• Title/Summary/Keyword: 상상력

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Analysis of the Relationship between Science-Gifted Student's Brain Dominance and Scientific Creative Problem Solving (과학영재의 뇌 활용 성향과 과학 창의적 문제해결력 간의 관계 분석)

  • Kwon, Min Jung;Cho, Sun Hee
    • Journal of Gifted/Talented Education
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    • v.24 no.6
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    • pp.961-974
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    • 2014
  • We analyzed the relationship between the brain Dominance and the scientific creative problem solving utilizing propensity to target Science-Gifted Student (n=159). Brain dominance is divided into left upper brain (LUB), left lower brain (LLB), right lower brain (RLB), and right upper brain (RUB). Creative problem solving skill in science included validity, scientific characteristics, sophistication, originality, and fluency. Analysis of the results of this study showed a high frequency among the four types of the brain dominance is the highest score of LUB in science gifted group. This point was found that the tendency of the analytical and critical thinking that is characteristic of the LUB is strong scientific gifted group. When total sample was divided into high and low groups by scientific creative problem solving scores, in the analysis of the brain dominance score difference between the two groups of students who take advantage of the results of score RUB is compared to the high fluency group score higher than the low group found (p<0.05). The analysis of the correlation between brain dominance and scientific creative problem solving showed that originality and fluency had statistically significant correlation with RUB propensity score (p<0.05). This result suggests that the imaginative and challenging RUB propensity may be related to produce many and original ideas in scientific creative problem solving.

A Study on the Optimization of Edutainment Website design For Juvenile Users (에듀테인먼트 기반의 어린이 웹사이트 디자인에 관한 연구)

  • 손은미;임은정;이현주
    • Archives of design research
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    • v.15 no.1
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    • pp.143-152
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    • 2002
  • As the Internet has been a daily instrument of our lives, the numbers of Internet users are increasing rapidly. Especially, we have to pay special attention to about rapid increasing of juvenile users. In the 1990's, Kids are growing up literally surrounded by new technologies and mu1timedia experiences. For these kids, most of the techno1ologies that we adults find surprising or even incredible are a part of their everyday landscape, a fact of life. Currently, only few of research and discussion has gone into understanding this field. And most of these web sites, set importance on furnishing information only. So educational characters of web are not manifested fully as well as children soon get board with learning with Internet so that feel difficulties in searching and accepting information. At this point, we must try to develop educational sites Not only to show information but also to offer a rich and entertaining time for kids while providing playful teaming and increased technological fluency. Fer this purpose, Web site should be all about combining play with learning. Site navigation should be easy and the pages load quickly. The page download time is also being considerable, which could send kids withy mouse-fingers looking for entertainment elsewhere. Everything about the site must have a familiar feel, uses adequate colors to be satisfied with the juveniles. Multimedia can help the communications in the websites. To maximize the educational effect, technological research and continues invest are need, in addition to usability test.

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A Study of Seymour Chwast Focusing on his creative (시뮤와 크워스트(Seymour Chwast)의 작품세계에 대한 연구-독창적인 캐리커쳐(Caricature)를 중심으로-)

  • Moon, Chul
    • Archives of design research
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    • v.11 no.1
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    • pp.219-228
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    • 1998
  • Seymour Chwast, who has worked in various fields as in illustrator, graphic designer, and art director since 1950's, opened a new possibility in the field of visual design. Pushpin Graphics, founded by Chwast and his collegues, played a vital role in experimentation based on their creativity and courage. Amazingly enough his field covers Illustration, graphic design, poster, typography, and publication. His works, in which he sa tired people or events severely using his own lanb'Uage styit', appeals public powerfully and is remembered for a long time. He gives various forms to his creative ideas throughout many fields he deals with including caricature, giving all designers fresh and b'Teat inspiration. The fact that Chwast dose not limit himself to anyone style but uses various styles freely indicates his creative thinking process. The Creative Thinking, which is embedded in all his works, is so interesting and tactful that it may fulfill the requirement of the times, which wants to see something new and epochmaking. The aim of this study is to find creativity of Chwast's new visual language and its meaning through the analysis of unique caricatures among his works based on his philosophy, creative work process, and, particularly, creative thinking.

