• Title/Summary/Keyword: 학습 몰입도

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Nature of Creativity and its Development in the Area of Art: Changes of Self-consciousness (예술 분야에서의 창의성의 본질과 발달 과정 탐색: 자의식 변화를 중심으로)

  • Shin, Jongho;Mun, Ji-Won;Kim, Gyeong-Hwa;Jo, Eun-Byeol;Ju, Si-Wa;Hong, Ae-Ryeong
    • (The) Korean Journal of Educational Psychology
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    • v.26 no.4
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    • pp.901-926
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    • 2012
  • Previous research on creativity mainly investigated the characteristics of creative individuals and environments. In this study, those factors were also investigated in art by critically reviewing various documents on 5 creative artists: Nam June Paik, Isang Yun, Marcel Duchamp, John Cage and Pina Bausch. The results of the study showed that creativity in art developed through three different developmental stages with the changes of artist's self or self-consciousness: the discovering self, strengthening self-consciousness, and refining self-consciousness stages. The first stage of discovering self is the period during which the creative artists discovered their talents in the area of art and decided to pursue their career in art. During this stage, creative artists expressed a strong curiosity, tried to learn the world of art with intense efforts, and established a good foundation of knowledge. During the second stage of strengthening self-consciousness, creative artists built up their own aesthetic worlds. They tried to slake their thirst for the novelty in the field and made a strong commitment to the field they belong to. Finally, during the refining self-consciousness stage, they expressed their aesthetic worlds with refined self and expanded their aesthetics from personal to social dimensions. And they pursued an integration of various domains to produce a new artistic genre and shared their creative aesthetics with members outside of their field. The main implication of the findings of this study was that creativity could be defined and understood meaningfully by the perspective of self or self-consciousness in the area of art.

Analysis of Rebuttals in the Argument Structure of Learning Contents in Lesson Plans of Earth Science Preservice Teachers (지구과학 예비교사가 설계한 수업내용의 논증구조에 나타난 반박 분석)

  • Park, Won-Mi
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.3
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    • pp.238-252
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    • 2020
  • In this study, we analyzed the types of rebuttals in the argument structure of learning contents in lesson plans constructed by Earth science preservice teachers, and then we explored examples of how they responded to resolving the rebuttal. As a result of analyzing preservice teachers' assignments, discussions, and interviews collected during a total of 20 hours of classes and group discussions for 5 weeks, all 5 types of rebuttals suggested by Verheij (2005) were identified. Through the data analysis, a total of 18 rebuttal cases derived, and these cases were classified into 3 types according to how preservice teachers solve the rebuttals in class. The conclusions and implications based on the results are as follows: First, this study provided empirical data that the thinking process of validating core elements of argumentation and processes of argumentation is actively taking place in preservice teachers' lesson planning using the argument structure, and expanded the scope of application of argumentation in science education research. Second, the argument structure of learning contents should be used to help teachers to come up with strategies to induce students' curiosity and devotion to learn science contents. Third, preservice teachers should have the opportunity to think about the nature of science, including the variability and uncertainty of scientific knowledge when they discover rebuttals and develop solutions to them. Based on these conclusions, implications and suggestions for science education and further research were suggested.

A study on the development of virtual reality for disaster prevention in households living with companion animals (반려동물 동거가구의 재난예방을 위한 가상현실 개발 연구)

  • Han, Dong-Ho
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.583-589
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    • 2021
  • This study is a study on the development of virtual reality to prepare for the increase in disasters of households living with companion animals due to the increase of companion animals. The increase in single-person households and DINKs(Double Income, No Kid) along with the low birth rate and aging population is raising the risk of disasters caused by companion animals in particular. Among these disasters, there is an increase in the occurrence of fires primarily due to the raising of companion animals. Electric stove fires caused by pets are the most common fires. In particular, the frequency of electric stove fires caused by cats is the highest. Careful precautions by the owner are necessary to reduce fires caused by pets. Parenting of companion animals causes pet loss syndrome due to emotional exchange. There are injuries to pets in escalators and injuries to owners in elevators due to disasters caused by the owner's negligence. In order to reduce injuries on escalators and elevators, basic etiquette for using escalators and elevators with pets is required as basic etiquette. It is necessary to utilize virtual reality to reduce disasters caused by such companion animals. Virtual reality can be experienced without a physical space in advance training to overcome disasters, so real disaster cases can be experienced immersively. Therefore, learning how to reduce fires caused by companion animals, disasters caused by owner's negligence, and petloss syndrome through virtual reality will greatly contribute to disaster prevention and reduction of social costs.

