• Title/Summary/Keyword: 맥락적 요소

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A model of Worksheets with Various Levels Considering Contexts and Inquiry of the Learning Tasks for Elementary Science Classes (학습 과제의 맥락과 탐구의 수준을 고려한 자연과 학습지 모형)

  • Lee, Myeong-Je;Lee, Je-Yong
    • Journal of The Korean Association For Science Education
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    • v.19 no.3
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    • pp.448-460
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    • 1999
  • Worksheets with various levels are major instructional material in open classroom, but sometimes they have been arbitrarily developed in elementaryschools. Especially, pedagogical elements of science course seem to have been neglected in developing science learning papers. To solve these problems, a model of worksheets was developed considering the contextual nature of science knowledge and educational constructivism. The frame of this model is composed of inquiry skill and context, which are two dimensions of each learning task. The level of each worksheet was determined by the level of inquiry skills and the familiarity of contexts.

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A Study on the Expressive Factors of Exhibition Space (전시공간의 표현요소 연구)

  • 김준호
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.46-47
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    • 2000
  • 전시공간에는 공간성과 시간성이 교차한다. 구조화된 공간은 시간적 인식 매커니즘으로 개별 시퀀스의 맥락적 합으로 인식된다. 그것은 마치 한편의 영화를 감상할 때나 전통 중국음식을 음미할 때에 잔상, 잔미의 연속적 롤 플레잉의 과정과 유사하다. (중략)

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The Context of Happiness Low-Income Households Have Experienced (저소득층이 경험하는 행복의 맥락)

  • Kwon, Jisung
    • Korean Journal of Social Welfare
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    • v.65 no.2
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    • pp.53-78
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    • 2013
  • The purpose of this study was to understand the context of happiness that low-income households have experienced. To achieve this purpose, this study used qualitative panel data collected from in-depth interviews and analysed the data through an inductive approach. Specifically, a researcher analysed the context of individual cases, and visualized the contexts comprised of phenomenon and participants' experiences. The researcher, also, comprised the integrated context by continuous individual and complicated analysis. As results, the researcher found that the level of happiness that low-income households have experienced was more directly related with subjective experiences than objective status. In addition, the participants' subjective experiences were comprised of very complicated components of experience, and the level of happiness could differ depending on how individuals perceived positive experiences and negative ones. Based on these findings, researcher proposed the guidelines for social welfare policy and practice to improve the level of low-income households' happiness.

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Exploring the Evaluation Framework of Maker Education (메이커교육(Maker Education) 평가틀(Evaluation Framework) 탐색)

  • Kang, Inae;Yoon, Hyea Jin
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.541-553
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    • 2017
  • Maker education rooted on Maker Movement refers to constructivist learning approach in which students as makers participate in producing visible outcomes through self-directed inquiry and creative hands-on activities in a real life context to solve their personal or social problems. The Maker education, therefore, stresses cultivation of 'maker mindset' in the process-oriented learning environments, pursuing evaluation aspects different from those in the existing educational system. In this context, this study aimed to explore an evaluation framework for the Maker education which reflects the Maker mindset: First, a literature review was conducted to search for the evaluation framework of the maker education which consists of the category of 5 ONs (Minds-on, Hands-on, Hearts-on, Social-on, Acts-on) representing intellectual, physical, emotional, interpersonal and practical aspects, respectively; Second, a Delphi survey for content validity was carried out to confirm the adequacy of the 5 ONs category along with sub-elements for each category. Finally, this study presented the evaluation framework for the Maker education, which is expected to be used as feedback rather than a measuring tool for the process and environments of the Maker education.

A Study on the Contextual Layout Process of Exhibit Space With a Focus on the expo Comm Wireless Korea '99-KT Pavilion (전시공간 맥락화 구성 프로세스 사례연구 expo Comm Wireless Korea '99 -한국통신관을 중심으로)

  • 김준호
    • Archives of design research
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    • v.13 no.1
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    • pp.121-130
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    • 2000
  • This study can be expressed by gathered and formed into the exhibition space's structure practical progress/ application. For the one model of fascinating exhibition's space thru inter-space's pertinent adjustment, production between spactator and exhibition constituent on an exhibition story-line, I adjusted the focus to follow mentioned methods systematically for the example; An exhibition space is completed to be very impressive and attractive space by proper adjustment and production of M-M/C interface in exhibition storyline. Quantity space is transfered into quality space through the transmission of an exhibition which can be define as the point of an exhibition structure. And also could de transferd into a bodily sensation space that inherent full of interactive constituent. Changeable exhibition constituents (exhibition item and text) that sporadically expatiated (not trimed, the original form) in the process of an exhibition structure draw much higer quality of the optimal solution in optimize process which is given when aggregate again to contextual flow of synthetic exhibition scenario. Reconstruction of individual exhibition constituents to the new story, that is, transference of exhibition text to exhibition context is inspirit to an exhibition by maximize the exhibition effect in connection can be systematized through carrying out an outcentripetalpart. However, since pattern of an exhibition structure that consequtively meet variety spacetime of an exhibittion environmental can't be exist, this study presents centralizing the exhibition plan of Korea communication pavilion of the annual Expo Comm Wireress Korea, sustained process from design proposal, research and analysis to synthesis, development, transmission and management to an example of an applying crystallization.

