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CARE Model-based Math Learning Coaching Model Development Study (CARE 모델 기반 수학학습 코칭 모델 개발 연구)

  • Kim, Jung Hyun;Ko, Ho Kyoung
    • Communications of Mathematical Education
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    • v.36 no.4
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    • pp.511-533
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    • 2022
  • The purpose of this study is to develop a learning coaching model suitable for the mathematics subject by reflecting the characteristics of the mathematics subject and the mathematics teaching/learning process in the CARE learning coaching model that supports students' self-directed learning. The mathematics learning coaching model developed in this study is a 'step' and 'element' to apply coaching, and a 'strategy' for carrying out it. Mathematics learning coaching model evaluated rapport, trust, state management, and math pre-test as elements of 'creating a comfortable atmosphere', and problem recognition, hypercognition, restructuring, initiative, and math learning ability as elements of 'improving perception'. Self-efficacy, learning readiness, confirmation (feedback) as elements of the 'reawakening of learning immersion' stage, voluntary motivation and success experiences as elements of the 'empowerment' stage, and various math learning strategies to perform each element presented. The math learning coaching model can be used to help math teachers motivate students to learn and help students solve their own problems.

The Effect of the Artificial Intelligence Storytelling Education Program on the Learning Flow (인공지능 스토리텔링 교육 프로그램이 학습 몰입도에 미치는 영향)

  • JinKwan Kim;Kyujung Han
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.353-360
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    • 2022
  • The purpose of this study is to verify the effect of artificial intelligence storytelling education program designed to help learning artificial intelligence based on storytelling, the most important element of human intelligence, on learning flow. To this end, a 16-hour artificial intelligence education program was designed and developed, and applied over 8 weeks to 19 gifted students in 5th and 6th grades of elementary school. Artificial intelligence storytelling education program was developed in the form of teaching and learning course plans for each class and storybooks. Artificial intelligence storytelling education program application results showed significant improvements in average scores in all 9 sub-factors of learning flow, including combination of challenges and abilities, integration of behavior and consciousness, clear goal, concrete feedback, focus on task, sense of control, loss of self-consciousness, Distortion of the sense of time, and self-purpose experience. In other words, it was confirmed that artificial intelligence storytelling education program was effective in improving learning flow.

Development of a Multicultural Communication Assistant Application Utilizing Generative AI

  • Jung-hyun Moon;Ye-ram Kang;Da-eun Kim;Ga-kyung Lee;Jae-hoon Choi;Young-Bok Cho
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.8
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    • pp.33-41
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    • 2024
  • The continuous rise in the number of multicultural households and the issue of insufficient Korean language proficiency among marriage immigrants have highlighted the need to expand support programs for multicultural families and the importance of staffing multicultural centers. This paper designs and implements a diary application that leverages AI technology to enhance communication between parents and children in multicultural families based on diary entries. The proposed technology uses OCR, machine translation, Korean language correction, and sentiment analysis AI models to facilitate diary-based conversations between parents and children, addressing linguistic barriers and fostering emotional bonds. Additionally, it aims to provide direction for the development and harmony of future multicultural societies.

A Study on Orchestration in "Battle for The Glory" out of the Background Music in the Animation "Dragon Quest IV" (애니메이션 "드래곤 퀘스트 IV"의 배경음악 중 "Battle for The Glory"에 나타난 관현악법 연구)

