• Title/Summary/Keyword: 배우 인지도

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Constructing 3-year-old classroom with role play areas based on field-trips (현장학습을 중심으로 구성해가는 만 3세 교실의 역할 놀이 영역)

  • Suh, Hye Jeong;Han, Ye Hee
    • Korean Journal of Childcare and Education
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    • v.6 no.2
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    • pp.83-115
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    • 2010
  • The purpose of this study is to reveal the insights that teachers has learned through developing preschooler's classroom into field-trip-oriented ones with role play areas. The data of this study was collected from participatory observation and in-depth interviews, which included videos, photos, teachers' journal, descriptive questionnaire, and interview records. The whole process of organizing role-play oriented class was composed of four steps: activities before the trip, activities on-the-spot, activities after the trip, and its evaluation. Firstly, activities before the trip were making the lists of questions, deciding children who ask the questions, making rules on the trip, understanding the purpose of the trip. Secondly, on-the-spot activities included having a tour of the place and asking the questions. Thirdly, activities after the trip was constructing the classroom into small real world with various sections. This required the teachers to reflect the field trips, make plans how to construct, prepare for the data, and furnish the classroom with role-play areas. In the process of furnishing the classroom with small real world, the field trips played a big role as the learning opportunities for language development, and keeping public rules.

A Study on the Educational material Using Integrated Media (인터그레이티드 미디어 교육교재에 관한 연구)

  • 이영희
    • Archives of design research
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    • v.12 no.3
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    • pp.5-14
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    • 1999
  • In this competitive environment which changes rapidly na extensively we can perceive that the role of education is getting important more and more. The challenge that we face is how we can handle the information and convert it to the knowledge. A lot of schools have already tried to improve the effect of education by using the computers. Besides providing the content of education newly and interestingly the educational use of the integrated Media has a strong point in terms of efficiency and effectiveness that it is excellent in storage, communication, control and handling enormous information as well as in a peculiarity of reciprocity, the high usefulness of communicative education using the experience of vision, audition and simulation in the method of participating of students themselves in education that the previous media systems didn't have. This thesis brought up a substantial problem in producing the consequences of education for children by investigating the psychological and recognitional abilities of children and by understanding the essence of the Integrated Media. And this study provided the solution in terms of the content and the viewpoint in design to raise the educational efficiency and effectiveness of the Integrated Media even though it is just a partial solution.

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Response to the Metaphorical Expression Method That is Shown in the The Image of Picture Book (그림책화면에서 나타나는 은유적 표현방식에 대한 어린이의 인지반응연구)

  • Yoo, Dong-Kwan
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.198-207
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    • 2010
  • Formation of optical meaning shown in the picture book screen is the original expression method in that it makes you understand properties or characteristics of subjects more easily and faster adding another images to them, exaggerating or reducing them as well as shows the phenomenon that you try to deliver. In this study, I first prepared the framework of classification on metaphorical expression methods of the picture books' illustration through theoretical study on the optical metaphorical characteristics and expression forms to analyze how the metaphorical expression methods shown in the picture books for children works optically and psychologically to them. Also, I divided the expression form into 2 types to derive optical psychological perceptional response of children through the empirical survey and analyzed linguistic psychological response of children by type utilizing it as the survey materials of in-depth interviews. Finally, I think that the result of this study will help screen production based on personality and creativity of illustrators and, in addition, it will be utilized in studies and tests of the effective expression methods for students who learn illustration.

A Study on the Cognition Effect as to the illustration Layout in Children's Picture Books (어린이그림책일러스트레이션의 화면구도에 따른 인지효과 연구)

  • Yoo, Dong-Kwan
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.263-272
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    • 2005
  • The layout in picture book is a visual statement that arouses children's psychological reaction upon pictorial positions and those disposition, and that indicates a correlation between theme and background and characters' movements. This study firstly confirmed that children's perception and experience are variously formed according to age, past experience, psychological action, physiological impulse, mentality, growth environment, etc., in order to analyze how the pictorial layout in children's picture book has influence on children visually and psychologically. Likewise, visual and psychological perception was carried out targeting on the children between 4 and 7 years old, based on the perceptive specific and process that have been studied by previous researchers. In addition, the children's picture books published overseas or domestically were presented as the related cases, in order that the facts analyzed may be drawn to harmonious and effective pictorial layout. Lastly, it is expected that the conclusion suggested by this study may be of help to illustrators to design picture books individually and creatively, as well as be applied to studying effective expression in the educant who learn about illustration.

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사용자 인터페이스 디자인과 개발 User Interface Design and development

  • 천진향
    • Archives of design research
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    • v.13 no.1
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    • pp.29-38
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    • 2000
  • Many computer system; (or program;) have been desigoc>d without taking their users needs into accOlmt To provide a practical and comprehensive introduction to the design and development of user interfaces, desigrer (or developer) is suggested to analyze and evaluate requirements from the view point of users and to design more effective program;. The su~ect of this thesis is to analyze and criticize tre details of Wonder-land, that is a demo multimedia ill-ROM title, in respect to User Interface Design and Development. By applying the coocepts, teclmiques and ideas to a real life study and analyzing and criticizing it from the view point of users, desigrer lets the program revised and developed by users. For User Interface Design and Development purposes this tresis analyzes and criticize the characteristics of the program already made, the current user interface design, mental models and users learning about the program. As a result it is founded that the program requires to be analyzing and criticizing continuously from a cognitive point of view to design and develop it successfully.