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A Study on the Plurality of Nature of Science in Science Education ('과학의 본성' 교육 -그 다원성 고찰-)

  • Cho, Eunjin;Kim, Chan-jong;Choe, Seung-urn
    • Journal of The Korean Association For Science Education
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    • v.38 no.5
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    • pp.721-738
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    • 2018
  • Nature of Science(NOS) has been a well-organized focus of science education and one of the key elements in defining and cultivating scientific literacy for more than a century. In recent years, a specific description of NOS, which is often known as 'the consensus view of NOS', has become very influential and has gained ready acceptance as an arrangement for both curriculum building and research into understanding of NOS by students and teachers in many countries around the world. This study has two purposes; one is to review some debates and criticism on the consensus view of NOS which consists of a list of sentences to describe nature of refined and general science, which have been heated up for the last few years by many prominent science education researchers, and the other is to consider alternative perspectives on NOS for the purpose of a new direction of NOS education. As a result of an investigation into such views as 'Teaching about NOS', 'Critical NOS', 'Critical Thinking-NOS', 'Whole Science', 'Features of Science' and 'Reconceptualized Family Resemblance Approach to NOS', some implications which focus on the generality and plurality of content knowledge of NOS based on current philosophy of science and sociology of scientific knowledge are suggested for the improvement of teaching and learning NOS.

Methods for Question Presentation in New Sijo Education (새로운 시조 교육을 위한 질문 제시의 기법 - 중.고등학교 국어 교과서에 실린 시조를 중심으로 -)

  • Jung, Ki-Cheol
    • Sijohaknonchong
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    • v.30
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    • pp.189-217
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    • 2009
  • Unlike Sijo researchers' wishes, there is no enough place for Sijo in school education. Its falling tendency has caused the crisis of literature. Literature is not only an act of making a human life become itself humanly but also the most effective way for communicating with all around the world. Especially, Sijo is an important genre for four reasons: (1)understanding about the traditional sentiment, ideology (thoughts), and way of life of a people, (2) including the wisdom to help us live in reality, (3)having a set pattern (standard) which is an important element to develop the language culture, (4)letting us know about the root of the racial literature. These peculiar characteristics of Sijo are the machinery and materials that can elevate the self-identity of teenager who has been undergoing emotional and psychological instability. Therefore, Sijo education should be done to draw a 'clear-map' by using the following order: to understand of Sijo and apply the subjective experience, imagination, and pre-understanding of a learner to it - to understand the embodied world in Sijo in the concrete and experience the basic manner about the way of putting the world into shape - to express the learner's idea and feeling freely and positively - the expression activity focused on their critical thinking - an appreciation expression stressed on the learner's activity to elevate the self-identity.

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The study of analysis film-making style in Stanley Kubrick's film (Focusing on his' film "The Clockwork orange(1971)") (스탠리 큐브릭 감독의 영상 스타일 분석 연구 (그의 영화"시계태엽오렌지(1971)"를 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.453-461
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    • 2017
  • The video image in the movie has become more spectacular than ever, and the expression area and the subject have been infinitely expanded, but it can not be said that the range of imagination has expanded. Instead, the 60s and 70s, which were the epochs of popular culture, The film that implements the artististic visual style and expression style of the artist. Stanley Kubrick's "Clockwork Orange", which has been pursuing technological perfection and experimental style, was created using traditional video grammar and gained a great repercussion with outstanding material and high artistic expression technique at that time. These techniques have led audiences to rational observation through irony, rather than emotional sympathy for the situation, for extreme violence and sensational films. This is because the purpose of the director was not to be in technological perfection but to reveal the contradictions of the real society and to reflect on the meaning of the existence of society itself. These creative traditional visual grammar and expression methods are a good visual style that enables the intentionally transmitted message to be transmitted more intensely and effectively, and the artistic depth can be created at the same time by unconsciously perceiving the meaning present on the back to the audience.

The Reinterpretation of Comic-Animation by Content Users - The Reproductions in Korean Cosplay Culture (콘텐츠 유저에 의한 만화-애니메이션의 재해석에 관한 연구 - 한국 코스프레 문화에서의 재생산)