  • Jung, Kil
    • Cartoon and Animation Studies
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    • s.39
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    • pp.321-348
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    • 2015
  • The purpose of this study was to find a system and a progression principle in orchestral piece based on the outcome after comparatively analyzing the orchestral operation technique in "Battle for The Glory" out of the background music in the animation "Dragon Quest IV" by Koichi Sugiyama(1931~), who is a leading runner of Japan's animation music, based on functional parts daccord & Instrumentation Pattern, Rhythm Pattern, Voicing Pattern, and harmonic ratio by progression section devised by the writer. As a result, first, five themes in this music have specific instrumentation pattern, respectively. In a passage that is shown exposition, reprise, and representation in theme, the unity was emphasized by maintaining the same instrumentation pattern. On the contrary to this, a passage of being suggested new theme is being used the exchange method and addition & subtraction in musical instrument in order to strengthen diversity. Second, the voicing pattern is forming the vertical contrasting relationship of "thinness-thickness" on the whole. However, the diversity is being intensified that is changed into the structure of "thickness-thinness" in the third theme and of "thinness-thickness" that has two melodies in the fourth theme. Third, the rhythm pattern is forming the vertical contrasting relationship of "big-small" on the whole. However, the fifth theme is being given diversity with being changed into the structure of "small-big." Fourth, the harmony by progression section from the horizontal perspective is shown to be high in the proportion of unity in the section of being repeated and represented the theme and to be high in the proportion of diversity in the section of being suggested new theme. In this study, the balanced orchestral operation technique through the operation technique, which was used in this work, is what extracts the relationship of diverse proportions in the horizontal progression section based on the technique of vertical perspective. In this aspect, this analytical study is desired to be positioned as a new paradigm in establishing a theoretical system and an educational method in orchestration.

Influence of Personal Characteristics and Background Characteristics on Entrepreneurship and Perceived Business Performance in Entrepreneurs as Independent Business Owners of Network Marketing (네트워크 마케팅 독립사업자 창업가의 개인 특성, 배경 특성이 기업가정신과 인지된 경영성과에 미치는 영향)

  • Yoon, Hae Sook;Song, In Bang;Kim, Yeon Jong
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.4
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    • pp.233-244
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    • 2018
  • The purpose of this study was to improve awareness of network marketing business in South Korea, which takes a quite negative view of network marketing, to raise awareness of "starting up a business" as independent business owners, to assist them in building their own subjecthood in network business and entrepreneurial identity, and ultimately to give some suggestions on how to improve their self-directed entrepreneurial competency and the quality of their business management. To make an empirical analysis of 121 independent business owners of Korean native network marketing, the personal and background variables of the entrepreneurs were selected as independent variables, and entrepreneurship was selected as a mediator variable. The selected dependent variables were financial and non-financial business performances. A multiple regression analysis was conducted by inputting the variables. The findings of the study were as follows: It produced an effect of more financial performance when the innovation of the independent business owners of network marketing was better, and this innovation was possible to have only when they improved in entrepreneurial efficacy and locus of control. In contrast, only authenticity had an effect on boosting non-financial business performance among the factors of entrepreneurship. To have authenticity, it's necessary to strengthen achievement needs and awareness of locus of control among the personal characteristics of the independent business owners of network marketing. Among the factors of entrepreneurship, there was better authenticity when their personal networks were broader among their background characteristics. In addition, self-efficacy that was one of personal characteristics made a direct contribution to the enhancement of non-financial performance. As a result, independent business owners of network marketing are required to hold a strong belief in their own business, to be active in business activities and to have a high efficacy as spontaneous principal agents, and they also are required to have more adventurous, planned, active and propulsive achievement needs that enable them to attain the goals of their business and keep moving forward. Besides, they should foster their locus-of-control competency that is to control, endure and be responsible for a variety of phenomena or incidents that they face, and there will be better financial performance or non-financial performance only when they demonstrate their self-belief and confidence and when they have faith in and conviction about themselves. For independent business owners of network marketing, a consumer-centered thinking that entails authenticity and trustworthiness and touches the hearts of customers is a more effective marketing strategy than an egocentric thinking as sellers when they approach customers. And they are expected to make progress in terms of the quality of business management when their business attachment or enthusiasm is great enough to match their own efficacy with entrepreneurial identity or strike a balance between them.

