• Title/Summary/Keyword: 모험기반교육

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Research on the Impacts of Wilderness Learning Experiences as an Educational Curriculum in Higher Education (대학교육에서의 교육적 커리큘럼으로써 광야학습경험의 효과 연구)

  • Lee, Jongmin
    • Journal of Christian Education in Korea
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    • v.69
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    • pp.105-137
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    • 2022
  • This paper is to study the characteristics of outdoor wilderness education and the impacts of outdoor wilderness experience on the participants in higher education. The first part of this paper addresses the common components of outdoor wilderness programs: adventure or self-discovery in disequilibrium, small groups for accountability in a temporary community, problem solving processes for decision making in real situations, solo time for integration in solitude, and leadership styles and role of the trip leaders. These elements of outdoor wilderness programs help the participants to achieve their goals according to its mission. The second part of this paper divides outdoor wilderness programs into three categories according to the objectives and outcomes of outdoor wilderness education: orientation programs for incoming students, personal leadership development programs, and professional training programs. The impacts of outdoor wilderness experiences on the participants of different programs in higher education were reviewed. Then guidelines for spiritual formation prorgams were proposed for Christian educators who are involved in wilderness programs in higher education to develop their practical wilderness experiences into holistic development programs according to its mission and goals.

Educational Simulator Development for Netwrok Security (네트워크 정보보호를 위한 교육용 시뮬레이터 개발)

  • Shin, Dong-Hoon;Kim, Hyung-Jong;Ko, Kyoung-Hee;Kim, Dong-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.11c
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    • pp.1909-1912
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    • 2003
  • 사회 기반 시설의 침해 사고의 증가로 인해 정보보호에 관한 관심이 증가하고 있다. 하지만 현재까지의 정보보호를 위한 교육용 소프트웨어에 관한 연구는 미비한 편이었다. 본문에서 정보보호의 주요요소인 취약성, 공격. 방어에 관한 개념을 쉽게 이해할 수 있고, 각 요소들의 연관관계를 분석할 수 있는 교육용 시뮬레이터를 제시한다. 제시한 교육용 시뮬레이터에 적용된 모델링 방법론에 대해서 알아보고, 교육용 시뮬레이터의 공격자 모험의 기반이 되는 자동 공격 도구에 관한 연구 내용을 살펴보고, 네트워크 취약성을 표하는 네트워크 모델의 구조에 대해 살펴본다. 마지막으로 교육용 시뮬레이터의 구조적 특성과 기능을 분석해보고, 교육용 시뮬레이터의 활용 방안을 제시한다.

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Design for STEAM Game Contents based on Edutainment (에듀테인먼트를 기반으로 한 STEAM 게임 콘텐츠 설계)

  • Song, Mi-Young;Nam, So-Hee;Choi, Da-In
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.41-42
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    • 2017
  • 프로그래밍 교육이 초 중 고교에서 의무화될 예정인 가운데 코딩을 쉽고 재미있게 배우기 위한 교육 개발의 중요성이 대두되고 있다. 본 논문에서는 유아용 프로그래밍 교육 도구인 '큐베토'를 모티브로 하여 창의력, 상상력에 과학기술이 더해진 창의적 융합인재교육에 접목한 에듀테인먼트를 기반으로 한 STEAM 게임 콘텐츠 제작의 프로토타입을 제안한다. 제안된 STEAM 게임 콘텐츠는 유아의 흥미를 유발할 수 있도록 출판물 동화를 활용하여 길을 찾아 모험을 떠나는 스토리 전개와 캐릭터를 제작하고 이를 통해서 유아의 창의적 융합인재교육에 도움이 될 수 있을 것으로 기대한다.

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Design of a Visual Basic Learning System Using Story-Telling method (Story-Telling 기법을 활용한 비주얼 베이직 학습 시스템 설계)

  • Shin, Chae-Hong;Chun, Seok-Ju
    • 한국정보교육학회:학술대회논문집
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    • 2007.01a
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    • pp.219-225
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    • 2007
  • 21C 정보화, 지식 사회 속에서 교육 분야에서도 교수 학습의 패러다임 변화와 기술의 발달로 다양한 웹 기반 교육 시스템의 개발이 진행되고 있다. 이런 정보화 사회 속에서 학생의 정보 활용 능력의 증진이 중요한 문제로 대두되고 있다. 학교에서의 프로그래밍 교육은 문제 분석 능력, 절차적 문제 해결력, 논리적 사고력 증진 등의 긍정적 역할을 한다. 그러나 7차 교육 과정 중 초 중등학교의 기본 교육과정에서 프로그래밍 교육이 제외 되어 있는 실정이다. 따라서 본 연구에서는 스토리텔링 기법을 활용하여 초등학생의 성장 발달단계에 맞는 비주얼 베이직 학습 시스템 설계를 제안한다. 학습 내용 제시, 설명 등의 따라하기식 학습이 아니라 학습을 하면서 각 목표별로 어떤 내용이 전개될지 스토리텔링을 통해 모험에 따른 상황을 제공한다. 이를 통해 주입식의 학습 전개가 아니라 자기 주도적으로 적극적인 학습을 할 수 있는 환경을 조성한다.

