• Title/Summary/Keyword: CREATIVE EXPERIENCE ACTIVITIES

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The Development of 'Good Dietary Life Guide' Textbooks for Elementary School Students (초등학생 식생활교육을 위한 '바른식생활 길라잡이' 교재의 개발과 활용방안)

  • Sang, Eun-Young;Kim, Jeong-Weon
    • Korean Journal of Community Nutrition
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    • v.22 no.1
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    • pp.74-83
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    • 2017
  • Objectives: This study aimed to develop dietary education textbooks for elementary school students by focusing on the three core values of environment, health and gratitude from the National Food Education Plan. Methods: The contents of textbooks and teacher's guidebooks were developed with brainstorming of the authors as well as consultation with experts and by considering not only the three core values of environment, health, and gratitude, but also the performance indicators of the 2nd National Food Education Plan and the key competencies and creative convergence approach of the 2015 revised national curriculum. Results: A total of 12 different dietary education textbooks named 'Good Dietary Life Guide' and the teachers' guidebooks from the first to the sixth grade of elementary school were developed. The textbooks were fundamentally developed connecting the three core values, the outcome indices of the 2nd National Food Education Plan and the key competences of the 2015 revised national curriculum. Various educational activities such as thinking, debate, writing, cooperative learning, experience, practice were included to promote students' participation. These books could be utilized in every field of dietary education targeting elementary students such as creative experiential activity, convergent classes (integrated subjects, Practical arts, Social studies, Science, Moral education and Korean), after school classes, rural experience, general agricultural education, after-school child care services and community child care centers. Conclusions: The continuous and repetitive use of the textbooks from the first to the sixth grade would contribute to the improvement of food habits and the personalities of elementary school students, and consequently make the students grow up as healthy citizens.

Effects of High School Students' Career Education Counseling on Career Decision Satisfaction and Self-Efficacy (고등학생의 학교 진로교육 상담이 교육 만족도와 진로결정 자기효능감에 미친 효과)

  • Paik, Ju Kyung;Cho, Sung Hyun;Chun, Jun Hyep
    • Journal of Naturopathy
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    • v.8 no.1
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    • pp.11-20
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    • 2019
  • Purpose: The purpose of this study was to investigate the effects of 'career decision making', 'school career education activities and participation', and 'school career education satisfaction' after 568 high school students. Methods: The subjects were surveyed after the counseling training. Results: 49.3% of the respondents answered that they had "decided but considered" in the "career decision information items" of the questionnaire about the subjects after the school career counseling education. 28.0% of the parents' advice was the most helpful when choosing their career, and 52.2% of the career decision making at school. There were 13 items in 'participation in school career education activity', and the average value was 3.49. The highest score was 3.66 points for "college or major experience" and the lowest score of 3.27 points for career-linked career education. In 'satisfaction with School Career Education', 94.7% of creative experiential activities and 94% of career and vocational courses were enthusiasts, and entrepreneurship and entrepreneurship experience (10.6%) were low. The career decision - making self - efficacy was also high in the group with high satisfaction of career education. Conclusions: School career decisions for high school students were effective when they were devoted to parental advice, university experience, creative vocational and career, and vocational education. The career decision - making self - efficacy was high in the group with high satisfaction of career education. Therefore, career counseling education considered adequate if it is devoted to education professionals.

Development of KOPRI's Experiential Field Trip Programs for the Spread of Polar Science Culture (극지과학문화 확산을 위한 극지연구소 체험형 견학 프로그램 개발)

  • Jung, Chanmi;Choi, Kyoulee;Baek, Eunjoo;Paik, Hee Su
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.1
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    • pp.1-14
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    • 2020
  • The goal of this study is to develop a hands-on type polar field trip program to inform the importance of the recent polar research and to contribute to the spread of polar science culture. For this purpose, the direction of program development and field trip course were established based on the current Korea Polar Research Institute tour program and research exhibition facilities analysis. Based on this, a total of 6 types field trip programs were developed, including one basic tour program and one optional experience program for the overall introduction of polar research institutes and polar science fields, and four optional experience programs for each education participant that enables field trips and professional experiential learning activities by polar science field. The developed program was revised and supplemented through a total of two trials, and a field trip program manual was produced, including guidance scripts, experience kits, activity sites, and instructor guides for each field trip. At the end, a follow-up study was proposed based on the significance and research results of the developed program.

