comparative Study on Overseas Experience Case Studies in Middle School (중학교 해외 체험 사례 조사 연구)

  • Young Joo Park;Mee Yeon Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.801-807
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    • 2023
  • This study aims to examine the cases of overseas experience programs centered around middle school students in South Korea and to derive implications for future overseas experience programs. To achieve this, data were systematically collected through search engines based on keywords, followed by comparative analysis. Frequency analysis, independent sample t-tests, and cross-analysis were conducted using SPSS 23. The research findings are as follows: First, the programs are operated nationwide, with a focus on smaller schools in various regions, and are particularly active in the Jeolla provinces. Diverse public funding, such as from the board of education and local governments, has been invested, categorizing operational costs into full financial coverage among others. The programs primarily took place in Southeast Asian countries close to South Korea. Second, the purposes of these middle school overseas experience programs largely encompass career exploration, cultural experiences, tourism, and sister school visits. We hope that school-based overseas career exploration programs are actively operated to provide opportunities for enhancing global competence and global citizenship, as well as exploring career paths.

Is it Possible for Johnson & Lakoff & Nunez's Experientialism to be a Philosophy of Mathematics Education? (대안적 수학교육 철학으로서의 체험주의 탐색)

  • Lee, Seoung-Woo
    • Journal of Educational Research in Mathematics
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    • v.16 no.3
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    • pp.179-198
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    • 2006
  • In This Paper, I call Johnson & Lakoff (1980; 1999)'s Experientialism or Experiential Realism or, Embodied Realism, Nunez(1995; 1997)'s Ecological Naturalism as Experientialism and try to investigate the possibility of their Experientialism to be a philosophy of mathematical education. This possibility is approached in the respect with the problem of objectivism and relativism. I analyzed the epistemological background of embodied cognition first and then mathematical epistemology of experientialism. Experientialism shares its Philosophical position partly with Dewey and Merleau-Ponty. Experientialists deny the traditional hypothesis of philosophy as such separability of subject and object, and of body and rationality and also They have better position of epistemology than that of Hamlyn, and of Social Constructivism. Therefore, They guarantee wider range of mathematical universality than Hamlyn and Social constructivist. I conclude that the possibility of Experientialism to be a philosophy of mathematical education depends on the success of its supporting the practical study on mathematics education.

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Human Stimulation Threshold of Interferential Current Type Low Frequency Stimulator for Electric Shock Experience Education (전기 감전 체험 교육을 위한 저주파 전류 자극기의 인체 자극 임계값)

  • Jeon, Jeong-Chay;Kim, Jae-Hyun;Yoo, Jae-Geun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.10
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    • pp.4768-4772
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    • 2012
  • To prevent electric shock accidents, an experience education is more effective than indoctrination education. But an electric shock experience education system required a proper physical stimulation on human body to experience electric shock. This paper experiment threshold values of a human body by using Interferential Current Type Low Frequency Stimulator in order to apply to an electric shock experience education system. And the proper stimulation values are calculated according to age (divided child and adult) and gender. Results of this study could be applied to an electric shock experience education system.

Qualitative Observation of Visitor Experience in Digital VR Aquarium (디지털 가상현실 수족관 <아이큐아리움>의 방문자 체험특성 질적 관찰)

  • Lee, Jung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.200-213
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    • 2013
  • As an exploratory research, this paper studied the characteristics of visitor experience in the world first digital aquarium 'IQuarium' by the qualitative observation method. Between June and August of 2013, the first and second qualitative observations were made to gather the data of the behavioral and linguistic responses of visitors. The results of this study were as follows: First, visitors experienced the transformation of their identity and escapism by participating the activities. Second, they experienced the entertaining competition spirit against other visitors for fun. Third, they acted as story-makers by actively participating into the missions. Fourth, they had educational experiences by obtaining information about sea life and experienced the aesthetical atmosphere of 'IQuarium'. Although this study has limitations of the subjective perspective based on qualitative observation method, it will provide proper insight into advanced research in similar fields in the future.

The Effects of Coding Education on Creative Problem Solving of Academic High School Students in Creative Experience Activities (창의적 체험 활동에서의 코딩교육이 일반계 고등학생의 창의적 문제해결력에 미치는 효과)

  • Lee, Eun-Ah;Yi, Seung-Hoon
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.716-724
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    • 2021
  • The purpose of this study is to examine the effect of coded education on creative problem solving ability on academic high school students. The subjects of the study were 24 students (14 male, 10 female) in the 1st to 3rd grade students voluntarily desiring coding education at the 'J' high school in Chungju, Chungcheongbuk-do. For the experimental group, the intervention program was conducted 10 times a month for 5 months. In the intervention program, pre and post test were conducted to investigate the effects of creative problem solving ability by using the scratch program. The results of the study are as follows. First, after examining the creative problem solving ability of the experimental group after the coding training, it was statistically significant as the average score increased. Second, coding education was suitable for achieving the sub-goal of the creative experience activity of' increasing the ability to reasonably and creatively solve everyday problems'. In particular, it was found that it is effective in improving self-confidence and independence.

