• Title/Summary/Keyword: 체험활동 효과

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Effects of Gamified Disability Awareness Program on the Peers' Disability (게임화된 장애체험활동이 비장애아동의 장애인식에 미치는 영향)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.45-54
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    • 2019
  • In this study, the effect of gamified disability awareness program was researched to examine its potential to be used as a disability awareness curriculum particular to Korean schools. The gamified program consisted of lessons related to disability skiing such as learning about Paralympic skier, experiencing mono skis, and participating in cooperative games. To examine its effectiveness, Multidimensional Attitudes Scale towards persons with disabilities (MAS) was used. Results indicate that the attitude of the experiment group showed significant change.

Analysis on the Affecting Factors of School Career Educational Activities for Junior-high School Students' Career Development Competencies (중학생의 학교 진로교육 참여활동이 진로개발역량에 미치는 영향)

  • Song, In-Bal;Kang, Hye-Young
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.140-149
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    • 2016
  • This study aims to suggest the appropriate career educational policies in order to improve junior-high school students' career development competency through various school career educational activities with the hierarchical analysis by using data surveyed by 10,728 third grade junior high school students of 400 schools from the '2015 School Career Education Survey'. The results showed that 'career and occupations' subject learning, career psychological tests, and career experience activities were found to have statistically significant effects on career development competencies. These results in that 'career and occupations' subject learning, career psychological tests, and career experience activities help to enhance career development competency of junior-high school students. The implication of these results were discussed in terms of the importance and the need for school career educational activities, and suggestions for future research are provided.

Mentoring activity Effects for Multicultural Students : Using Logic Model (다문화학생을 위한 멘토링 활동 효과 : 논리모델을 중심으로)

  • Lee, Mijung;Kim, Jinhee;Park, Misuk
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.5 no.4
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    • pp.435-442
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    • 2015
  • The purpose of this study is to examine the effect of mentoring program using logic model in university students. We surveyed 40 mentors who participated mentoring program in 2014. Data collection were open-ended questions. Questions was made of with a steps in logic model and content analysis was carried out. The results are as follows: first, according to the step of the inputs, many students questioned said that public relations, selection process, matching, orientations, activity costs was proper. Secondly, in the activities, it was showed that mentor met firstly mentee with teacher in school and mentoring activities comprised 80% of studying and 20% of counseling and experiencing. third, in the outputs, most of participants expressed satisfaction in mentoring period, time, place. Lastly, in the outcomes, this program affected both mentor and mentee with cognitive, emotional and behavior development. Consequentially, this results have influence on improvement of following mentoring programs.

The Effect of Rope Play through Forest Experience on Children's Self-Confidence (숲체험 놀이에서 밧줄 놀이가 유아 자신감에 미치는 효과)

  • Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.4
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    • pp.255-262
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    • 2021
  • This study examined the effect of rope play through forest experience on children's self-confidence. Empirical analysis through the experimental design was carried out on an experimental group of 15 (seven male and eight female children) and a control group of 15 (nine male and six female children). Analysis of covariance (ANCOVA) for the effect between the experimental and control groups after the experimental treatment showed that the mean of the experimental group was significantly higher than that of the control group (F=357.350, p<.001). Rope play through forest experience has a statistically significant effect on the children's self-confidence. Consequently, rope play through forest experience between peers is a beneficial experience that helps improve children's self-confidence. Furthermore, it is a positive play activity to help them with a passive character boost to their self-confidence through cooperation between peers.

The Effect of Forest Experience Program on Brain Waves & Pulse Waves (숲 체험 프로그램이 뇌파와 맥파에 미치는 영향)

  • Kim, Jin-Kook;Choi, Kyoung-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.185-194
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    • 2019
  • The purpose of this study is to examine the effects of short-term foresters on brain waves and pulse waves. For this purpose, 484 foresters who visited the natural recreation forest located in Cheongpyeong city, Gyeonggi province, measured the before and after experiences of EEG and pulse waves, and the following results were obtained. First, foresters have been shown to be effective on concentration, brain activity, and brain stress. Second, foresters had positive effects on cardiac health and autonomic health. In other words, when various substances released from the forest come into the body through the respiratory system, it firstly affects the heart activity positively, and it seems to be able to expect various improvements by acting on the emotional side of the brain. Therefore, based on the scientific basis of the forest experience, it is expected that the experience of forests will be widely used as a guide for healthy life by creating conditions for participation by many people. In addition, the mechanism of respiration, heartbeat, and brain interaction is also possible, and various experimental studies on the forest experience in the future are important.

