• Title/Summary/Keyword: 인문학적 상상력

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An overview on humanistic imagination in mathematics education (수학교육에서 인문학적 상상력에 대한 소고)

  • Park, Mangoo
    • The Mathematical Education
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    • v.59 no.2
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    • pp.185-199
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    • 2020
  • The purpose of this study is to discuss what the incorporation of humanistic imagination into mathematics means to mathematics education and to suggest implications for mathematics education in school mathematics. Traditionally, mathematics has been perceived to be far from our life problems because it targets logical and pure abstract thinking. According to international mathematics and science studies such as TIMSS and PISA, Korean students have relatively high mathematics achievement in the international research, but their attitude toward mathematics is very negative and their awareness of why they are learning mathematics and their satisfaction with life is low. In mathematics education, linking mathematics with humanities imagination allows students to view problems of human life from a humanities perspective, and to have an understanding of others and reflect on themselves from a new perspective. The researcher introduces several examples of whether mathematics and humanistic imagination can be combined for mathematics education. In this study, the ultimate reason for learning mathematics is to achieve learners to realize the principles of life or Dharma, and to live a happier life. However, in order to expand its rich meaning by making these new attempts in mathematics education, the researcher argued that tolerance and patience are needed for many challenges and difficulties in improving the quality of mathematics content itself including applying humanistic imagination to mathematics properly.

A Study on humanistic Imagination of Games using Oral Literature (구비문학을 활용한 게임의 인문학적 상상력에 관한 고찰)

  • Lee, Jae-Hong
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.279-286
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    • 2012
  • Game contents are the driving force of the digital media era. As the gaming industry grows bigger, contents technologies are also rapidly developing in both their quality and quantity, while the story sources of the contents are depleting. Accordingly, digging out new stories that can support development of the cultural contents industry is emerging as an urgent issue. Since games took roots as a form of contents in our society, negative images have outweighed positive aspects. This study aims at finding cures for the side effects from storytelling. Important factors here are how to converge the technical nature of engineering imagination and the epic nature of humanities imagination. Recently, The excavations of the story is very important. This article demonstrates cases where the oral literature, an archetypical cultural genre, provides the sources of game storytelling.

Mathematics Education for Humanistic Imagination and Character Education (인문학적 상상력과 인성 함양을 위한 수학교육)

  • Park, Mangoo
    • Journal of Elementary Mathematics Education in Korea
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    • v.24 no.2
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    • pp.187-205
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    • 2020
  • The purpose of this study is to develop the elementary mathematics education program for the cultivation of humanistic imagination and characters through the link between mathematics and literature to find out its effectiveness. This study has verified the effectiveness of mathematics academic achievement, humanistic imagination and characters with the program development and preliminary program and application of this program for two years. After conducting classes on proportional expression and proportional distribution for 79 sixth-grade elementary school students (39 in the experimental class and 40 in the comparative class) in Seoul and Gyeonggi-do under this program, the researcher analyzed how the application of the program affects students' perception using pre- and post-examinations on mathematics academic achievement, humanistic imagination, and characters, including interviews with students, and analysis of outputs of the students. Studies have shown that the application of the elementary mathematics education program to foster humanities imagination and characters did not make any significant difference in mathematics academic achievement, and there were statistically significant differences in the subcategories of "reflection on life", "positive self-consciousness" and "humanistic imagination" categories, and there were no statistically significant differences in the "purpose of life" and "human relations" categories. However, the responses from the students' interviews showed that their perspectives of humans and the world has become wider and deeper. It also did not produce significant results for characters. As suggestions, the ministry should present the need to develop and distribute concerning materials for teachers, secure time for creative experience activities for convergence subjects, and operate practical and long-term training programs for teachers.

Humanistic Imagination through the Case of Cultural Convergence Contents of Hwang Soon-won 「Sonagi」 (황순원 「소나기」의 문화융합 콘텐츠 사례를 통해 본 인문학적 상상력)

  • Lee, Nae-Kwan
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.199-208
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    • 2018
  • In this paper, Hwang Soon-won's "Sonagi" is considered from the aspect of literary imagination reconstructed into a fusion content of various cultures such as HD TV Literature, Animation, Movie, Musical, CF and the part which changed from the original text. In the TV literature Museum "Sonagi" he created a newly person called a 'Seok-yi' who is a young brother of a boy, a girl's mother who did not exist in the original, and developed the composition more precisely. And In the animation, the main character's dialogue is presented as a speech and it is characteristic that the theme of the work is revealed more effectively. On the other hand, the heroine in the movie says, "I do not like the ending part of the showers." Also In the musical "Sonagi", about 2 tons of water was used to give more vividness and presence to the audience. In this way, the contents of the original works are transformed according to the characteristics of the medium in the various cultural fusion contents based on novels, and thus convey the unique imagination of the director to the audience.

A Study on Direction of Convergence Education through The Crisis of The Humanities Majors (인문학 전공자의 위기를 통한 융합교육의 방향성 고찰)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.207-216
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    • 2015
  • Recent statistics revealed that with the crisis of humanities, the unemployment rate of the students majoring in this field of study is very high. Considering the seriousness of current situations, the government announced 'Plan to Help Students Majoring in Humanities Find Job.' This study confirmed that the government's policy for those from the department of humanities is valid and reasonable. However, the convergence of humanistic imagination and engineering thoughts could generate some side effects. Therefore, this study suggested a direction for humanistic convergence education to help these students get the career they want. In this study was investigated methodology which can maximize the efficiency of digital storytelling through microscopic convergence instead of macroscopic convergence. In addition, this study proposed that an inter-disciplinary convergence system-based project would be the best solution to nurture convergence-oriented talents in humanities.

