• Title/Summary/Keyword: 흥미와 관심

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A Study on the Eating Behaviour and Nutrition Knowledge of Middle School Students and Satisfaction of Dietary life Instruction in Technology.Home Economics Subject (중학생의 식습관, 영양지식 조사 및 기술.가정 교과의 식생활 교육 만족도에 관한 연구)

  • Kim, Yun-Hwa
    • Journal of Korean Home Economics Education Association
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    • v.22 no.3
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    • pp.117-128
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    • 2010
  • The purpose of this study was to investigate the eating behaviour and nutrition knowledge of middle school students and satisfaction of dietary life instruction in Technology Home economics subject. The data was collected by means of questionaire from the total of 510 middle school students who were living in Daegu and Gyeongbuk province and final 493 questionaires were analyzed by using the SPSS/WIN 17.0 program. Education effect was examined by analyzing the satisfaction and interesting of instruction, help degree to family life, nutrition knowledge, eating behaviour. The percentages of satisfaction of instruction were as follows: very satisfaction(8.9%), satisfaction(36.8%), average(43.2%), unsatisfaction(8.3%), very unsatisfaction(2.2%). The reason of unsatisfaction was tedious lecture highly. The form of instruction they want was experiment practice class, they interested in cooking class. The total mean score for nutrition knowledge was low as 7.29/12, the score of female and the third year class students were high significantly. Help degree to family life, eating behaviour were self-evaluated using a Likert 5-point scale. The total mean score for help degree to family life was low as 3.30, the eating behaviour was 3.55, the first year class had the highest and the third class student had the lowest score. The items of eating less salty, regular diet, having normal body weight, doing not eat instant and fast food, the diet of thinking environment were low. Therefore education of diet in home economics subject is require to improve their dietary behaviour and satisfaction of instruction.

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The Direction to the Entrepreneurship Education Center : Insight from the Kauffman Campus Initiative (창업교육센터의 향후 방향에 관한 연구 : 카우프만 캠퍼스 사업의 시사점을 중심으로)

  • Choi, Jong In;Kim, Ki Young;Song, Choong Han
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.1
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    • pp.89-97
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    • 2013
  • Entrepreneurship is the act of being an entrepreneur or one who undertakes innovations or introducing new things, finance and business in an effort to transform innovations into economic benefits. This result in new organizations or may be part of revitalizing mature organizations in response to a perceived opportunity. The most obvious form of entrepreneurship is that of starting new businesses, or startup company. However, in recent years, the term has been extended to include social and political forms of entrepreneurial activity. Interest in the entrepreneurship education has increased significantly in now. The 61 universities made the entrepreneurship education center in the four year university and college through the government LINC program. We need the questions about the what, who and why for entrepreneurship education. Kauffman Campus Initiative(KCI) guide us to the direction of the entrepreneurship center for the future. The considerations are as follows; what is center's managerial structure, what kind of program and activities is provided, what is factors to be interested, participated in the education, how can be sustainable entrepreneurial center?. This study provide four implicit for the centers. More broad definition of entrepreneurship for the education, diverse textbook and subjects for the entrepreneurship, coach development for the teaching, and the sustainable leadership.

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An Exploration on the Creative Disposition, Creative Thinking Power, Multiple Intelligences and Morality of Gifted Children (유소년영재의 창의적 성향.창의적사고력.다중지능.도덕성에 관한 탐색)

  • Ryu, Bong-Sun;Lee, Gyoung-Eun;Hong, Seong-Yong
    • Journal of Gifted/Talented Education
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    • v.21 no.4
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    • pp.979-992
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    • 2011
  • Gifted children cultivate their many talents through experience. For the purpose of revealing the talents or abilities of gifted children, it is necessary to provide them with various types of environment for their exploration from the early stage of their school age. In addition, knowing their concern, aptitude and interest from the early stage of their school age will be much helpful for them to grow, advance and search for their future career path. Accordingly, the purpose of this study is to examine the definitional and cognitive characteristics of gifted children through tests on the creative disposition, creative thinking power, multiple intelligences and morality of gifted children at the early stage of their school age in order to provide basic information on the gifted children studies. Accordingly, 90 gifted children were selected as the participants of this study through observation and recommendation. The result showed much difference between the second grade and the third grade in their creative disposition, creative thinking power, multiple intelligences and morality according to school year. As for the difference according to gender, the second grade female students showed meaningful differences in the sub-domain of creative disposition, multiple intelligences and morality and the third grade showed no differences. Such study result shows that students in upper school year clearly have their own sense of purpose.

