• Title/Summary/Keyword: 흥미와 의미

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Leisure Experiences of Unmarried Women (독신여성들의 여가체험 이해)

  • Kim, Yee-Jeung
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.359-365
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    • 2009
  • The purpose of this study was to investigate the meaning of leisure experiences in the lives of unmarried women. To accomplish this purpose, this study focused on the cultural context of leisure activity of unmarried women. A total of 4 participants were selected through the process of purposive sampling. An ethnographic data was collected by the method of 'experiential description' phenomenologically based data on the leisure experience, participant observation, and in-depth interview. All verbal data from experiential description, participation observation, and in-depth interview were tape recorded and later transcribed, and analyzed through constant comparative method based on the phenomenological analysis. The following findings were the result of this study. three definitional components of leisure experience of unmarried women were identified as follows: 1) enjoyment and interest, 2) escape, and 3) freedom.

Leisure Experiences of Unmarried Women (독신여성들의 여가체험 이해)

  • Kim, Yee-Jeung
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.293-297
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    • 2007
  • The purpose of this study was to investigate the meaning of leisure experiences in the lives of unmarried women. To accomplish this purpose, this study focused on the cultural context of leisure activity of unmarried women. A total of 4 participants were selected through the process of purposive sampling. An ethnographic data was collected by the method of 'experiential description' phenomenologically based data on the leisure experience, participant observation, and in-depth interview. All verbal data from experiential description, participation observation, and in-depth interview were tape recorded and later transcribed, and analyzed through constant comparative method based on the phenomenological analysis. The following findings were the result of this study. three definitional components of leisure experience of unmarried women were identified as follows: 1) enjoyment and interest, 2) escape, and 3) freedom.

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Pauses and Ellipses in Chekhov's Plays: Focusing on Three Sisters (체홉극속의 포즈와 말줄임표에 관한 고찰:세자매를 중심으로)

  • Lieu, Ji-Mi
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.186-197
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    • 2010
  • The things that you cannot miss when reading Chekhov's plays are "pauses" and ellipses lining up in the middle of the lines. I think what meaning to amplify and how to express a great number of "pauses" and ellipses when one directs Chekhov's works may be a crucial element that makes his works more Chekhov-like. First, proper uses of "pauses" and ellipses may be helpful for determining the characteristics of the characters. So silence in Chekhov drama allows his plays considered relatively lacking actions to become totally different drama texts with musical dynamics, that is, functions as directive or acting material to be treated delicately.

A Study on the Strategy to Use Literature in Mathematics Instruction (문학 작품을 활용한 수학 학습 지도 방안 연구)

  • Kim, Jeong-Ha
    • School Mathematics
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    • v.11 no.1
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    • pp.187-206
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    • 2009
  • This study considers the role of Mathematics as a language and the value of reading in the mathematics class. Linking mathematics instruction to literature has become popular in recent year for variety of reason. We want to illuminate the meaning of literature-based Mathematics. We suggest the viewpoint of how to appropriately select math-related literature. The focus of this study is to suggest how to use children's literature to effectively teach mathematics. Through attention to the mathematics in literature, we motivate students and provoke students' interest for mathematics. Children's literature, what is more, helps students connect mathematical ideas to their personal experience and realize that mathematics is a spontaneous and natural expression of human minds. Literature in mathematics class provides students advanced mathematical thinking for problem solving.

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The elements of Gamification in John Dewey's pedagogy (존 듀이의 교육학에 나타난 게이미피케이션의 요소들)

  • Park, Joo-Hee
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.7-16
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    • 2017
  • In this paper, it is suggested that the elements constituting the gay empire are similar to the main pedagogical concept of John Dewey, a representative educational philosopher. I analyzed some factors that make up the concept of gamification by connecting them with the following five attributes. Continuity, interaction, interest, growth, and educational experience are the main factors that contribute to sustainability. Based on the theoretical analysis of the main concept, I try to find out the relation between the game and education, and understand the meaning of the gamification, not the game.

ShK: A Mobile Contents for Studying English Stories of Children (ShK: 모바일 어린이 영어동화학습 콘텐츠)

  • Hwang, Yun-Jung;Yang, Yu-Ran;Kim,, Ji-Ae;Park, Young-Ho;Kim, Mok-Ryun;Yoon, Yong-Ik;Lim, Soon-Bum;Lee, Jong-Woo
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.159-168
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    • 2009
  • Recently, the mobile retention and use rates for the children are increasing. And early-childhood english education is all the rage. Thus, we propose a mobile contents for studying english stories of children. The proposed content provides children with studying english via a mobile phone in anywhere, anytime. We call the proposed contents "ShK". ShK is an abbreviation for "Say, hi Kids!". ShK induces a motive and interest about studying through a storytelling and avatars. And parents of students can manage studying contents of children through a private web site. Thus, "Say, hi Kids!" will became the epochal ubiquitous english educational contents for children.