A Study on the Women's Bodysuit Sleeve Block Construction Using Stretch fabrics (Stretch 소재를 사용한 여성용 Bodysuit Sleeve 원형 설계에 관한 연구)

  • Park Gin-Ah
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.12 s.148
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    • pp.1535-1545
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    • 2005
  • The study aimed firstly, to develop the women's bodysuit sleeve block construction method adopting the appropriate pattern reduction rates according to the fabric stretch property. Secondly, the details applied to the bodysuit sleeve block drafting (Dr the educational and industrial usage were proposed. For these, several distinguishing bodysuit sleeve pattern making methods(i.e. Joseph-Armstrong: T1, Shoben & Ward: T2, Esmod: T3 and Mixed Joseph-Armstrong: T4) were analyzed and divided into two categories that adopt 1) the equally (i.e., T1) and 2) the differently(i.e., T2, T3 & T4) distributed front and back armhole length measurements. Women's sleeve samples were made for the research using the same stretch fabric($50\%\;and\; 70\%$ in wale and course each) to the previous research. A group comprising 5 relevant experts evaluated the fit and comfort features of the samples. Experiments analyzed the appearance of sleeve samples focused on total 13 evaluation parts(including the front/side/back fit tolerance, sleeve centre line, sleeve length, appropriateness of the sleeve appearance balanced with the bodysuit and etc.): and performed the comfort test evaluating three kinds(vertical-front/vertical-side/ horizontal) of arm movements. The most appropriate bodysuit sleeve to fulfil the original aims of the study was suggested. The findings and suggestions throughout the study were: 1) the measurements and required reduction rates for the bodysuit sleeve block developed: outer sleeve length (with 1.0 RR), crown height(with 0.7 RR), front and back armhole lengths measured on the bodysuit blocks ($0\%$ ease amount), elbow width(0.9/0.95 RR), wrist girth measurements(from $12\%\;to\;18\%$ tolerances can be given to): and 2) the differently distributed front and back armhole length measurements resulted in the better fit and comfort through the research.

Cultural Implications of Korean Traditional Woodcraft Furniture (한국 전통 목가구의 문화적 함의)

  • Lee, Choon Sig
    • 대한공업교육학회지
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    • v.38 no.1
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    • pp.259-274
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    • 2013
  • Culture is already deeply imbued in our lives. The furniture has become a way of life and the human became part of the culture. In this study, the aim is to explore the traditional furniture that is projected through the culture as a lifestyle. Therefore, the purpose of this study is to explore the cultural implication in Korean traditional wooden furniture. Specific research questions in this study are as follows; 1) How to reflected house structure culture at traditional woodcraft furniture? 2) How to reflected interior space culture at traditional woodcraft furniture? 3) How to projected life form style culture at traditional woodcraft furniture? 4) How to harmonize between modern life culture and traditional woodcraft furniture? In order to achieve the purpose of this study, the literature of review was used masters of Korea's traditional woodcraft furniture. To collect information of Korean traditional furniture, the furniture was selected representative pieces of Korean Joseon Dynasty and interviewed an important intangible cultural asset somokjang. Based on the explore of Korean traditional furniture, the conclusions of this study are as follows; first, in the viewpoint of house framework culture, most of traditional furniture was made u sing a narrow interior space and was to be placed in close contact with the walls, and was developed as a type of molding on the front of the furniture to pursue beauty. Second, in the viewpoint of ondol culture, traditional furniture was closed to the wall by using low height furniture and furniture legs the structure punghyeol was used to reflect the phenomena of convective heat and humidity. Third, in the viewpoint of life form culture, traditional furniture was made that sat-down at eye level configuration is proportional to its size and height and appropriately been made. And patterns reflect the wishes of most things in nature and to be blessed with longevity origin were used in the decoration of wooden furniture. Finally, in the viewpoint of modern life culture, traditional furniture is simple but not dirty, and splendid but not luxurious. So although traditional wooden furniture are in any room or place, never discouraged by the dignity.