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The Relationship between Learning Motivation, Learning Strategies, and Korean Proficiency of Chinese Korean Language Learners (중국인 학습자의 한국어 숙달도에 따른 학습동기와 학습전략의 관계)

  • Chang, Ji-Sun
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.435-443
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    • 2022
  • The purpose of this study was to analyze the relationship between learning motivation, learning strategies and Korean proficiency. Therefore, this study conducted a learning motivation and learning strategies survey on 101 learners of Korean language from Korean and Chinese universities who obtained a middle and high-level on the Test of Proficiency in Korean. A frequency analysis and correlation analysis was conducted on these students using the SPSS 28.0 program. As a result of the study, it was found that the motivation for learning Korean in Chinese learners was high in the order of integrated motivation and instrumental motivation. The frequency of using metacognitive strategies was the highest. There was no difference in learning motivation corresponding to Korean language proficiency, but there was a correlation in the use of social strategies for learners in levels 3, 4 and 5. Based on these research results, I proposed a teaching and learning method for Chinese learners. Further research should be conducted by comparing the learning motives and learning strategies of learners in the beginner-level group and learners in the middle and high-level group.

Homo replicus: imitation, mirror neurons, and memes (호모 리플리쿠스(Homo replicus): 모방, 거울뉴런, 그리고 밈)

  • Jang, Dayk
    • Korean Journal of Cognitive Science
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    • v.23 no.4
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    • pp.517-551
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    • 2012
  • We are imitating animals. True imitation can be defined as a learning to do an act from seeing it done by others. We have been building culture by imitating others' skills and knowledge with high fidelity. In this regard, it is important to ask how the faculty of imitation has evolved and how imitation behaviors develop ontogenetically. It is also interesting to see whether nonhuman animals can imitate truly or not and how different imitation learning is among human and non-human animals. In this paper, first I review empirical data from imitation studies with human and nonhuman animals. Comparing different species, I highlight their different levels of copying fidelity and explain the reason why they are showing the difference. Then I review recent studies on neurobiological mechanisms underlying imitation. The initial neurobiological studies on imitation in humans suggested a core imitation circuitry composed of mirror neuron system [inferior parietal lobule(IPL) and inferior frontal gyrus(IFG)] and the posterior part of the superior temporal sulcus(pSTS). More recent studies on the neurobiology of imitation, however, has gone beyond the studies on the core mechanisms. Finally, I try to find out implications of psychology and biology of imitation for cultural evolution. I argue for a memetic approach to cultural evolution, along the lines with a recent study on measuring memes by mirror neurons system.

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Effects of Psychological and Physiological Factors on Asthma in Korean Adults (심리 및 생리적 요인이 성인천식에 미치는 영향)

  • Lee, Kyung Hee
    • Science of Emotion and Sensibility
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    • v.23 no.2
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    • pp.13-22
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    • 2020
  • This study aimed to investigate the association between asthma and emotions, such as depression, stress, and health awareness. We observed the effects of blood indices on asthma in Korean adults. Data from 5852 adults were taken from the 2017 Seventh Korea National Health and Nutrition Examination Survey and analyzed using a multivariate logistic regression model. The probability of asthma occurrence in over 65 years old was higher than in 19-44 years old (OR = 1.48), and asthma occurrence was high in subjects with low educational (OR = 1.89) and income (OR = 2.07) levels. With regard to marital status, singleness and divorce and dye were found to have increased the probability of asthma occurrence by 1.62- and 2.30-folds, respectively. The restriction of activities was another factor that increased with asthma occurrence (OR = 2.39). In terms of emotions, general health awareness was significantly 3.45 times increased the probability of asthma occurrence at their health bad awareness. Furthermore, depression (OR = 1.782) was shown to have increased asthma occurrence. The blood index of C-CRP 1.12 times increased the probability of asthma occurrence. The factors that influenced asthma occurrence were age, education, income, marital status, the restriction of activities, general health awareness, depression, and C-CRP. Emotional factors and blood indices are potential risk factors for the development of asthma in Korean adults. By understanding the increased risks of asthma occurrence with general characteristics and emotional factors and blood indices, the management and prevention of asthma should include the management of emotional factors.

Research on 3D software characteristics suitable for university (대학 3D애니메이션 교육에 적합한 소프트웨어 특성 연구:Autodesk사의 Maya와 3ds Max를 중심으로)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.16
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    • pp.223-243
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    • 2009
  • Computer graphic where the most useful and effective production methods are used for animation or films has expanded into actors' performance beyond object expression, background expression and special effect. Unlike 2D drawing software focusing on user's sense, 3D mainly depends on hardware performance and software functions. Therefore, for 3D users, learning 3D functions is directly related to new expression, and quick learning and effective representation are keys to productivity growth in animation industry. In line with industrial needs, basic 3D animation software training is provided in school. Unfortunately, however, many problems such as lack of professional instructors, time allocation and education environment prevent various 3D animation software from being taught. Moreover, functional use does not live up to industrial rapid trends. In order to improve effects of software functional education in restricted education fields, this research aims to find out what functions of 3D animation software are used in industries, what are those function used for, and how schools provide 3D animation software training.

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The Characteristics and Work History of Women Self-Employed (여성 자영업자의 특성과 취업력)

  • 문유경
    • Korea journal of population studies
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    • v.25 no.2
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    • pp.69-105
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    • 2002
  • This paper is aimed at three points. Firstly the size and trend of women self-employed in korea are analysed during 30 years. Second the demographic characteristics and labor condition like working hour, income and etc. of them are presented. Last, when did they begin or end their own work as their life stages were changed.