The purpose of this study is to develop program that take a genuine interest in science and motivate students to keep up their study for science gifted children of start period. In this study, we develop and apply the program about sinking and floating for elementary science gifted students, and analyse degree of conceptual change. Students' prior knowledge is analysed for developing the program, and each step is settled about concept of density and buoyancy. Conceptests are arranged into step by step, and we apply the program to 26 science gifted students of 6th grade elementary school. We compare a percentage of correct answers of pre-test and post-test and evaluate Hake gain for analysis of degree of conceptual change. As a result, science gifted students' concepts are changed effectively into scientific concepts by program based on peer instruction for gifted students of start period. And they evaluate the program is novel and useful, also they can be motivated by the program.
The purpose of this research were to develop program of elementary school technology education using history of technology and to learn about its effect. In order to accomplish the purpose of the research, we developed the program by referring to various records and perform the qualitative experiment study through several questionnaire, pictures and materials, to learn about the program effect. The research took the mixed-model design, consisted of collection of quantitative data by Likert scale and collection of qualitative data including the open-ended questions. And the research results were as below. First, development of elementary school technology education program using history of technology was developed as program for 12 hours, 12 themes, for the elementary levels. Second, seeing the result of program of elementary school technology education using history of technology, the program for history of technology for the primary school students, a majority of answers showed high satisfaction about the program, giving answers such as 'I want to do it again following hands on minds on activity.' Third, according to the analysis on the qualitiative evidence of the program, students were found to take pictures with hands on minds on activity camera obscura with much interest and curiosity. Many students are seen to complete the task on their own with a great a look of self-satisfaction, understanding the principle of camera.
No other change in Kora has offered gredter chalenges and opportunities than the emergence of the Internet and its related Information Technology. In the technology for accessing the ever growing wave of information. The quality of the silver generation is increasingly difficult to achieve because of the complexities of life in today's ICT(Information & Comunication Technology) dependent society, Life is more interesting when one knows what is going on, what opportunities exist, and when alternatives to current practices can be discovered and utilized with ease. The purpose of this study is to identify the determinants of attitude and planned behavior toward using internent for the quality of life. This study employ the intention to use internet, perceived ease of use, perceived usefuiness, self-efficacy, stress factor, generation gap, and income as major research variables, and collected 288 survey responses from senior citizen over 55. The results indicate that the perceived usefuiness and ease of use influence the intention to use internet, and that the self-efficacy, the ease of use and generation gap has some impact on the attitude, but the stree factor and the income level do not appear significant to the attitude. It was also found that the self-efficacy and the income level determine the level of ease of use. In addition, some useful suggestions concerning the continuing education program for silver generations are presented.
Since the 1990s, the notion of governance has been introduced as an alternative way of understanding the new trend of public administration. Then, it was followed by the emergence of the concept, e-governance (electronic governance) with the development of information and communication technologies. E-governance means an approach to understanding how to manage state affairs. It emphasizes the notion of governance where various actors (government-market-civil society, etc.) adjust and cooperate through mutual collaborative network, not a unilateral decision-making form of government, in order to solve common problems. It also carries the notion of 'electronic' in the sense that it operates on the basis of utilizing information and communication technology (ICT). This study systematically attempts to analyze research trends and methodologies of e-governance in major Korean journals and proceedings in the field of public administration and policy studies over the last 15 years. Some of the findings are worth noting: first, e-governance studies in Korea are in large measure concentrated on the government-centered perspective. Also, past studies tend to focus on problem-solving by suggesting policy alternatives. Past studies, thus, seem to pay relatively less attention to explanation of the phenomena through rigorous analysis. Under the circumstances, this review is expected to shed light on some of conceptual or methodological issues related e-governance studies, thus, to provide significant implications for future research of e-governance.
The purpose of this study is to develop STEAM program for gifted education by combining educational contents of humanities, arts, engineering, technology, and design into various subjects, focusing on mathematics-science curriculum of elementary school. The achievement standards and curriculum contents of elementary mathematics-science curriculum were analyzed while considering 2015 revised national curriculum. And then, a 16 class-hour convergence education program consisting of 3-hour block time was developed by applying the STEAM model with 4 steps. The validity of the program developed through this process was verified, and four educational experts evaluate whether the program can be applied to the elementary school. Based on the evaluation results, the convergence education program was finalized. As a result of implementing the gifted education program for mathematics-science, students achieved the objectives and values of convergence education such as creative design, self-directed participation, cooperative learning, and interest in class activities (game, making). If this convergence education program is applied to regular class, creative experiential class, or class for gifted children, students can promote their scientific creativity, artistic sensitivity, design sence, and so on.
