• Title/Summary/Keyword: 생태심리학

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The Role of Community Psychology in the Contemporary Korean Society: Focusing on its' Core Concepts (현대 한국사회에서 공동체심리학의 방향: 공동체심리학의 기본 개념을 중심으로)

  • Seungah Ryu
    • Korean Journal of Culture and Social Issue
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    • v.29 no.4
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    • pp.637-655
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    • 2023
  • Community psychology, which originated from the United States, has made significant progress in many countries over the past 50 years, but it is still an unfamiliar field in Korea. The purpose of this paper is to introduce the core concepts of community psychology and to increase the understanding of community psychology and highlight its practicality and importance. This paper introduces the core concepts of community psychology, including a shift in perspective, first-order and second-order change, ecological level of analysis, and action. It also considers how these core concepts can be utilized and which direction they can provide for the Korean society. Ultimately, the goal is to promote public awareness of community psychology, expand the scope of psychology in Korea, and make a positive contribution to solve social issues in the Koream society.

An Ecological Psychology of Gameplay : Case Study of Smart Phone App Game (게임플레이의 생태학적 심리학 : 스마트폰 앱 게임을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1502-1508
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects App. game based on smart phone. Expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that exploration, action, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

Development of Growth Model Using Ecological Momentary Assessment: Based on Senior Vitality Quotient (생태순간평가를 이용한 성장모형개발: 노년 활력 지수를 활용하여)

  • Jeon, Hee Jin;Song, Hye Sun;Lee, Ji Hyun;Park, Kiho;Choi, Kee-Hong;Seo, Dong Gi
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.313-326
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    • 2021
  • This study was to introduce ecological momentary assessment and show how to apply it to real-world research. As preliminary study for sustainable development, the result explained growth model using senior's longitudinal data and suitability of multi-level model in EMA data with regression analysis. The total variance of dependent variable was determined through a base model with only intercept and approximately 47% of total variance was caused by individual differences and 53% by time point differences. Second model was used to verified that each individual has a different effect on the senior vitality and effect on time was not significant. This is because it is the result of a preliminary stage where treatment is not involved and there is no significant change in process of collecting EMA data without external intervention. Third model that add gender as an independent variable showed significant change in both time and gender. Finally compared the PRD for each model and found models that without gender variables fit the data more effectively. This suggests that studies dealing with longitudinal data such as EMA data should adopt multi-level model that can measure individual characteristics, taking into account respondents' time and context.

Affordance in Consideration of a Feature of Platform Action Game (플랫폼 액션 게임의 특징을 고려한 어포던스)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.62-69
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    • 2013
  • A great many researches on affordance in HCI(Human Computer Interaction), product design, and cognitive science has been done investigated currently. In addition, the concept of affordances has been applied to games in the incremental trying to understand the relationship between gamers and systems. However, there are some problems to apply them to games because many researchers take ease to use, consistency, and usefulness to handle mainly in HCI rather than the property of the game into account. Consequently, the objective of the study is to investigate affordances in consideration of the features of the game, such as fantasy, variety, and fun based on the concept of them suggested in ecological psychology. A protocol analysis was conducted through the think-aloud method on the full gameplay session to platform action game as the basic genre of many game. The result of this research reveals that a static and movable affordances as a fixed state are discovered and transforming continously, appearing, and disappearing affordances as variable states are uncovered, and physical and cognitive affordances are observed. The result of this research is expected to propose the essential design guideline on the methodology of game design.

A Comparative Study on Various Student-Centered Curriculum's Teaching Experiences Focusing on Physical Education (다양한 학생 선택형 교육과정의 체육 교과 지도 경험 비교)

  • Cho, Ki-Bum;Moon, Jong-Ho;Lee, Hee-Su
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.335-342
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    • 2021
  • The purpose of this study was to suggest qualitative improvement through various student-centered curriculum's teaching experiences focusing on physical education. For this, class diaries, memos, lesson plans, student reviews, and videos for the past four years (2017-2020) were collected and analyzed from four high schools in kyonggi-do, and six students were interviewed. The common features between each student-centered curriculum were to have many students with the purpose of entrance examination and with concern about time conflicts between class and their dinner. In contrast, the differences between each student-centered curriculum were the required level of writing lesson plan, the level of interest and role of a class supervisor, and educational expected effect of students under a given condition. In summary, pre-education experience should be required and class activity support and various evaluation methods should be also needed.

Reflection on the Definitions and Research Tasks for the Startup Studies (창업학의 정의와 연구과제에 대한 탐색적 연구)

  • Jeong, Heonbae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.3
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    • pp.77-85
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    • 2016
  • The Startup Studies have been developed, fundamentally, by involving interdisciplinary research fields such as studies of Business, Education, Psychology, Sociology, Economic and even Engineering. It looks like a simple combination of a disparate group of studies but practically built in identical and protocole field of studies. In spite of the social and academic importance, the startup studies are too harsh reality caused by poor logical support, absence of basic words definitions, confusion of academic consensus regarding the identity of Startup studies and Entrepreneurship. In this paper is logical foundation in science for the development of Startup studies defining basic concepts and identities in Startup studies and entrepreneurship. As conclusion, we were discussed the identity of the Startup and Startup studies to support its argument presented on the field of research and education.