A Study on the Problem Solving Styles according to Left/Right Brain Preference of Earth Science Gifted Students (좌우뇌 활용 선호도에 따른 지구과학 영재들의 문제해결방식에 관한 연구)

  • Chung, Duk-Ho;Park, Seon-Ok
    • Journal of the Korean earth science society
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    • v.31 no.2
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    • pp.172-184
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    • 2010
  • This study is to investigate the problem solving styles according to the left /right brain preference among earth science gifted students. We took the R/LCT and the test of BPI to investigate the brain preference of earth science gifted students (N=16), and took S-CPST to investigate the problem solving styles on them. In the R/LCT, the earth science gifted students were classified into 3 groups (8 left-brain preference students, 7 right-brain preference students, 1 middle-brain preference student). In the BPI, 8 students had the appearance of left-brain preference, whereas 8 students had the appearance of right-brain preference. According to the result of S-CPST, first the left brain preference students tended to resolve a problem into simple components, then they put together each simple component. They prefer to solve a problem using numbers and mathematical signs logically, but they were afraid of giving trouble to describe own idea with pictures. Whereas the right brain preference students solved a problem with 3 steps. First, they saw an overall form of problem. Second, they tried to analyze each simple component of it, and then, made up all in one. Also, the right brain preference students observed the intuitive pattern of problem first, and then suggested the various problem solving methods later, and they took a solving plan using a picture in detail. In sum, earth science gifted students are unequal in problem solving styles according to the left/right brain preference. Thus, a teaching-learning method needs to be developed based on left/right brain preference for more effective gifted education.

Development of Flow Visualization Device with Smoke Generator in Learning Wind Tunnel (학습용 풍동의 연기 유동가시화 장치 개발)

  • Lim, Chang-Su;Choi, Jun-Seop
    • 대한공업교육학회지
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    • v.32 no.2
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    • pp.87-103
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    • 2007
  • The purpose of this study was to develop of the smoke flow visualization device of learning wind tunnel, teaching-learning materials in order to demonstrate air-flow around the fluid-flow field qualitatively and understand the resistance concepts of fluid-flow in secondary school. The contents of this study were consisted of the development and experiment of smoke flow visualization for learning wind tunnel. The main results of this study were as follows: First, this developed teaching-learning material here will help students understand the fundamental physical phenomena related with the resistance of fluid and the various patterns of air-flow in the field of transportation technology. Second, flow visualization has shown the same tendency in both of theoretical and experimental patterns. Third, the airfoil model has the smallest wake region meaning resistance against air-flow of circular cylinder and square rod model. Forth, flow separation point at leading edge and wide wake region began to show under the angle of attack of airfoil model ${\alpha}$ is $20^{\circ}$. Fifth, the wake width of the flow field behind a golf ball with dimple became slightly narrower than that without dimple. Sixth, the developed device was made to apply the teaching and learning materials for the experiment and practice in order to increase students' interest and attitude.

An Experimental Research on the Usability of Indirect Control using Finger Gesture Interaction in Three Dimensional Space (3차원 공간에서 손가락 제스쳐 인터랙션을 이용한 간접제어의 사용성에 관한 실험연구)

  • Ham, Kyung Sun;Lee, Dahye;Hong, Hee Jung;Park, Sungjae;Kim, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.519-532
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    • 2014
  • The emerging technologies for the natural computer interaction can give manufacturers new opportunities of product innovation. This paper is the study on a method of human communication about a finger gestures interaction. As technological advance has been so rapid over the last few decades, the utilizing products or services will be soon popular. The purpose of this experiment are as follows; What is the usefulness of gesture interaction? What is the cognitive impact on gesture interaction users. The finger gestures interaction consist of poking, picking and grasping. By measuring each usability in 2D and 3D space, this study shows the effect of finger gestures interaction. The 2D and 3D experimental tool is developed by using LeapMotion technology. As a results, the experiments involved 48 subjects shows that there is no difference in usability between the gestures in 2D space but in 3D space, the meaningful difference has been found. In addition, all gestures express good usability in 2D space rather than 3D space. Especially, there are the attractive interest that using uni-finger is better than multi-fingers.