Journal of Korean Home Economics Education Association
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v.24
no.3
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pp.101-122
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2012
The purpose of this study is to develop teaching learning process plans with problem-based learning using book-making applying to the "Dressing and Self Expression" unit and evaluate its effect in middle school home economics for first grade. We developed teaching learning process plans with problem-based learning using book-making including 9 teaching materials for teachers and 15 learning materials for students. Further, we conducted and investigated pre- and post-tests in a form of questionnaires in 167 students from a girls' middle school in Pusan. Teaching learning process plans with problem-based learning using book-making showed positive results in body satisfaction, such as reduction in distortion or less dissatisfaction regarding students' body images. Also, they were found to be less affected by sociocultural attitude towards appearance. The estimation of students included the positive contents that the class was interested with various materials and it provided them with a chance to understand their body. Meanwhile, minor comments pointed out lack of time and complained of the amount of assignments. With these results, we found that teaching learning process plans with problem-based learning using book-making was an appropriate model to achieve the purpose of this study and we suggested that this class might be applied to other units of middle school home economics.
With the widespread adoption of mobile devices, such as smart phones and smart pads, as well as the rapid growth of mobile technologies, consumer shopping patterns are changing. This study investigates key factors of consumer purchasing intention in a mobile shopping mall context by incorporating trust belief into the theory of planned behavior. We posit perceived usefulness, perceived enjoyment, perceived ease of use, and trust belief as antecedents of behavioral attitude toward mobile shopping malls. Moreover, social influence and security are identified as key enablers of trust belief on mobile shopping malls. Data collected from 154 consumers with purchasing experience in mobile shopping malls are empirically tested against a research model using partial least squares. Analysis results show that behavioral attitude and perceived behavioral control significantly influence purchasing intention. Moreover, this study reveals the significant effects of perceived usefulness and perceived enjoyment on behavioral attitude. Trust belief indirectly influences purchasing intention through behavioral attitude and is significantly affected by social influence. Understanding consumer purchasing decision-making processes in mobile shopping malls can help service providers to develop effective marketing and operation strategies and campaigns.
This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.
Journal of the Korea Academia-Industrial cooperation Society
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v.20
no.6
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pp.573-578
/
2019
This paper applied to the Korean Lesson using PBL(Problem-Based Learning) based on Google Classroom for Mongolians. Recently, Mongolians trying to learn Korean because of Korean wave. This study aims to develop the online problem-based learning model as a way to develop the creative problem-solving ability of Mongolians who want to learn Korean. We applied 3 problems for 9 weeks. This study shows that the participants experienced the effectiveness of Google Classroom and PBL in many ways, 93% of the participants reported that Google Classroom and PBL helped them to learn Korean easily and interesting distance learning model, 90% of the participants prefer to explore Googlish programs and online learning, 85% of them said that increased interaction others in online environment easily. 100% of them said that thankful for learning Korean with Online tutor anytime on Google Classroom. Truly, 86% of them said PBL was hard to generate and understand it because very new instruction for them and working with team in online learning environment. The study showed that members of Korean Lesson experienced various effects such as understanding of learning contents, understanding of cooperative learning, practical experience, creative problem solving ability, presentation skill, communication ability, self - directed learning ability, self - confidence through Google Classroom based PBL.
With the advent of generative artificial intelligence technology, it became possible to create a virtual human, and produce a lecture video only with textual information. It is expected that the virtual human will enhance the efficient production of educational contents and the student's entertainment experience and satisfaction. However, there have been still few studies that have demonstrated the process of how virtual human technology reaches students' satisfaction. Therefore, the purpose of this study is to empirically examine whether the human likeness, which is the main characteristic of a virtual human based on Uncanny Valley theory, affects human experience and satisfaction. In particular, human likeness of the Uncanny Valley theory was subdivided into human likeness in the visual and verbal dimensions, and the process of reaching satisfaction was understood based on the experience economy model. In particular, human similarity in Uncanny Valley theory was classified as similarity in the visual and language levels, and the process of reaching satisfaction based on the experiential economic model was analyzed with a partial least squares structure model equation (PLS-SEM). The survey was conducted online for a panel of office workers at a specialized research institution in China. The results indicate that both the visual and verbal human likeness had a positive effect on experience economy factors (education, entertainment, esthetic, escape), and then these experiential factors had a significant effect on satisfaction. The results also provide some suggestions to consider when designing educational contents by virtual human.
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