• Title/Summary/Keyword: 사회적 성찰

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An Exploratory Study on Development of Korean Media Educational Model (한국형 미디어교육 모형의 개발에 대한 탐색적 연구)

  • Lee, Ran;Hyun, Eunja
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.462-473
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    • 2017
  • This study suggested appropriate media educational model for the Korean situation based on the two previous research results concerning Korean media mental model which have abstracted from elementary schoolers and parents respectively living in and around Seoul. This looked through typical media educational model being in effect in Western countries such as Buckingham's creation-centered model, Hobbs' action-centered model, Potter's analysis-centered model and Vanhoozer's worldview-centered model, synthesized all the strengths of each model, and finally modified and reorganized this new model to reflect demanders' needs. Newly developed demander-centered educational model is a kind of circulation model consisting of a chain of the steps: worldview and viewpoints, use(access), analysis and evaluation, reflection, and social act; Each step borrowed the essential contents of each domain of objectives and tried to reflect the specific situations for Korean demanders. The needs for media use etiquette against addiction and cyberbullying were applied to the step of 'worldview and viewpoint', the needs for the educational status of books as media to 'use(access)', and the reality of highly used digital media to 'social act.'

An Analysis on Discourses of SIMS2 Players in Korea (국내 <심즈2> 플레이어들의 담론분석)

  • Kim, Jong-Deok;Song, Su-Hyun
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.53-65
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    • 2011
  • If we analyze games and game communities which are mostly consumed by the young, we can get the meaningful analysis result of youth culture. The content analysis and the discourse analysis methods were used in this study since the relationship between media and culture was exquisitely reciprocal. The object of analysis is the domestic community of the simulation game, Sims 2, which reflects the identities of the game players. I was searching for the social and cultural meaning of the game activities, and could find the content's characteristics of 'Sims 2' players' discourses. The results showed that the game media has social and cultural significance by providing the players a self-realization, identity workshop, virtual identity that diverges from their own ones with an alternative sex, constructing a cultural property with the involved game players, and increasing their virtual consumption and self-examination of antisocial behaviors in the game.

A Study on the e-Governance Network in the Development Process of Public Mask Applications for COVID-19 (COVID-19 공적 마스크 앱 개발과정에서의 e-거버넌스 네트워크 연구)

  • Lee, Jung-Yong;Lee, Jung-Hyun;Kim, Yong-Hee
    • Informatization Policy
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    • v.28 no.3
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    • pp.23-48
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    • 2021
  • ICT technology development has led to a breakthrough change in government decision making by improving mutual communication between various stakeholders. The formation of ICT-based cooperation network between public organizations and civic tech developers to solve the problem of masks in the COVID-19 pandemic serves as a milestone. The purpose of this study is to examine the properties of e-Governance and analyze the dynamic network structure of the communication process for chat rooms created during the development of public mask apps. First, as a result of the analysis, the possibility of online-based e-Governance can be identified. In addition, the combination of expertise to solve social problems interacted organically within the network. Emotional communication for cooperation between key actors was marked as important for the successful operation of the network.

Water ethical reflection of water resources use in Seomjin river basin (섬진강유역 수자원 이용의 물 윤리적 성찰)

  • Lee, Dong-ryul;Kang, Seong-kyu;Choe, Si-Jung;Park, Chang-kun
    • Proceedings of the Korea Water Resources Association Conference
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    • 2020.06a
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    • pp.79-79
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    • 2020
  • 기존과 현행 수자원 관련 의사결정은 법, 정책 및 규정의 틀에서 이루어진다. 그러나 우리나라에서 재현되고 있는 물의 사회적 현안과 갈등들을 생각할 때 이들 의사결정을 위한 틀이 충분한 역할을 하고 있는가에 의문을 제시하고 다른 길을 모색할 필요가 있다. 본 논문은 물 의사결정과 행동을 주도하기 위한 기존 틀의 보완책 또는 새로운 대안으로 섬진강 유역의 수자원 이용 사례를 통하여 물 윤리의 도입과 제도화를 제안한다. 물 윤리(water ethics)는 물 정책, 관리 및 실무 등 실제행동의 복잡한 환경에서 우리의 가치를 적용하기 위해 채택하는 원칙이다. 대부분 물 윤리적 행동선택은 여러 개의 상충되는 가치를 포함하고 있어 원칙이 필요하며, 존중할 가치와 무시할 가치를 선택해야한다. 또한 이러한 가치 결정을 신속하고 효율적으로 수행하여 물 갈등해소를 지원할 필요가 있다. 물 윤리의 가치 영역은 환경, 사회, 경제, 문화, 거버넌스 등 5개로 분류할 수 있다. 섬진강 유역에는 1960년 이후 경제발전을 위하여 섬진강댐, 주암댐, 보성강댐, 동복댐, 동화댐 등 6개의 댐이 건설되었고, 이들 댐에서 확보한 수량의 60%는 섬진강 유역 외의 생·공용수, 농업용수 및 발전용수로 도수되고 있다. 송정지점을 기준으로 연평균 유출량은 댐건설 전·후에 40%로 감소한 것으로 추정되었다. 물 윤리 차원에서 이들 정책은 1960년 정부가 추구했던 경제 가치에 최우선하는 물 관리라고 할 수 있다. 이러한 물 관리는 하류로 흘러가는 수량의 부족을 초래하여 하구 생태계 훼손을 초래하였다. 특히 하구 기수역에서 상류 유입량 감소로 인한 염수의 유입으로 재첩의 생태환경이 악화되어 전통적인 재첩채취 어업문화를 이루어 왔던 어민들이 고충을 겪고 있다. 물 윤리 차원에서 섬진강의 물 관리는 경제와 함께 환경, 사회, 문화 및 거버넌스 가치의 비중을 높일 필요가 있다. 또한 하구의 환경생태 가치 보전에 필요한 환경유량을 확보하기 위해 공업용수와 농업용수 이용 효율성(재이용, 절약, 경제성), 생활용수의 수요관리, 공급시설의 최적 운영 전략을 물 윤리적 차원에서 평가해야한다. 최종적으로 확보된 환경유량의 효과적 활용을 위하여 그동안 물 관리에서 소외되었던 어민을 포한한 지자체, 수공·농어촌공사·한수원 물 관리기관, 중앙정부 등 이해관계기관의 거버넌스 가치를 높여야한다.