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A Study of Gameplay based on Affordance (행동유도성 기반의 게임플레이에 관한 연구)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.170-171
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects 'World of Warcraft' as MMORPG(Massively Multiplayer Online Role Playing Game). Five expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that learning, utilization, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

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Edith Stein : Body, Life and Religion (에디트 슈타인과 몸, 생명 그리고 종교)

  • Lee, Eun-young
    • Journal of Korean Philosophical Society
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    • v.123
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    • pp.281-307
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    • 2012
  • In the modern society, we have come to recognize human emotions such as anxiety, fear, pain, anger, sadness, longing, desire and pleasure as important topics of philosophy. How shall we study the 'problem of emotions', or in a bigger sense, the 'problem of empathy'? With this critical mind, the research into empathy can be called as a starting point for studying the deepest feelings and thoughts of human beings in connection with the feelings of other people. Most of all, in order to understand other people and to understand human being itself, the role of sympathy or empathy has been emphasized among the problems of emotions, and this trend is especially distinctive in the philosophy of psychology. I definitely acknowledge that empathy or sympathy takes loneliness and agony away from a human being and therefore it is the starting point of communication between people. However, the very fundamental question of 'what are human beings, and who are they?' is once again reminded. In other words, this thesis focuses on the fact that humans are viewed not only as the existence with a soul or heart, but also as a "unique existence" containing something "material-, life- and spiritual", and in that sense, this world is an ecological organism that contains organic connections of humans, material things, plants and animals, which should be the point of view for approach. And it is also emphasized in this study to approach the question about human beings from the religious spirituality point of view that the society with true love for neighbors could be achieved through religious practices that provide principles and value.

Factors affecting Non-suicidal self-injury: Ecological Momentary Assessment using a Daily Diary Method study (일상생활에서의 비자살적 자해에 영향을 미치는 요인: 생태순간평가 일기법 연구)

  • Hoin Kwon ;Sunjin Kim
    • Korean Journal of Culture and Social Issue
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    • v.29 no.3
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    • pp.321-340
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    • 2023
  • This study was conducted to understand the emotional and situational context where non-suicidal self-injury occurs in everyday life. Sixty adults(age 19-35) completed daily surveys assessing positive and negative emotions, stressful events, self-injury thoughts, and behaviors for two weeks. Using a total of 663 collected entries, we analyzed specific personal emotions and stressful events related to non-suicidal self-injurious thoughts and behaviors. As a result, high negative emotions, low positive emotions, and total stress event scores were significantly related to self-injury thoughts and behaviors. In the model in which both emotion and stress were inserted as predictors, the low level of positive emotion showed a significant related to non-suicidal self-injurious behavior. These results suggest that negative emotion management and overall positive emotion reinforcement are important in emotion regulation intervention for non-suicidal self-injurious patients. The meaning of this study is that it searched for risk factors of non-suicidal injury in everyday life using a short-term longitudinal method.

Comprehensive Understanding about Drop-Out Adolescents in Korea (우리나라 학업중단청소년에 대한 이해)

  • Myoung-Ja Keum
    • Korean Journal of Culture and Social Issue
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    • v.14 no.1_spc
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    • pp.299-317
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    • 2008
  • The school drop-out among the youth has grown to become a serious social problem since about 2000 and calls for an attention to its seriousness. Therefore, this study reviewed the statitistical reports and the previous empirical findings on the school drop-out and integrated to establish a comprehensive understanding of this social phenomenon. The main concepts and terminologies on school drop-out, the current statistics, the possible causal factors and the usual trajectory the youth take after dropping-out of school were discussed to conceptualize the issue. Analyses indicated 12 characteristics of the students who dropped out of school. Those 12 characteristics were restructured according to the ecological conceptual model. The social instability and the financial crisis in the 1990's has eroded the stability of the primary environments of adolescents such as family and school. The family breakdowns from divorce and other reasons weakened psychological and financial support for adolescents. The diminished authority of teachers and school over students exposed conflicts between teacher and students, students' loss of purpose and interest in academic attainment. The adolescents showed emotional reponses like increased level of depression, helplessness, aggression, indicated cognitive reponses such as the loss of purpose and interest in studying, a heightened sense of uncertainty of the future, and behavioral responses like sexual acting out behaviors, and bullying. The unmet psychological needs of adolescents result in run-away and school drop-out behaviors, which in turn progress into juvenile delinquency as the society fails to provide adequate and appropriate guidance and interventions. The intervention strategies at the national level were proposed and the limitations of the study were discussed.

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