A Study on the Game Contents Design of Drone Educational Training Using AR (AR을 활용한 드론 교육 훈련 게임 콘텐츠 설계)

  • Choi, Chang-Min;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.383-390
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    • 2021
  • Recently, the drone industry is rapidly expanding as it is suggested that it will be used in various fields. As the size of the drone market grows, interest in drone-related certificates is also increasing. However, the current drone-related qualification system and education system are insufficient. Thus this study, analyzed the necessity of drone training, the features of functional games, and the effectiveness of educational training using AR through related technical studies to solve the practical difficulties of drone educational training. Later, drone educational training game contents using AR were divided into practice mode and test mode based on the drone national qualification course practical test, and the result screen was displayed at the end of the curriculum so that players could learn by level and evaluate the results on their own. In addition, constructed a hybrid processing system and network and AR operation system for response rate and response speed, implemented drone training game contents utilizing AR based on the design contents. It is expected that the use of game content using AR presented in this paper for drone training will further alleviate environmental difficulties and improve the sense of immersion in play, which will lead to a more effective drone educational training experience.

A Qualitative Study on the Experiences of Grandmothers Raising Grandchildren during the COVID-19 Pandemic (코로나19 상황에서 조손가족 조모가 경험하는 손자녀 양육에 대한 질적 연구)

  • Park, Hwa-Ok;Lim, Jung-won;Kim, Min Jung
    • 한국노년학
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    • v.41 no.4
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    • pp.587-609
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    • 2021
  • The purpose of this study was to investigate parenting experiences among grandmothers raising their grandchildren from grandmothers' perspective, and a variety of their physical health, psychological and social challenges they were facing in everyday life. In addition, this study explored new issues, changes, and difficulties grandparents and their grandchildren were going through during the COVID-19 pandemic. Seven grandmothers raising their grandchildren without their cohabiting parents participated in an in-depth interview, and the qualitative date were obtained using semi-structured questionnaires. Analyses identified 5 main categories: 1) my emotion, worries, and coping with parenting grandchildren, 2) difficulties and obstacles facing in real life of the parenting, 3) conflicts and coping with growing grandchildren who showed new characters, 4) relationships and emotions among grandparents, parents, and grandchildren, and 5) needs and desires toward social services and support. Sixteen themes and 60 sub-themes were also derived. The majority of grandmothers expressed diverse difficulties in their dail y lives including ambivalent emotions regarding grandchild-rearing(rewards and burden), economic hardships, physical health limitations, and a lack of communications with their grandchildren. Further, findings indicated profound generation conflicts which had been even deepened during school close period in COVID-19 pandemic and had been associated with increased hours of using internet and playing computer games. The top priority of the social service needs among interviewed grandmothers was learning support for their grandchildren. Emotional support and social support to cover their lack of family interactions, and financial support were the next of their desired social services. Implications to improve social services for grandparent-headed families are discussed.

A Study On the Narrative of VR Disaster and Safety Education Introduced by Disaster Film Narrative (가상현실(VR) 재난안전교육에서 재난영화 내러티브 도입 연구)

  • Kang, Nae Young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.561-568
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    • 2022
  • The purpose of this study is to explore the narrative of VR disaster and safety Education introduced by disaster film narrative. VR(Virtual Reality) is be suitable technology for disaster and safety Education due to media characteristics as 'immersion', 'presence', 'interactivity', 'pleasure'. Disaster film narrative is able to be worth VR disaster and safety education as a variety of stories and educational effect. For this study, examine a theoretical study and a visiting research of 'Busan 119 Safety & Experience Center'. This study concludes that Firstly need to introduce catharsis effect, Secondly, build 'interactive narratives' that ensure active participation of users, Thirdly, introduce an 'adventure game' narrative element, Fourthly, introduce a hero-shaped narrative in which the user becomes a one-man hero, And lastly, need education as use user's multiple access and group experience learning. Therefore, This thesis is of academic value in that it suggest a desirable new direction of narrative in VR disaster and safety education.

The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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Key Factors of Talented Scientists' Growth and ExpeI1ise Development (과학인재의 성장 및 전문성 발달과정에서의 영향 요인에 관한 연구)

  • Oh, Hun-Seok;Choi, Ji-Young;Choi, Yoon-Mi;Kwon, Kwi-Heon
    • Journal of The Korean Association For Science Education
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    • v.27 no.9
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    • pp.907-918
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    • 2007
  • This study was conducted to explore key factors of expertise development of talented scientists who achieved outstanding research performance according to the stages of expertise development and dimensions of individual-domain-field. To fulfill the research purpose, 31 domestic scientists who were awarded major prizes in the field of science were interviewed in-depth from March to September, 2007. Stages of expertise development were analyzed in light of Csikszentmihalyi's IDFI (individual-domain-field interaction) model. Self-directed learning, multiple interests and finding strength, academic and liberal home environment, and meaningful encounter were major factors affecting expertise development in the exploration stage. In the beginner stage, independence, basic knowledge on major, and thirst for knowledge at university affected expertise development. Task commitment, finding flow, finding their field of interest and lifelong research topic, and mentor in formal education were the affecting factors in the competent stage. Finally, placing priority, communication skills, pioneering new domain, expansion of the domain, and evaluation and support system affected talented scientists' expertise development in the leading stage. The meaning of major patterns of expertise development were analyzed and described. Based on these analyses, educational implications for nurturing scientists were suggested.