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The Effects of Simulation-based Hands-on Training on Nursing Students' Nunchi, Problem-Solving Ability, and Resilience (시뮬레이션 기반 실습 교육이 간호대학생의 눈치, 문제해결 능력, 회복 탄력성에 미치는 효과)

  • Shin, Seung-Ho;Lee, Jeong-Won;Kim, Chang-Tae;Shin, So-Hong;Song, Mi-Sook
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.397-407
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    • 2020
  • This study was conducted to investigate the effects that simulation-based hands-on training, the core competence of nursing students, have on the students' nunchi problem solving ability, and resilience. The results showed that taking notice, a subordinate variable of nunchi significantly increased and problem-solving ability and its subordinate variables, problem recognition, information gathering, analytical skill, diffuse thinking, decision making, planning, execution and risk taking, evaluation, and feedback significantly increased. Also, resilience and its subordinate variables, control, positivity, and social skills significantly increased. Since these results imply that simulation-based hands-on training can strengthen the core competencies of nursing students, a foundation should be provided for the development of on-site hands-on training modules.

The Effect of Physical Computing Education to Improve the Convergence Capability of Secondary Mathematics-Science Gifted Students (중등 수학과학 영재를 위한 피지컬컴퓨팅 교육이 융합적 역량 향상에 미치는 영향)

  • Kim, Jihyun;Kim, Taeyoung
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.87-98
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    • 2016
  • Our study is composed of Arduino robot assembly, board connecting and collaborative programming learning, and it is to evaluate their effect on improving secondary mathematics-science gifted students' convergence capability. Research results show that interpersonal skills, information-scientific creativity and integrative thinking disposition are improved. Further, by analyzing the relationship between the sub-elements of each thinking element, persistence and imagination for solving problems, interest of scientific information, openness, sense of adventure, a logical attitude, communication, productive skepticism and so on are extracted as important factors in convergence learning. Thus, as the result of our study, we know that gifted students conducted various thinking activities in their learning process to solve the problem, and it can be seen that convergence competencies are also improved significantly.

A Classification of Ecotourism Storytelling Types for Standardization of Ecotourism Information (생태관광 정보 표준화를 위한 생태관광 스토리텔링 유형분류)

  • Lee, Seung-Ju;Lee, Hyun-Sook;Seo, Jong-Cheol
    • Journal of the Korean association of regional geographers
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    • v.18 no.1
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    • pp.1-16
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    • 2012
  • As the tourists of ecotourism are increasing, the supply for detailed information on tourist attraction is also significantly increasing. As a result of survey given to tourists, it showed that they are more interested in natural ecological resources rather than history or culture among resources of ecotourism and pointed out that more information on the region needs to be supplemented. In order to provide accurate, detailed and standardized information to tourists, ecotourism resources were categorized as experience type from the position of consumer and ecological resource type. And the category of experience is again divided into 4 types - nature, education, communication and adventure. Moreover, after developing the web-based homepage for it, the research proposed the cases of Tae-an area and Ulleungdo Island. If the problems from test operation are supplemented, it is expected to suggest the standard of mobile based digital storytelling technology in the field of ecotourism.

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The story structure characteristic of the "Shinbi Apartment" animation and meaning of contents of the traditional ghost story (애니메이션 <신비아파트: 고스트볼의 비밀>의 구성적 특징과 전통귀신담의 콘텐츠화의 의미)

  • Song, So-ra
    • Journal of Korean Classical Literature and Education
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    • no.39
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    • pp.137-180
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    • 2018
  • This article examines the constitutional characteristics of the works in the "Shinbi Apartment" (Mysterious Apartment) series produced by Tooniverse, a domestic animation channel, and considers the meaning of the contents of the ghoststory (鬼神談). The "Shinbi Apartment" series is a horror animation for children. It was produced for the first time in Korea and recorded high ratings. Additionally, it is different from Japanese horror animations that were dubbed and broadcast in Korea in terms of composition and narrative direction, and it succeeds in the form and direction of the traditional Korean ghost story. "Shinbi Apartment - The Secret of Ghost Ball" enriches narrative stories by embracing the structure of the "female ghost story" in traditional ghost stories while following the form of ghosts that suddenly pop up in the daily routines of contemporary ghost stories. The ghost's shape, which has a bizarre and unpredictable aspect, embodies the ghost as the object of fear that modern horror stories intend. However, it does not stop there, but puts the attention on the hero who focuses on the emerging ghost and listens and communicates with it, placing the emphasis of the story on communication, understanding, forgiveness, and reconciliation. The structure and contents of the unique story of "The Secret of Ghost Ball" contribute to the transformation of the ghost into a subject of friendliness and entertainment, not merely as one of shock, fear, and anxiety. Additionally, as the concept of "child" is being created, the custom of modernity, which deals with the story of ghosts in the dimension of teaching and edification, is also manifested in "The Secret of Ghost Ball." In other words, through the figure of the devil, it is to continue the lesson of the story by revealing the adventure, the courage necessary for the "child," and the boundaries for substance and appearance. The "Shinbi Apartment" series has also contributed to the success of ghosts as commercial contents. The structure of the story and its characters have been actively used as educational tools and toys for children. It can be said that ghost culture contributed to this popularization by establishing a base for enjoying ghosts for amusement and entertainment.