• Title/Summary/Keyword: 역사인식

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The Study of Countermove and Distorted Instances about Korean History in Japanese Game (일본 게임에 나타난 한국 역사의 왜곡사례와 대응방안 연구)

  • Ko Byeong-Hee
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.1-8
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    • 2006
  • The relations between the two countries, Korea and Japan, are growing worse because of the matter of distorting korean history, absurd remark for aggressive war, and claiming Dokdo by Japan. At the point of time, I research the distorted instances of Korean history in Japanese game. The distorted instances of Korean history in game are existed in any countries' game such as China and the West; however, Japanese game takes distorted instances too far. Teenagers in the interior of a country and people from other countries easily access the distorted game because of the development of Internet and promoted cultural exchange among nations so it is necessary that systematic countermeasure should be set.

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A Study on the Concept of Sample by a Historical Analysis (표본 개념에 대한 고찰: 역사적 분석을 중심으로)

  • Tak, Byungjoo;Ku, Na Young;Kang, Hyun-Young;Lee, Kyeong-Hwa
    • School Mathematics
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    • v.16 no.4
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    • pp.727-743
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    • 2014
  • The concepts of sample and sampling are central to the statistical thinking and foundations of the statistical literacy, so we need to be emphasized their importance in the statistics education. However, many researches which dealt with samples only analyze textbooks or students' responses. In this study, the concept of sample is addressed by a historical consideration which is one aspect of the didactical analysis. Moreover, developing concept of sample is analyzed from the preceding studies about the statistical literacy, considering the sample representativeness and the sampling variability. The results say that the historical process of developing the concept of sample can be divided into three step: understanding the sample representativeness; appearing the sample variance; recognizing the sampling variability. Above all, it is important to aware and control the sampling variability, but many related researches might not consider sample variability. Therefore, it implies that the awareness and control of sampling variability are needed to reflect to the teaching-learing of sample for developing the students' statistical literacy.

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Teaching of the Meaning of Proof Using Historic-genetic Approach - based on Pythagorean Theorem - (역사.발생적 전개를 따른 증명의 의미 지도 - 피타고라스 정리를 중심으로 -)

  • Song, Yeong-Moo;Lee, Bo-Bae
    • School Mathematics
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    • v.10 no.4
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    • pp.625-648
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    • 2008
  • We collected the data through the following process. 36 third-grade middle school students are selected, and we conducted ex-ante interviews for researching how they understand the nature of proof. Based on the results of survey, then we chose two students we took a lesson with the Branford's among the 36 samples. After sampling, historic-genetic geometry education, inspected carefully whether the Branford's method helps the students.

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반도체 발광 다이오드의 역사

  • Kim, Jong-Gyu;Schubert, E. Fred
    • Optical Science and Technology
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    • v.14 no.3
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    • pp.3-7
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    • 2010
  • 발광 다이오드가 처음 만들어진 것은 100년 전으로 거슬러 올라간다. 이 글은 100년 전 발광 다이오드가 우연히 발견된 이후부터 현재 없어서는 안될 귀중한 고출력/고효율 대체 조명용 광원으로 인식되기까지의 역사를 돌아보고자 한다. 또한 앞으로 기대되는 발광 다이오드의 발전가능성과 응용성에 대해서도 다루고자 한다.

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남서울대학 박암종 교수의 '장정의 역사' 1

  • Korean Printers Association
    • 프린팅코리아
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    • s.24
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    • pp.88-93
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    • 2004
  • 동서양을 막론하고 책의 역사를 거슬러 올라가 보면 인류문명의 기록을 남기기 위한 필사의 노력들을 발견할 수 있다. '기록'과 '보존'이라는 절대절명의 목적이 있었기 때문이다. 그러므로 최초 책이 등장하면서부터 미적기능을 통한 시각적인 효과 보다는 보존을 위한 기능이 더욱 중요시 되었다. 그러나 활자문화가 대중화되고 책이 상품으로 인식되기 시작하면서부터 보호.전달기능을 넘어서 보다 미적인 처리가 요구되었다. 이같은 책은 역사의 변화와 더불어 오래 보존이 가능하고 독특한 멋을 내기 위해 가죽, 나무, 비단, 철판, 비닐, 종이 등에 갖가지 화려한 문양을 첨가하면서 변모해 왔다.

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University Students' Cognitive Adaptation types in The Traditional Korean Education Based on the Grounded Theory (근거 이론(Grounded theory)에 따른 한국 전통 교육에 대한 인식 고찰)

  • Kim, Min-Jung;Kim, Dae-Ho
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.1
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    • pp.105-111
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    • 2012
  • Purpose: This is the study about the experiences of university students in traditional Korean education. Methods and process: This study was based on the grounded theory method(Strauss & Corbin, 1998). Interviews and observations were conducted with 20 adults who were thought by the researcher as the teacher. They are 21 or 33 years old. This paper had conducted during 14 weeks, Results: The core category of this study is 'university students' adaptation and overcome the conflicts in the every situation. Based on the core category, three types of students' experiences were found. Three types of students are 'negative-cognition', 'positive-cognition', 'indifference'. Conclusions: For making globalizational period, we need the teachers who can understand the traditional Korea education. And we have to change them.

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Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

A Study on Development of Program connecting with math-story books and web 2.0map(Google map) (수학교양도서와 웹 2.0지도(구글맵) 매쉬업을 통한 수학 이야기 지도 만들기 프로그램 개발)

  • Kim, Sang-Mi;Kwon, Oh-Nam
    • Journal of the Korean School Mathematics Society
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    • v.14 no.4
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    • pp.443-458
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    • 2011
  • There has been a lively discussion on improving Korean students' academic achievement and the imbalance in their recognition of the value of mathematics. In this context, there is a need for a program that enables the majority students who regards mathematics as a subject for the entrance examination to recognize the practicality and historicity of mathematics. Educational books on mathematics in everyday life or the history of mathematics are also expected to serve as an effective tool. In addition, Web 2.0 Map is another means of representing mathematics in everyday life and the history of mathematics in connection with the practical context. The active storytelling process in which mathematics in the practical context in mathematical educational books is represented in Web 2.0 Map is expected to help to understand in depth the practicality and historicity of mathematics. Nevertheless, mathematical educational books and Web 2.0 Map may lead to a considerable variety of outcomes and speeds if carrying out tasks depending on the student's competence and may have practical difficulties in being operated in class. These concerns, however, can be resolved through the creative activity programs adopted in conformance with the 2009 revised curriculum. Therefore, this study intends to develop a program for creating mathematical story maps through mathematical educational books and the Mashup of Web 2.0 Map in accordance with the process of developing activity programs. This study also intends to determine its effectiveness in enabling students to recognize the practical and historical values of mathematics.

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