The case study of Topophilia's Role as a Motivator to Learn and an Analysis of Educational Resources (토포필리아의 학습동기 역할 사례와 교육자원 분석)

  • Yoon, Ma-Byong
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.467-479
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    • 2014
  • Topophilia refers to emotional bonding such as attachment to or nostalgia for one's home town, which is remembered or imagined as a beautiful and happy paradise experienced in youth. The time spent in one's home town may have been short, but the associated memories of it are strong and enduring. These can later act as a strong motivator to learn if the correlated emotions are positive. According to archival research conducted on Jooyoung Chung's life, his home town and the things found therein, such as cows, were the principal objects of his topophilia, and later became the driving forces behind his success story. The same applies to Dvorak. Dvorak sublimated his nostalgia for his home town by composing a piece of music on hearing the sound of a train. We can discover diverse rhythms in nature such as sunrises and sunsets, the changing seasons, and even our heart beat. If a melody is added to the rhythm, it transforms into art. And if we seek harmony and principles, it becomes science. In this study, Jeonbuk's nature, places, food, and arts, as represented in its educational resources, are analysed for their ability to give rise to topophilia. To gain some experience of this feeling we recommend that you visit the Jeonju Hanok Village, the value of Gochujang, reverse icespike on Mai Mountain or enjoy the works of the painter Book Choi.

A Qualitative Study on Reducing Dental Anxiety through Cognitive Behavioral Therapy (인지행동치료를 통한 치과불안 감소에 대한 질적 연구)

  • Koh, Boo-Il;Song, Youn-Mi;Bae, Soo-Myoung
    • Journal of dental hygiene science
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    • v.17 no.1
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    • pp.46-55
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    • 2017
  • Many people in Korea suffer from a fear of dental treatments; however, only a few studies have focused on this population. This study assessed the effectiveness of cognitive behavioral therapy (CBT) and its interventions in reducing dental anxiety, especially when administered by trained dental staff. Using case studies, the authors analyzed the content of each session and examined the process of reducing dental anxiety. First, the authors observed that the results of both dental fear scale and subjective unit of disturbance decreased significantly with changes in cognitive distortions related to dental anxiety and that rapid improvements were noted after two therapy sessions. Second, the study reported that practicing relaxation (deep-breathing) and muscle relaxation techniques; using hand signals to indicate anxiety or discomfort; establishing an empathic relationship with the therapist; making an anxiety list; and graded insensitive and exposure along with rehearsal, were effective in coping with dental anxiety and in changing negative thoughts towards the dentist. Third, a simple cognitive behavioral intervention can be effective in reducing dental anxiety. In summary, a short-term, five-session psychological intervention with CBT produced a sustained decrease in the symptoms of dental anxiety, allowing the patients to receive the required procedures. The authors discussed the study limitations and the implication of their results on future research.

A Motion-driven Rowing Game based on Teamwork of Multiple Players (다중 플레이어들의 팀워크에 기반한 동작-구동 조정 게임)

  • Kim, Hyejin;Shim, JaeHyuk;Lim, Seungchan;Goh, Youngnoh;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.73-81
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    • 2018
  • In this paper, we present a motion-driven rowing simulation framework that allows multiple players to row a boat together by their harmonized movements. In the actual rowing game, it is crucial for the players to synchronize their rowing with respect to time and pose so as to accelerate the boat. Inspired by this interesting feature, we measure the motion similarity among multiple players in real time while they are doing rowing motions and use it to control the velocity of the boat in a virtual environment. We also employ game components such as catching an item which can accelerate or decelerate the boat depending on its type for a moment once it has been obtained by synchronized catching behaviors of the players. By these components, the players can be encouraged to more actively participate in the training for a good teamwork to produce harmonized rowing movements Our methods for the motion recognition for rowing and item catch require the tracking data only for the head and the both hands and are fast enough to facilitate the real-time performance. In order to enhance immersiveness of the virtual environment, we project the rowing simulation result on a wide curved screen.