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An Evaluation of Learning Community by using CIPP model: Focused on the case of a tutoring program in the university (CIPP모형을 활용한 학습공동체 평가: 대학 튜터링 프로그램 사례를 중심으로)

  • Kim, Mijin;Lee, Jung-A
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.5
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    • pp.369-379
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    • 2017
  • The purpose of this study was to improve an university tutoring program qualitatively, evaluating and analyzing the case of tutoring program that students attended in order to strengthen their learning competences through CIPP(Context-Input-Process-Product). To do this, a tutoring survey with satisfaction survey was carried out for 90 students who participated in the final reporting meeting among those who joined the tutoring program at the second semester of 2016 year at the B university. In addition, a tutor interim checking workshop was held for the 49 tutors and qualitative analyses were carried out on the reflection papers submitted by students who were involved in the tutoring program. Tutoring program assessments were carried out in terms of several steps and their view points. They were the necessity of tutoring program for the context evaluation, the appropriacy of human-material resources and program planning for the input evaluation, the teaching and learning activity for the process evaluation and the influence, effectiveness, sustainability, transferability for the product evaluation. Survey results showed that the average scores were presented 4.05 for the context evaluation, 3.88 for the input evaluation, 4.08 for the process evaluation and 3.92 for the product evaluation respectively. Similar analysis results were represented from the tutor workshops and the reflection paper analysis results. Learners were satisfied with all the evaluation items, scoring more than the average level. However, it was necessary for the evaluation items that were rated low range to improve the program through detail modification plans.

Case studies and effects of flipped learning applied to western costume history (플립 러닝을 활용한 서양복식사 수업 사례 및 효과 - 고대 메소포타미아 복식을 중심으로 -)

  • Shin, Hye Won;Kim, Hee Ra
    • Journal of Korean Home Economics Education Association
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    • v.30 no.2
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    • pp.137-147
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    • 2018
  • The purpose of this study was to develop and examine the effects of flipped learning in ancient Mesopotamian costume history. The flipped learning class was designed to three steps(pre-class, in-class, after-class). Pre-class: Students learned the socio-cultural background of Mesopotamia by watching videos online and Mesopotamian costume with PPT. In-class: Students were evaluated for their prior learning through the quiz. After the quiz, the instructor had a supplementary mini-lecture. Then the advanced learning was progressed with the team project(Mesopotamian costume analysis) by online Louvre Museum. Students made a team presentation and the instructor provided feedback. After-class: The effectiveness of flipped learning was measured based on the students' self-reflective journals and class awareness surveys. As the results, students actively participated in flipped learning and the class was rated appropriate. Students were satisfied with the overall quality of the flipped learning class. The Effect of Flip Learning Classes in reflective journals were shown as 'related flipped learning style,' 'related online Louvre museum project,' 'understanding of cooperative learning,' and 'contents of the class'. In conclusion, the flipped learning applied to Mesopotamian costume history was positive as a learner-centered education.