Wearable Technology with Future Fabrics (웨어러블 테크놀로지와 미래 소재)

  • Park, Hye-Sook;Lee, Jae-Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.12 s.159
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    • pp.1800-1809
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    • 2006
  • The wearable technology takes the concept of clothing over its limits -integrating software, communication devices, and sensors into the garments to enable them to 'think' for the wearer. A dress is no longer just a dress, but a dress as well as a wearable computer interface. This wearable computer network transports the data power and control signals within the wearer's personal space. The purpose of this thesis is to explore the wearable technology from a commercial perspective. On this theme I made a survey and interviewed 20 men and 20 women in London to find out if many people are familiar with the concept of the wearable technology. The main results of this study include: Firstly, according to the survey, people are not familiar with the concept of the wearable technology, and further people thought negatively about the wearable computer rather than positively they worried about hish prices, inappropriate technology and side effects. Secondly, people are especially interested in items related to health and security, so in this area there are huge potential opportunities for the wearable technology, Finally, wearable technology needs to be a simplified set of interactive devices, which are in a user friendly format for marketability because convenience was one of the biggest concern for consumers. Therefore, development of the wearable computer should be promoted not only through computer engineering but also through the connection with human lift.

The Effects of Emotional Sensibilities Using MTBL Approach in a College-Level Liberal Arts Class (대학 교양과목 수업에서 음악테크놀로지 기반학습 (Music Technology-Based Learning : MTBL)이 감성의 활성화에 미치는 효과)

  • Kim, Eun-Jin;Kang, In-Ae
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.513-524
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    • 2011
  • Digital Technology actively utilized in all spheres by rapid changes in information and knowledge demands transformations not only in the sociocultural and educational spheres but also specifically in the field of arts education. Digital Technology becomes a challenging factor for the field of arts education. In this study purposed a new teaching-learning approach method in arts education, called "Music Technology-Based Learning"(hereafter, MTBL), which is to, first, take interdisciplinary approaches combining various subjects in the field of arts education. In the case study was conducted to examine the educational effects of the MTBL approach to the liberal arts course in university: mind maps derived from 2 sessions (pre-class and post-class), evaluation sheets regarding self-directed learning and in-depth interviews with ten voluntary learners after the class were used as methods for data collection. The result of case study shows positive changes in the terms of the degrees of emotional sensibilities of the learners. Moreover, the research confirmed the potential of MTBL as a new teaching and learning methodology in art education.

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Game Based Online Contents Development in Middle School Mathematics (중학교 수학교과의 온라인 게임형 콘텐츠 개발)

  • Cho, Eun-Soon;Kim, In-Sook
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.248-256
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    • 2007
  • The purpose of this study is to design, develope, and deploy of online game content in middle school mathematics. This study analyzed related literature review, case studies, and educational game web sites for seeking better applicable design strategies. After serious discussion with experts based the design ideas, this study established its own educational game design model and it was applied to develop algebraic function lesson for middle school students. The developed content also was deployed in real classroom setting to see how students received the game contents and how. well they processed the design procedures and activities. We found that educational online game content, especially when applied to mathematics subject, can be effective in students interests and their motivations. We also observed that there were a few managerial errors such as need for detailed guidance for game, cumulative game results for later feedback, and so on. This study concluded that educational game contents should be able to widely spread out to get students' learning interests and strong motivation as well. We suggest that related research should be done toward to other subject than mathmatics and various students age groups.

Study within the Framework of Collaboration on the Limitation and Alternatives of Governmental Project for Science Culture (협업의 관점에서 바라본 정부주도 과학문화 사업의 한계와 대안)

  • Shon, Hyang Koo;Park, Jin Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.716-730
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    • 2016
  • The meaning and role of science culture based on such values as rational thinking, creativity, critical validation has been growing in the process of discussing various social problems. In order to diffuse science culture, it is important to sustain citizen's activeness by providing contents which can induce interest on the base of two-way communication between public and experts and to support citizen activities performed voluntarily. To that end, various people such as scientist, government policymaker, communicator, those in charge of culture and art, exhibition curator should make up collaboration system and such requirement as motivation, leadership, agreement between the participants, communication, trust relationship is also to be met properly in order to proceed collaboration efficiently. This study reviews how these factors are coming true in governmental project for science culture and develops proposal for improvement on the base of opinions collected through expert meetings, interviews, workshop and data research. In addition, it explains that government must strengthen scientific cultural project personnel and lay infra such as communications hub, regional center, platform and improve the business selection method to promote competition and collaboration among project participants with reformation of reward and regulatory systems. It is performed to suggest comprehensive ways to increase efficiency of project for science culture out of not the deficit model which regard public as passive acceptant but context model or PES(public engagement in science) that take public who focus his attention and participate actively into account.