A Study on Effect of the Book Curation Education Program Using Experiential Economy Theory on Perceived Value, Continuous Participation Intent (체험경제이론에 의한 북큐레이션 교육 프로그램이 지각된 가치와 지속적 참여 의도에 미치는 영향에 관한 연구)

  • Kim, Mi-Jung;Lee, Byeong-Kee
    • Journal of Korean Library and Information Science Society
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    • v.53 no.3
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    • pp.1-24
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    • 2022
  • By developing and implementing a book curation education program that reflects the experiential economy theory, this study aims to verify the effect that experience perception of the program has on continuous participation intention and perceived value of the program. Teaching and learning activities of book curation education programs were organized so that practitioners can experience activities for 4 experience element, entertainment experience, educational experience, escapist experience, esthetic experience according to experience economic theory. This study surveyed 195 peoples who participated in the program to measure the effectiveness of the program. As a result of analysis, research hypothesis 1 (the perception of experiences in the book curation education program affects the perceived value of the program) revealed that aesthetic and entertainment experiences were significant, and research hypothesis 2 (the perception of experience in the book curation education program affects the intention to continue participating in the program) showed that all other factors except educational experiences were significant.

The Effects of Screen Baseball Experience Factor on Pleasure, Experience Value and Quality of Life Based on Experience Economy Theory (체험경제이론을 적용한 스크린야구장 체험요인이 즐거움, 체험가치, 삶의 질에 미치는 영향)

  • Choi, Seung-Sik;Kim, Hyeong-Geun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.141-152
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    • 2021
  • The purpose of this study is to examine the effects of screen baseball experience factor on pleasrue, experience value and quality of life based on experience economy theory. To achieve the purpose of the study, 366 questionnaires who had experience visiting screen baseball were surveyed. Frequency analysis, factor analysis, reliability analysis, correlation analysis, Multiple regression analysis using SPSS ver 21.0. Results of this study are as follows, First, Experience factors (entertainment experience, escapist experience) were found to have a significant effect on the pleasure. Second, Experience factors(entertainment experience, escapist experience and aesthetic experience) were found to have a significant effect on the experience value. Third, Experience factors(entertainment experience, educational experience and escapist experience) were found to have a significant effect on the quality of life. Through these study results, this suggests that the experience factors of screen baseball users positively influence the pleasure, experience value and quality of life. Therefore, it is necessary to develop an experience factor reinforcement program and expand facilities in order to increase the pleasure, experience value, and quality of life of screen baseball users in the future.

Development of virtual reality contents for vocational education Research on Semiconductor production line Clean Room Tour (직업교육을 위한 가상현실 콘텐츠 구현 반도체 생산라인 클린룸 투어 VR 중심으로)

  • Lee, Sun-Min
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.191-197
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    • 2023
  • The purpose of the study was to provide an educational environment for designing and producing virtual reality practice contents that can be used in semiconductor production lines and clean rooms. Through this process, the user can acquire practical knowledge through experiences close to reality, such as experiencing the main semiconductor solar cell manufacturing facilities as well as procedural knowledge before and after entering the clean room.. In particular, it provides users with an immersion experience close to reality by creating an environment for experiential content necessary for semiconductor and solar cell manufacturing processes and clean room entrance procedure experiential content, which is expected to improve education immersion, realism, cost, efficiency, and education satisfaction. Depending on the characteristics of Dangerous, Impossible, Counter-productive etc, immersive content makes learners immersed in the learning content, induces proactive/active learning, and embodies the learning content, resulting in positive results in the field of improving educational effectiveness.

Behavioral Change of Workers who completed Experiential Safety Training (체험식 안전교육 이수 근로자의 행동 변화 연구)

  • Choonhwan, Cho
    • Journal of the Society of Disaster Information
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    • v.19 no.1
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    • pp.161-172
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    • 2023
  • Safety education delivered to construction workers in a lecture manner has limitations in concentration and immersion, so delivery power and interest are low. In order to improve unstable behavior through education and prevent safety accidents, it is necessary to change the paradigm to hands-on education. Purpose: Experiential safety education aims to contribute to preventing accidents for construction workers by quickly recognizing risks, improving emergency response skills, and verifying the effectiveness of pre- and post-learning. Method: Based on a survey of workers who experienced the same work environment as the actual construction site, an opinion survey on the pre- and post-safety experience education and a variable measurement tool were planned, and a research hypothesis was established. Results: The Bayesian theory and MC simulation analysis were used to analyze the structural equation model, and the change in construction worker behavior was confirmed through the intended safety (A), non-experiential education in the sub-area of anxiety (B), average, standard deviation, and minimum and maximum values. Conclusion: The effect of education and industrial accidents are reduced only when construction workers are motivated to participate.