A Study on Aesthetic Characteristics and social communication of Korean Independent Animation (한국 독립애니메이션의 미학적 특성과 사회적 소통방식 연구 - '인디애니페스트' 수상작 중심으로 -)

  • Seo, Soo-jung
    • Cartoon and Animation Studies
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    • s.47
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    • pp.125-148
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    • 2017
  • This paper analyzes Korean aesthetic characteristics of Korean independent animation, which is closely related to artistic and social characteristics, by searching Korean independent animation image for the winner of "Indie AniFest", the only independent animation film festival in Korea. And social communication methods. There are three ways in which Korean Independence Animation shows the way of speaking through award-winning works. The first is a method of expressing feelings, impulses, and desires in a formative way, and a direct and sensuous image as in sign language or sound. In the second method of speaking differently with images, in the third method, It makes the voice of the fringe through the real world of the story sound as a story of reality. Animation is a medium that 'originalizes and communicates meaning' as an image, and has implemented and constructed a new way of speaking, which is different from existing social voices. Nevertheless, it is not easy to find a research that approaches animation from the viewpoint of social and political speech through images. Therefore, this paper is necessary for the balanced development of animation. In addition, this study can contribute to re - examining Korean independent animation from an academic point of view and to discover and evaluate fair value from a wider perspective.

Analysis of Socio-Scientific Issues(SSI) Programs in Korea (과학 관련 사회적 쟁점(Socio-Scientific Issues, SSI)을 활용한 국내 프로그램 분석)

  • Park, HyunJu;Kim, Nahyung
    • Journal of the Korean Chemical Society
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    • v.62 no.2
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    • pp.137-147
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    • 2018
  • The purpose of this study was to analysis total number of 123 SSI programs by SSI criteria. The criteria was consisted of subject, school level, starting point, scientific evidence, social content, use of scientific knowledge, level of conflict of interest, and evaluation and reflection. The results of the analysis are as follows. First, elementary school programs were the most and middle school programs were relatively few. Second, starting point was mainly in the actual situation, the fiction and nonfiction situation, and the situation including the controversy and conflict was less than 10%. Third, it was based on scientific evidence but mainly influenced by individual values and perceptions. Fourth, social contents were developed mainly in ethics/morality/value, political/social life/economy, environment contents. Fifth, the use of scientific knowledge mainly consisted of scientific decision making, scientific critical thinking, and information search. However, science inquiry, risk assessment, and cost effectiveness were less than 10%. Scientific inquiry is the essential factor of science education, and one of core competencies of national science curriculum. SSI program should be able to experience various kinds of conflicts, and to evaluate and reflect through reflection.

Transparency Study of Descriptive Refueling and Signifying Chain Function - For the Efficiency of Media Language Education - (서술적 환유와 의미 연쇄 기능의 투명성 연구 -매체언어교육의 효율성을 위해-)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.67-75
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    • 2020
  • Metonymy can be said to be the only language's meaning shifting technique that exists in the domain of a single human thought in order to obtain a transparent cognitive effect. The purpose of this study was to analyze the 'descriptive metonymy' of the advertising content language constructed by the cognitive principle and to find a way to use it in media language education for social and cultural interests and reflection of college students. The metonymy used in advertising media contrasts with the difficulty of the metaphorical interpretation of "opaque and distant" reasoning. Storyboards, mostly focused on human emotions and behaviors, used metonymy's 'transparent and easy meaning shifting technique'. I have found that I can expect the efficiency of media language education that contains the interest and sociocultural interest, self-reflection, and future imagination of college students. Now, there is less need to perform cognitive reasoning for advertisements with ambiguous metaphor techniques. Lastly, in order to produce successful advertising content, we expect to use the language technique of 'narrative metonymy' with warm feelings of humans, and acknowledge the lack of quantitative research and leave it as a task for the next research.

A Study on the Implications of Christian Education on Digital Storytelling in the Metaverse (메타버스를 통한 디지털 스토리텔링에 대한 기독교교육적 연구)

  • Shin, Hyunho
    • Journal of Christian Education in Korea
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    • v.70
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    • pp.267-302
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    • 2022
  • Digital transformation, which is accelerating in each area of society due to the COVID-19 pandemic, is also having a profound effect on Christian education. A representative example of digital transformation is the emergence of a digital world called the metaverse. This study understands the metaverse as an expanded space for Christian education and explores digital storytelling as a method for faith formation. It is argued that the characteristics of digital storytelling through metaverse spaces are characterized by interactivity, agency, audiovisuality, sociality, and openness, and that modification through Christian educational frames is necessary in order for this approach to be appropriated to Christian educational practice. To this end, this study examines Anne Wimberly's story-linking approach, and Mary Hess' approach on digital storytelling, which is understood as a way of faith formation for the liberation and Christian vocation through storytelling in a digital space, focusing on authority, authenticity, and agency. It is argued that Christian education on the Metaverse should be a place for change in the Christian life and formation of vocation, and a space where participants' active responses to God's grace be practiced in a digital space in a reciprocal way. This means that learners are encouraged to participate in expressive and relational education that is practiced in the form of play and creation, responding to God's initiative in the metaverse. This study argues that for digital storytelling through the metaverse to become a process of faith formation, it is necessary to connect stories of participants with the story of God's Kingdom in the expanded digital world, aim for a reciprocal space through hospitality and listening, and promote immersive participation and holistic reflection.