  • Yoon, Wn-Ho
    • Cartoon and Animation Studies
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    • s.41
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    • pp.487-510
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    • 2015
  • In recently, thanks to the development of computer and internet, and reinforcement of digital media literacy of ordinary people, many users of comics and animations recombine contents into various ways, including UCCs. In a glance, it seems these outputs violates the copyrights of contents. But in reality, they helps the growth of the ecosystem of contents market, with increase of contents users. The reason of these reproductions inclines the characteristics of animation media. Animation, which are constituted by plastic symbols, auditory symbols, and narrative symbols, and Comic, which supports stories of Animations, affects as 'Imaginary signifier'. These signifiers helps users of contents to dismantle and reassemble stories. These aspects are seen in doujin culture, animation soundtrack fandom, and voice actor fandom. But In this article, we will concentrate into cosplay culture. Cosplay culture shows more active appearances than another fandoms. In especially, cosplay stage and daily cafe show more active reproductions of characters and communications. However, they are done by youth fans, which has not enough financial abilities: therefore, events are not sustainable and discontinued. And they have another limits, like lack of opportunity of performance. In the reality of Korean society, which needs of community making by community member, and hybrid culture, comics and animation productions in Korea are in need of access positively and encourage reproductions of active receivers of animations.

The Laughter and Aesthetics of Korea Manwha on 1920-30s (1920-30년대 한국 만화의 '웃음'과 미학적 특징)

  • Seo, Eun-young
    • Cartoon and Animation Studies
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    • s.46
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    • pp.151-179
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    • 2017
  • The purpose of this study is to analyse the characteristics of the 1920s and 1930s to analyze the emotions of laughter in the popular culture, This period, such as the style of comic books, tools, and textures, has been influenced by the influence of the eodi, and it is in its way to establish the aesthetic aesthetics of the colonial Joseon Dynasty. In the pop culture of the 1920-30s, laughter was a new feeling in the gloomy atmosphere of colonial rule. It was the comic media that showed the sensation to the public, owned it, and injured it. Also, the comic book was an important period in which comic books were produced to produce quantitative and qualitative growth. The study explored how the comics interacted with other media in the 1920s and 30s. And the study analyzed what was selected in there. This can quickly explain how the comics gained, or how they obtained them. This shows how the comics gained, in a way, how they obtained laughter.

A New Model of Educational Service in the Service Era (서비스시대 교육서비스 신모델 연구)

  • Kim, Hyunsoo
    • Journal of Service Research and Studies
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    • v.8 no.2
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    • pp.25-39
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    • 2018
  • In the period of great change in human society, a change in educational services is also necessary. Thus, the current research investigates a new model of educational services to prepare people to be successful in an era of service and the fourth industrial revolution. We analyzed all the educational service models from the first educational institution, The Academy, founded by Plato to one of the most innovative institutions, Minerva schools. Then, we designed both an educational institution model and an educational service model that will cultivate and educate prospective students to be multidimensional to fit to the new upcoming eras. Since the era of service in the 21st century is also the era of job creation, we designed models focused on developing the broad knowledge and practical skills need to solve the most complex issues of our time. A new model was designed based on the results of the survey of existing major programs, analysis of the demands of the new generation, competency requirements, and etc. The newly designed conceptual model was improved from study focusing on tools to study that focuses on intrinsic discipline and competence, nurturing dream and imagination. In order to realize the new educational service, we developed technical conditions and a methodology for improving educational service performance. In the future, it is necessary to deepen the study and carry out research on implementing new educational service. In addition, an empirical study of the performance of the new model will also be needed.

A Current Review on the Publicness of Electronic Communication Networks: Focused on the Idea of Transport Economics and Network Neutrality (전자 커뮤니케이션 네트워크의 사회적 공공성에 대한 시론: 교통 경제학과 네트워크 중립성 논의를 중심으로)

  • Lee, Young-Joo
    • Korean journal of communication and information
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    • v.36
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    • pp.7-41
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    • 2006
  • This study criticizes the wave of liberalization, privatization, thoughtless and uncontrolled over-competition in the electronic communication networks area. This criticism is based on the 'transport economics' on one side, the 'network neutrality debate' on the other side. Through these standpoints, this study insists that it needs to deal with a social agenda related to the problems such as unplanned and unbalanced development of electronic communication networks, double/tripple-investment in the communication industry, conflicts among network companies and the decline of public values. Also does this study stress on the new ideas in the electronic communication network policy and planning to manage these problems. Electronic communication networks are converging and their borders are blurred. As a result of these flows, the field of information technology, media and contents is faced with radical changes. These changes could be so critical and complicated that nobody can diagnose their multi-level implications. However, the one thing sure is that we should start from the communication networks to think and control a communication system. Therefore, we should discuss and plan the now-and-future of communication infrastructure and its management. we need not only a market mentality but also a socio-cultural mentality. In this respect, this study does insist that it requires the vision of digital democracy and democratic communication ecology to put the steps toward social communication system.

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