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The Quality Circle, SMEs' Performance, and Mediating Role of Organizational Ambidexterity (품질관리관행과 중소기업 성과간의 관계에 대한 연구: 조직내 맥락적 양면성의 매개효과 검증을 중심으로)

  • Lee, Soonok;Rhee, Jaehoon;Zhao, Xiaifei
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.3
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    • pp.163-176
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    • 2017
  • The fourth industrial revolution and creative economy are in the center of today's economic environments. In this context, venture companies make great efforts in achieving innovative capability for sustainable growth. Especially, in order to create the innovative capability or innovation performance, they are very much interested in obtaining such characteristics of organizational ambidexterity as exploration and exploitation. Thus, this study aims to study the organizational contextual ambidexterity as a key factor to create SMEs' performance and to conduct an empirical research with the data collected from domestic SMEs in order to find the antecedent and consequence of this ambidexterity. In so doing, we selected as an antecedent of contextual ambidexterity quality management practice, which is an innovative method of enterprise innovation and enterprise level, innovation performance (radical and incremental Innovation performance) as a consequence and ran a series of regression analyses. As a result, quality management practices such as quality circle activities have had positive effect on organizational ambidexterity, that is, exploration and exploration, and contextual ambidexterity has affected positively on innovation performance. It is also found that the contextual ambidexterity plays a full mediating role in the relationship between quality management practices and innovation performance. The results of this study suggest that contextual ambidexterity is essential to achieving organizational innovation performance and quality management activities such as quality circle should be preceded in order to stimulate or stimulate contextual ambidexterity.

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Exploring meaning of the context into the educational game (교육용 게임에서 맥락의 의미 고찰)

  • Park, Hyung-Sung;Baek, Young-Kyun
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.11-20
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    • 2009
  • The purpose of this study is to consider a line of context into the game-based learning. By reason of that, in this study this system of the roles into interaction game, both variable and flexible, will be considered in terms of what it means and what it takes however, beyond certain reasons, it does not change applicably with the place under the category of players. Therefore, it is obvious that more systems above-mentioned need to be developed on the knowledge-based environment by using educational games as well as assigning the roles of them.

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An Analysis of 'Related Learning Elements' Reflected in Textbooks (<인공지능 수학> 교과서의 '관련 학습 요소' 반영 내용 분석)

  • Kwon, Oh Nam;Lee, Kyungwon;Oh, Se Jun;Park, Jung Sook
    • Communications of Mathematical Education
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    • v.35 no.4
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    • pp.445-473
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    • 2021
  • The purpose of this study is to derive implications for the design of the next curriculum by analyzing the textbooks designed as a new subject in the 2015 revised curriculum. In the mathematics curriculum documents of , 'related learning elements' are presented instead of 'learning elements'. 'Related learning elements' are defined as mathematical concepts or principles that can be used in the context of artificial intelligence, but there are no specific restrictions on the amount and scope of dealing with 'related learning elements'. Accordingly, the aspects of 'related learning elements' reflected in the textbooks were analyzed focusing on the textbook format, the amount and scope of contents, and the ways of using technological tools. There were differences in the format of describing 'related learning elements' in the textbook by textbook and the amount and scope of handling mathematics concepts. Although similar technological tools were dealt with in each textbook so that 'related learning elements' could be used in the context of artificial intelligence, the focus was on computations and interpretation of results. In order to fully reflect the intention of the curriculum in textbooks, a systematic discussion on 'related learning elements' will be necessary. Additionally, in order for students to experience the use of mathematics in artificial intelligence, substantialized activities that can set and solve problems using technological tools should be included in textbooks.

Development of a Theoretical Model for STEAM Education (융합인재교육(STEAM)을 위한 이론적 모형의 제안)

  • Kim, Sung-Won;Chung, Young-Lan;Woo, Ae-Ja;Lee, Hyun-Ju
    • Journal of The Korean Association For Science Education
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    • v.32 no.2
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    • pp.388-401
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    • 2012
  • This study attempted to propose a theoretical model for STEAM education, entitled to the Ewha-STEAM education model, which could provide more concrete guidelines for science educators and curriculum developers to execute STEAM ideas. We identified key knowledge and key competencies to nurture future creative/convergent human resources. Key knowledge included an understanding of core ideas cutting across traditional disciplinary boundaries as well as the nature of different disciplines. And additionally, key competencies implied such abilities as to explore the scientific world, to resolve problems, and to communicate and collaborate with others. We also added creativity and character as an essential part of key competencies. In order to provide more specific guidelines when developing, implementing, and evaluating STEAM curriculum, we suggested three elements of convergence to consider: 1) unit of convergence (i.e. concept/skills, problem/phenomenon, activity), 2) degree of convergence (i.e. multi-disciplinary, inter-disciplinary, extra-disciplinary), and 3) context of convergence (i.e. personal, societal, global). It is expected that the Ewha-STEAM education model would contribute towards diverse education communities understanding the direction of STEAM education and its educational potentials.

A Study on the Role of Political Correctness Elements in the Game (게임에서 정치적 올바름 요소의 역할에 관한 연구)

  • Kim, Dae-Hyoung;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.147-150
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    • 2021
  • 최근 문화 산업에서 정치적 올바름 요소를 더욱 확장시키고 있는데 이러한 소수자 우대 정책이 작품내 맥락을 고려하지 않아서 부자연스럽고 역차별을 야기한다는 주장이 많다. 본 논문에서는 게임에 들어가는 정치적 올바름 요소에 대해 알아보고 설문조사를 통해 게임 사용자들의 의견을 분석해서 게임에서의 정치적 올바름 요소에 대한 개선안을 제시하고자 한다.

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