Characteristics of Junior Ranger Activity Books of U.S. National Parks and Their Implications for Geomorphological Education in Korea (미국 국립공원 주니어레인저 워크북 특성 및 국내 지형교육에의 시사점)

  • Kim, Taeho
    • Journal of The Geomorphological Association of Korea
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    • v.28 no.1
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    • pp.101-114
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    • 2021
  • Junior Ranger is a self-directed interpretation program for young visitors at national parks in the United States. The success of this program can be largely attributed to the role of an activity book which is given an applicant free of charge at a visitor center. This study aims to analyze the main characteristics of activity books for 14 national parks' Junior Ranger and to draw some implications for Korean geomorphological education. Although the activity books are varied in size, volume and printing, all of them offer diverse activities which are composed of different contents related to park resources in four fields and are performed in different ways such as Q&A, picture and word game, and creative activity. The time-consuming activities including attendance at a ranger-led program prevent the participant from making a superficial visit to be a junior ranger. The implications of the study are as follows: Firstly, the geomorphological education for children is needed to be strongly based on field experience learning and to be more carried out using a way of game rather than conventional Q&A, suggesting that it encourages students not to lose their interest for learning. Secondly, it is also necessary for the learning contents to be focused on various resources related to landform as well as landform itself. In addition, a creative activity such as writing verse or drawing feeling should be more applied to the geomorphological education in order to enhance their effects on affective domain beyond cognitive one. It is likely to be an alternative approach to understand landform by internalizing a sense of landform.

The Relationship Between Mental Health and Creativity in Youth: Focusing on The Mediating Effects of Frequency of Cultural Activity Participation and Cultural Activity Experience (청소년의 정신건강과 창의성의 관계: 문화활동참여 빈도와 문화예술활동 경험 매개효과 중심으로)

  • Sujeong Kim
    • Science of Emotion and Sensibility
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    • v.27 no.2
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    • pp.49-58
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    • 2024
  • This study aimed to propose implications for mental health and cultural arts education, in which certain factors can contribute to acquiring and improving creativity in adolescents to cultivate the creative human resources required in future society. The study used panel data from the Korean Education Longitudinal Study provided by the Korea Educational Development Institute. First, we analyzed the correlation between mental health and creativity and then examined mediation and serial mediation effects of the frequency of participation in cultural activities and the experience of them between two factors. The results showed that mental health was significantly positively correlated with creativity. Additionally, the frequency of participation in cultural activities and their experience were confirmed to have partial mediating effects. In other words, sound mental health factors such as comfort, enjoyment and happiness, cultural education, and cultural activities were found to have positive effects on creativity in adolescents. To develop creativity in adolescents, this study suggests the following challenges: (1) enhancing positive mental health, (2) increasing participation in cultural and artistic activities, (3) actively developing education programs for the cultural arts on community and educational sites, and (4) using and promoting local cultural and artistic education programs. These are expected to make an important contribution to fostering talented adolescents with creativity and convergence.

A Study on Characteristics of Funology Spatial of the Fashion Flagship Store (패션 플래그쉽 스토어에 나타난 퍼놀로지(Funology) 공간 특성연구)

  • Oh, Hye-Lin;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.191-201
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    • 2017
  • In the 21st century, modern society is rapidly changing paradigm of environment with advancement of advanced technology and improving income levels. Such a paradigm reflected in modern design and emerged as a new spatial aspect through various cultural and artistic expressions, thus becoming a crucial role in commercial space. Reflecting on this phenomenon, fashion brands have expanded the concept of a variety of cultural, artistic, and experience cultures with a variety of cultural and artistic sectors in each of the world's major cities. The fashion companies began to focus on fashion programs featuring "Funology" as the fun which creates a sense of curiosity rather than a meaningless space and a fun experience. Therefore, this study analyzes the spatial characteristics of fashion flagship store sites using characteristics of fashion flagship store presented in the expressions of fashion, and analyzes the spatial characteristics of the fashion flagship store based on the spatial characteristics derived from the spatial characteristics of the fashion scene. Based on these results, we confirm the relationship between the Fashion Flagship and the Funology. Design Aspects of the Fashion Flagship Store with Elements of Fun and We expect continuous research as a strategic factor that provides limitless ideas for many design and creative activities.