A Study of the Evolving Process of Wealthy Major Donors' Sharing Lives in Korea (부유층의 기부과정에 관한 연구)

  • Kang, Chul-Hee;Kim, Mi-Ok
    • Korean Journal of Social Welfare
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    • v.59 no.2
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    • pp.5-38
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    • 2007
  • This study attempts to develop a theory on the evolving process of wealthy major donors' sharing lives in Korea through a grounded theory approach. To conduct this study, the researchers have in-depth interviews with 11 exemplary wealthy major donors who have more than one million US dollars in his or her own asset and donate more than ten thousand US dollars annually. In data analysis, this study identifies 161 concepts on the evolving process of wealthy major donors' sharing lives; and the concepts are categorized with 33 sub-categories and 14 categories. In the paradigm model on the evolving process of wealthy major donors' sharing lives, it is identified that the central phenomenon, 'practicing sharing lives as noblesse oblige', is related with the causal conditions such as 'learning through memories and observation', 'realizing my duties', and 'emphasizing'; and the central phenomenon is related with the contingent conditions such as 'being sensitive to external evaluation', 'having limited information on giving', 'distrusting donation related environments'. The action/interactional sequences such as 'utilizing relationships' and 'strengthening active participation' are accomplished by moderating conditions such as 'having internal and external supports' and 'guiding by firm conviction'. It reveals that as a result, wealthy major donors enjoy the feeling of becoming a ideal and true wealthy person, establish sharing lives as firm and major parts of overall lives, and experience strong desires for better future and society. In this study, 'generous sharing that shares personal heritages and social benefits' is analyzed as a core category; it shows that sharing of wealthy major donors is related to the characteristics of generosity practice based on moral self-benefiting rather than complete altruistic characteristics or self-sacrificial characteristics. The process analysis reveals that it has the following stages: first, initial giving by exposure to causes or requests; second, routine practice of giving; third, evolution of practice of giving with gradual expansion in quantities and qualities; and fourth, living with giving. In the process, the following four types are identified: devoted wealthy donors for sharing, wealthy donors practicing sharing in daily life, wealthy donors practicing sharing with learning on external stimulus, and wealthy donors practicing sharing on empathy. Finally, this study discusses both meanings of identifying and developing a theory on the evolving process of wealthy major donors' sharing lives and implications of the research results in cultivating and developing potential wealthy major donors in Korea.

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Analysis of the self-concept in the cyberspace, self-efficacy, relationship with friends, subjective well-being and academic grade: Comparison of adolescents who are addicted to Internet to non-addicted adolescents (청소년의 사이버 자기개념,자기효능감, 친구관계, 주관적안녕감과 학업성취도: 인터넷 중독인식집단과 비중독집단의 비교)

  • Uichol Kim;Young-Shin Park;Soo-Yeon Tak;Jung-Hee Kim;Mi-Seon Oh
    • Korean Journal of Culture and Social Issue
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    • v.19 no.2
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    • pp.285-318
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    • 2013
  • The purpose of this research is to examine the self-concept in the cyberspace, self-efficacy, relationship with friends, subjective well-being and academic grade among adolescents who are addicted to Internet and those who are not addicted to Internet. A total of 1,057 adolescents (male=545, female=512), 326 from middle school, 361 from high school, and 370 from special education school, participated in the study. The results are as follows. First, qualitative analysis of the conception of self in the cyberspace indicates that those adolescents addicted to Internet reported that in the cyberspace they have fun, followed by they are the same as in real life, they spend time in cyberspace and they can become an imaginary person. Those adolescents not addicted to Internet reported that in the cyberspace they are the same as in real life, followed by they spend time in cyberspace and they can become an imaginary person. When they play Internet games, majority of adolescents in both groups reported that it is fun, followed by they become engrossed and they become aggressive. Second, those adolescents who are not addicted to Internet had higher scores on self-efficacy than those adolescents who are addicted to Internet, including self-regulatory efficacy for learning, relational efficacy, and resiliency of efficacy. Third, the number of friends and close friends that adolescents who are not addicted to Internet were not significantly different from those adolescents who are addicted to Internet. However, those adolescents who are not addicted to Internet were more likely receive social support from friends and were less likely to be social excluded than those adolescents who are addicted to Internet. Fourth, those adolescents who are not addicted to Internet had significantly higher scores on subjective well-being than those adolescents who are addicted to Internet. Fifth, those adolescents who are not addicted to Internet had significantly higher scores on both subjective and objective academic grade than those adolescents who are addicted to Internet.

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