Analysis on the Popularity and Storytelling of Pokomon GO (<포켓몬GO>의 인기요인과 스토리텔링 분석)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.159-168
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    • 2016
  • $Pok{\acute{e}}mon$ Go is an augmented reality (AR) game developed jointly by Niantic and Nintendo. It's a new type of augmented reality role-playing game (RPG) where AR elements like location information, visual recognition technology and GPS navigation technology are integrated with the intellectual property of the popular $Pok{\acute{e}}mon$ anime. The global success of $Pok{\acute{e}}mon$ Go can be attributed to the innovative incorporation of AR technologies into the game but also to the utilization of the Pokemon story which had been developed for 20 years. In summary, Pokemon Go is the fruitful result of a successful storytelling that combines the humanistic imagination of a popular, cultural archetype and the engineering imagination of AR game technologies.

A Study of Game Development Procedure for Creative Convergence Education (창의 융합형 교육을 위한 게임 개발 절차)

  • Chan-Il Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.63-64
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    • 2023
  • 4차 산업의 활성화와 더불어 창의 융합형 인력 양성이 중요한 요소로 자리 매김하고 있다. 인문학적 상상력, 과학기술 창조력, 인성, 융합, 가치 등이 창의 융합형 교육에서 중요한 요소이다. 본 논문에서는 창의 융합형 교육을 위한 게임 개발 절차를 제안한다. 게임개발 절차로 사전준비, 아이디어발상, 팀구성, 기술공유, 구현 그리고 결과공유 절차를 창의 융합형 인재 개발의 주요 요소와 연결하여 제안한다.

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Mathematics of Imagination, and Education of Imagining Mathematics (상상의 수학, 상상하는 수학의 교육)

  • Lee, Gi Don
    • Journal of Educational Research in Mathematics
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    • v.26 no.1
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    • pp.103-119
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    • 2016
  • Fusion and consilience have been important in many aspects of our education and culture. In this flow 2015 revised National Curriculum aimed to cultivate students of abilities of imagining liberally and inventing scientifically and technically. However imagination including imagination in humanities has not been researched in mathematics education part until nowadays, so mathematics education using imagination of raising students with ingenious and harmonizing abilities is hard to discuss concretely. In this paper I studied the opinions of various scholars from ancient times to today, and discussed where imagination reveals itself in mathematics practices. With above results I discussed some possible shape of teaching and learning of mathematics using imagination. And finally we discussed that meanings in the humanities and social aspects.

In a Time of Change: Reflections on Humanities Research and Methodologies (변화의 시대, 인문학적 변화 연구와 방법에 대한 고찰)

  • Kim Dug-sam
    • Journal of the Daesoon Academy of Sciences
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    • v.49
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    • pp.265-294
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    • 2024
  • This study begins with a question about research methods in humanities. It is grounded in the humanities, focusing on the changes that have brought light and darkness to the humanities, and focusing on discourse regarding research methods that explore those changes. If the role of the humanities is to prevent the proverbial "gray rhino," unlike the sciences, and if the humanities have a role to play in moderating the uncontrollable development of the sciences, what kind of research methods should humanities pursue. Furthermore, what kind of research methods should be pursued in the humanities, in line with the development of the sciences and the changing environment? This study discusses research methods in the humanities as follows: first, in Section 2, I advocate for the collaboration between humanities and scientific methods, utilizing accumulated assets produced by humanities and continuously introducing scientific methods. Prediction of change is highly precise and far-reaching in engineering and the natural sciences. However, it is difficult to approach change in these fields in a macro or integrated manner. Because they are not precise, they are not welcome in disciplines that deal with the real world. This is primarily the responsibility of humanities. Where science focuses on precision, humanities focuses on questions of essence. This is because while the ends of change have varied throughout history, the nature of change has not varied that much. Section 3 then discusses the changing environment, proposals for changes to humanistic research methods, reviews and proposals inductive change research methods, and makes some suggestions for humanistic change research. The data produced by the field of humanities accumulated by humankind in the past is abundant and has a wide range of applications. In the future, we should not only actively accept the results of scientific advances but also actively seek systematic humanistic approaches and utilize them across disciplinary boundaries to find solutions at the intersection of scientific methods and humanistic assets.

A Case Study on World of Warcraft Storytelling's Positive Emotion-inducing Effects (World of Warcraft의 정서유발스토리텔링 사례연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.97-106
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    • 2015
  • Game is the latest type of Gesamtkunstwerk encompassing humanistic and engineering creativity. Nevertheless, Korea's game industry faces a crisis. The purpose of this study is to consider positive emotion-inducing effects as a way to deal with it. Among others, storytelling of , one of the most representative MMORPG games in the world, was selected for the study on various positive emotion-inducing effects. In the story of , the view of the world, characters and incidents are vital to the game and the study is focused on their emotion-inducing effects among the users based on actual examples. As a result, it was confirmed that the positive emotion-inducing storytelling would provide a possibility to reduce negative sentiment towards games, address crisis Korea's game industry faces, and interact with gamers in a positive direction.