An Analysis on the Meaning of Digital light as the Spatial Characteristics of Proun Raum (프로운라움 공간특성에서 나타나는 디지털 조명의 확장적 의미)

  • Jeong, Keun-Young;Kim, You-Sin;Choi, An-Seop
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2008.05a
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    • pp.89-92
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    • 2008
  • Light is the essential element for people to live and do creative activities in architecture. The meaning of light has been changed as time has changed, and today it has more sophisticated roles. The meaning of light was to create static ambience in the past but it can create dynamic ambience currently. The digital light can be a source which creates this dynamic effects such as a human behavior, thought and weather data, and also creates new realm of spatial experience such as the metaphysical. complex, and illusionary space. These characteristics can be revealed from Proun raum spatial characteristics. This study analyzes the characteristics of proun raum, and also compare such characteristics to the variable meanings of digital light.

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A Study of Developing the Practical work Integrated the Course of Study in Upper Grades

  • Tsukamoto, K.;Ohbuchi, Y.;Sakamoto, H.
    • Journal of Engineering Education Research
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    • v.17 no.4
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    • pp.48-53
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    • 2014
  • Recently, the tendency for young people losing interest in science has accelerated. This tendency is remarkable for not only Japan but also some countries of Asia. It is thought that this tendency was brought from the decrease of the chance to watch the actual manufacturing activities, and the decrease of the real experience which children makes something in their childhood. In order to bring up the capable engineers on such a social background, making a product practice which promotes the understanding of the application of theory for manufacturing products is important in addition to study by the text book. In this study, some practical work materials for the lower grades in the college were developed. Integration of the developed materials and the course of study becomes an effective teaching method of the of subjects on a special field. Arranging this practical work on the learning process makes a high effect of the integrated practical work on the curriculum.

Development of Copyright Education Program using Digital Storytelling in Creative Experience Activities (창의적 체험활동에서 디지털 스토리텔링을 활용한 저작권 교육프로그램 개발)

  • Heo, SaeRom;Chun, Soek-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.119-122
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    • 2014
  • 인터넷과 스마트폰의 보편화로 디지털 저작물의 생산이 고품질 콘텐츠로 연계되어 발전함에 따라 저작권은 오늘날 국민의 재산을 지키고 문화산업 등 21세기 산업을 성장시키는 원동력이자 국가경쟁력의 원천으로 주목받고 있다. 이와 같이 저작권의 중요성이 커짐과 동시에 전 세계적으로 저작권 교육의 중요성도 강조되고 있다. 하지만 현재 한국에서는 초등학생에게 적합한 저작권 교육 체계 및 수업 방법에 관한 연구가 미비하여 저작권 교육이 잘 이루어지지 못하고 있는 실정이다. 이에 본 연구에서는 교육현장에서 활용할 수 있는 저작권 교육의 새로운 방안을 제시하고 학습자 주도의 디지털 스토리 제작 과정을 경험하는 디지털스토리텔링을 기반 저작권 교육 프로그램을 설계하였다. 본 연구에서 구현한 디지털 스토리텔링 기반 저작권 프로그램을 통해 초등학교 학생들의 저작권에 대한 인식 및 의식 확대와 저작권 보호 실천 의지 강화를 기대하며 초등학교에서의 효과적인 저작권 교육활동이 이루어지길 기대한다.

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A Study on the STEAM Program Development of Zero Energy House Design for Middle School Students (중학생을 위한 제로에너지 주택디자인 STEAM 교육프로그램 개발 연구)

  • Lee, Yun-Hee;Lee, Myung-A;Han, Hae-Ryon;Lee, Jae-Kyung
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.24-32
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    • 2017
  • STEAM education is an effective teaching method to develop self-problem-solving skills through creative thinking. In order to revitalize STEAM education, various program models are being developed recently. The purpose of this study is to develop a STEAM education program based on the project-based learing method that includes the process of solving global environmental problems. The STEAM element was extracted by linking the zero energy house design with the middle school curriculum, and the STEAM education program was developed considering career activities. It was analyzed whether the developed program can improve STEAM core competence and job preparation ability. The education program was conducted for middle school students and the program was evaluated through questionnaires. In order to strengthen the STEAM competency, project-based learning method was applied and it was able to enhance the active problem solving ability of learners. In addition, opportunities for career experience could be provided through career exploration programs and various activities. Through this STEAM education program, it is expected to contribute to cultivating human resources with convergence knowledge and core competency.