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Effect Analysis of Learning Using Educational Contents (교육용 콘텐츠를 활용한 수업의 효과 분석)

  • Park Hye-Yeong;Kho Dae-Ghon;Ahn Seong-Hun
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.293-300
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    • 2005
  • The importance of ICT is being emphasized in this information-oriented society. In the 7th curriculum, it is necessary to use ICT more than 10% in teaching every subjects to keep pace with this trend. The distinctive feature of the curriculum lies in the introduction of various gradations and levels of the individual students. In this paper, by designing and applying the teaching idea based on educational contents, we analyzed how it has an effect on achieving of studies. As the results of this research, we found that teaching based on educational contents made students the meaningful increasement of interest in the controlled group and according to the increasement of the achievement in studying, the improvement of teaching are confirmed.

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Design-Based Learning for Computational Thinking (Computational Thinking 향상을 위한 디자인기반 학습)

  • Kim, Soohwan;Han, Seonkwan
    • Journal of The Korean Association of Information Education
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    • v.16 no.3
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    • pp.319-326
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    • 2012
  • In this paper, we studied a design-based learning for Computational Thinking in Computational Literacy. The design-based learning for computational thinking in computational literacy education started from a MIT media laboratory in 2011. We revised the design-based learning and applied it to educational field. We considered educational strategies and derived the implications, after teaching fourth grade gifted students. Moreover we conducted and analyzed a questionnaire survey, observations and interviews. As the result, the design-based learning in computational literacy is effective for creative computational thinking that students create their ideas and make a meaningful artifacts from it. We expect that this study provides the basic data to apply a design-based learning for computational thinking to Computer education.

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Exploring the Possibility of Integrated Robot Programming Learning for Elementary School Student (초등학교 로봇프로그래밍 교육에서의 통합학습 가능성 탐색)

  • Seo, Young-Min;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.241-244
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    • 2011
  • 초등학교 학습자를 대상으로 컴퓨터 과학의 원리를 가르치기 위하여 EPL, 로봇프로그래밍, Unplugged Project 등 다양한 시도가 이루어지고 있다. 또한 로봇을 활용한 경진대회, 창의 대회 등 교육과정 외적인 부분에서도 활성화되고 있는 추세이다. 하지만 대부분의 로봇, 공학 경진대회는 특정 로봇의 기능 및 사용법, 흥미 위주의 획일적인 내용을 벗어나고 있지 못한 실정이며, 통합적 접근을 했던 기존의 프로그램들은 창의적 문제해결을 목적으로 여러 학문의 융합, 통합을 주장하고 있다. 본 연구에서의 통합은 초등 학습자의 학습으로의 보다 본질적인 접근이 필요하며, 교육과정 전반에 걸친 폭넓은 학습 활동 측면에서 프로그래밍(로봇)의 통합의 필요성을 주장하고 있다. 이제는 프로그래밍(로봇) 학습이 왜 통합 학습으로 교육과정 상에 녹아 들어가야 하는지에 관한 본질적인 논의가 이루어져야 할 시점으로 생각된다. 이 논문의 본문은 크게 두 부분으로 이루어져 있는데 첫째, 초등학교 로봇프로그래밍 교육을 통합적 관점으로 접근했던 기존의 프로그램의 사례를 살펴볼 것이며, 둘째, 초등학교 학습자에게 통합이 어떠한 의미인지를 고찰해 볼 것이다.

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Effects of Plant Observation Activities as a Strategy for Classroom Management in the Elementary School (초등학교 학급 운영의 일환으로서 식물 관찰 활동의 효과)

  • Kim, Dong Seok;Oh, Phil Seok
    • Journal of Korean Elementary Science Education
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    • v.41 no.3
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    • pp.457-467
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    • 2022
  • This study explored the effects of year-long plant observation activities as a strategy for classroom management on third-grade elementary school students. To examine the effects of the activities, plant observations were described according to the time of sequence and the observation types and students' epistemic emotions were analyzed. The conclusions of this study are as follows. First, steady plant observation activities caused meaningful changes in the students' observation types. Second, it induced the students' active participation with positive emotions. That is, the plant observation activities allowed the students to observe using various senses, raised their interest and curiosity, and thus resulted in satisfactory learning experiences while having fun during participation.