The Development and Application of Informal Gifted and Talented Education program utilizing Local Resources in Yeongheung Island (영흥도 지역자원을 활용한 학교 밖 영재 프로그램 개발 및 적용 효과)

  • Ock, Seong-Hyun;Choi, SunYoung
    • Journal of Science Education
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    • v.38 no.2
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    • pp.356-375
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    • 2014
  • The purpose of this study was to develop the informal education based elementary gifted education program utilizing local resources in Yeongheung island for enhancing the creative problem solving, science process skills, scientific attitudes. This program was totally consisted 36 lessons and 3 part. For this purpose, 7 weeks' informal gifted education program utilizing local resources was treated to a class students who were 5th graders of elementary school in Yeongheung island. The results of this study were as follows : First, the change of science creative problem solving ability in the gifted class was found statistically meaningful difference. Second, science process skills were showed statistically meaningful difference. Third, scientific attitudes were not showed statistically meaningful difference. Fourth, the student responses about effectiveness of this programs were generally positive. Therefore, the gifted education programs showed meaningful results. Based on the results of this study, a number of studies to overcome the limitations will be needed.

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Development of Game Developer Career Experience Program using Scratch (스크래치를 활용한 게임 개발자 진로체험 프로그램 개발)

  • Kim, Soohwan;Kim, Sanghong
    • The Journal of Korean Association of Computer Education
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    • v.23 no.1
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    • pp.45-52
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    • 2020
  • The purpose of this study is to develop a game developer career experience program that promotes student participation and to verify its effectiveness. The game developer career experience education program currently operated by Job World is composed of passive course, which makes students less interesting and only passive activities are possible. In this study, we improved the existing coursework type program to experience actual game development using scratch to promote learner participation. Scratch can be created and shared, giving students the opportunity to create their own work. Therefore, this study developed the game developer career experience education program using scratch and verified its effect. Two Delphi tests were conducted to develop the training program and one expert council was held. In addition, pilot classes were conducted from 22 elementary school students and 30 middle school students, and the satisfaction test was conducted. As a result, the developed educational program showed positive results in terms of help, satisfaction, effectiveness, and awareness.

Development and its Effect of Elementary School Technology Education Program Using History of Technology (기술사를 활용한 기술교육 프로그램의 개발과 적용 효과)

  • Bak, Hyoung-Seo
    • 대한공업교육학회지
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    • v.39 no.2
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    • pp.122-143
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    • 2014
  • 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.

Effects of Experience-Based Preparatory Education on the Volunteer Activities of Primary School Children (초등학생 자원봉사활동 실태 및 체험식 사전교육 프로그램의 효과 분석)

  • Lee, Koung Hee;Kang, Moon Hee
    • Korean Journal of Child Studies
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    • v.24 no.1
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    • pp.77-97
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    • 2003
  • This study analyzed attitudes of primary school children about volunteer service as reported by 582 children, 267 parents and 236 teachers. It aimed to develop a program for the activation of primary school children's volunteer activities and internalization of the importance of continuous involvement in volunteer activities. Two 6th grade classes were sampled for participation in the experience-based preparatory education program. Questionnaires were distributed to subjects. Data were analyzed by SPSSWIN 10.0. Results showed that the experience-based preparatory education program elevated the level of children's motivation for volunteer activities and heightened their satisfaction with volunteer work. Recommendations were made further study.

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Effects of VR based Intervention on Daily Living Skills and Class Attitudes of Students with Intellectual Disabilities (가상현실 기반 중재가 지적장애학생의 일상생활 기술 및 수업태도에 미치는 효과)

  • Lee, Tae-Su
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.155-162
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    • 2021
  • The purpose of this study were to analyze effects of VR-based intervention on daily living skills and class attitudes of students with intellectual disabilities. To do this, 30 students with intellectual disabilities in the second and third grades of middle school were selected for this study and placed three group. A group took part in a class using only VR program, B group participated in experience activities program, and C group got in the intervention program that combine VR program and experience activities on daily living skills. Intervention programs were conducted 4 times in a week for 4 weeks from the fourth week of July to the third week of August and a class time of each class was 50 minutes. Evaluations were carried out in pre- and post-test. The Evaluation data were analyzed by One-way ANOVA and scheffe'. In Result of study, daily living skills of C group was improved more higher than other groups and class attitudes of C group was improved more higher than group B. These results showed that the intervention combining VR program and direct experience activities was more effective than the other methods.