• Title/Summary/Keyword: Convergent Education

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The Impact of Virtual Reality on the Extensibility of Exhibition Space and the Usefulness of Outreach Program in the Museum (가상현실(VR)을 통한 박물관 전시공간의 확장 가능성과 아웃리치 프로그램에서의 효용성)

  • Kim, Hyun-a
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.5
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    • pp.83-92
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    • 2017
  • Because the exhibition space in the virtual reality is another kind of reality, which exits in another level, it enables us free from time and physical space, so using the virtual reality will be an effective practice for overcoming cultural divide and managing museums. Especially, virtual reality could transform a fixed physical space into portable contents, so this characteristic would be useful and meaningful when applying the outreach program, which claimed to stand for 'museum out of museum' as following. First, it will give more opportunities of experiencing museums to many people because of freedom of physical space, one of the advantages virtual reality has. Second, people will experience and understand the contents under the context, rather than simply exposing information of artifacts one by one. Third, even people who are far from a museum can experience identical contents at the same time, so this synchronicity will enhance communications among people and the society. Fourth, it will provide rich contents to people by putting a variety of exhibitions into one VR device. Fifth, it will be useful for archiving the exhibition with minimizing the loss of contents. Sixth, VR will convert museum visitors from observers to operators. Finally, VR can expand the target audience of the outreach program and develop a variety of education programs. Because museums is a public organization for overcoming cultural divide and enhancing communication, they should adopt virtual reality, which enables to extend the exhibition space and provide more opportunities of experiencing museums.

The Effect of Exhibit Commentary Media on the Communication within Family Visitors: with Docent and Mobile Device (PMP) (박물관에서의 전시설명 매체가 가족단위 관람객들의 소통에 미치는 영향: 도슨트와 모바일 기기(PMP)를 중심으로)

  • Kim, Hyun-a;Park, Yong Wan;Byeon, Hyeon-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.10
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    • pp.545-556
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    • 2017
  • There are exhibit commentary media (docent, mobile device) for assisting family visitors in the museum, and the communication within family members could be affected by which media they use. When using a docent, family visitors lowered their voice or restrained talks for paying attention to a docent' explanation. When using a mobile device, family visitors mainly relied on a mobile device, so they did not pay attention to the objects. The results of the survey showed that parents reported no difference between the docent and the mobile device on some measurement items and preferred the docent to the mobile device on other measurement items. On the other hand, children showed strong preference toward the mobile deice over the docent because of their enjoyment for operating the mobile device. Regardless of which media they used, the communication among family members could be enhanced by being together. Therefore, the museum should design and operate a docent program for family visitors to enhance the communication among family members. In addition, the museum should consider how family visitors using a mobile device would pay attention to objects and enhance the communication.

A Study on the Development of Industrial Clusters in the International Science and Business Belt through the Industrial Clustering Analysis (산업 클러스터링 분석을 통한 국제과학비즈니스벨트의 클러스터 발전 방향 연구)

  • Jung, Hye-Jin;Og, Joo-Young;Kim, Byung-Keun;Ji, Il-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.370-379
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    • 2018
  • The Korean government announced plans for the International Science Business Belt as a spatial area for promoting the linkage between scientific knowledge and commercialization in 2009. R&D and entrepreneurial activities are essential for the success of the International Science Business Belt. In particular, prioritizing the types of businesses is critical at the cluster establishment stage in that this largely affects the features and development of clusters comprising the International Science Business Belt. This research aims to predict the entry and growth of firms that specialize in four industrial clusters, including Big Science Cluster, Frontier Cluster, ICT Cluster, and Bio-Healthcare Cluster. For this purpose, we employ the Swann & Prevezer's industrial clustering model to identify sectors that affect the establishment and growth of industrial clusters in the International Science Business Belt, focusing on ICT, Bio-Healthcare and Frontier clusters. Data was collected from the 2014 Korean Innovation Survey (KIS) and University Alimi for the ICT cluster, 2014 National Bio Industry Survey and University Alimi for the Bio-Healthcare Cluster, and the 2015 National Nano Convergent Industry Survey and Annual Report of Nano Technology for the Frontier cluster. Empirical results show that the ICT service sector, bio process/equipment sector, and Nano electronic sector promote clustering in other sectors. Based on the analysis results, we discuss several policy implications and strategies that can attract relevant firms for the development of industrial clusters.

The Effects of STEAM-based Mathematics Class in the Mathematical Problem-solving Ability and Self-efficacy (STEAM 기반 수학 수업이 문제해결력과 자기효능감에 미치는 영향)

  • Lee, GaEun;Choi, JaeHo
    • Journal of Elementary Mathematics Education in Korea
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    • v.21 no.4
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    • pp.663-686
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    • 2017
  • The purpose of this study was to identify the effects of convergent approach of mathematics education on students' problem-solving ability and self-efficacy by designing and applying mathematics curriculum based on STEAM. The results are as follows. First, the test results between the two groups did not show any statistically significant difference in terms of problem solving ability, but the experimental group showed a higher average score than the comparative group. Compared with the standard deviation of the experimental group, It can be seen that the level of difference between students is great. This suggests that STEAM-based mathematics lessons have a positive effect on the problem solving ability of low-level students. Second, the results of the self-efficacy t-test of STEAM-based mathematics class showed statistically significant results at a 5% significance level. In the sub-domain, the preference for the difficulty of the mathematics task, except math self-confidence and the math self-regulation efficacy, were statistically significant at a 5% significance level. This study shows that STEAM-based mathematics classes have a positive effect on the students' positive aspects. Through the STEAM program, students learn that mathematics is connected with other fields, and it provides an opportunity to explore on their own, and they more became interested, motivated, and achievement. Also, through the results of the STEAM-based mathematics class, it can be seen that the expressive power and self-confidence are increased by using the non-formal representation outside of the existing formal representation center. The result of this study can be summarized as follows: A STEAM-based mathematics class has a positive effect on problem solving ability and self-efficacy. Therefore, it is interpreted that the application of the STEAM program focusing on mathematics accounts for education effectives.

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The Effect of STEAM Camp Program for Gifted High School Students on Their Creative Leader Competency and STEAM Literacy (STEAM 캠프를 통한 영재학급 고등학생의 융합인재소양과 창의적 인재 역량 변화)

  • Kim, Hak Bum;Cha, Jeongho
    • Journal of Science Education
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    • v.45 no.2
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    • pp.231-246
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    • 2021
  • The Korean Ministry of Education has emphasized the convergent ability for human resource cultivating the development of science and technology in the future. Based on this, Korean STEAM education aims to enhance students' interest and their understanding of science and technology as well as to develop students' convergence thinking and problem-solving skills. Through the camp for gifted students, students are generally introduced to produce self-directed outputs in order to solve the problem in everyday life. In this study, the author aims to find out whether the gifted high school students' creative leader competency and STEAM literacy changed after they experienced STEAM-based camp. 517 gifted students from 52 high schools in the Metropolitan city region join the camp, which is focused on generating student-centered outputs for problem-solving in daily life context. Before and after the camp, the creative leader competency and the STEAM literacy of participants were tested and compared. From the result, we found that the gifted high school students' creative leader competency and STEAM literacy improved after participating in the STEAM camp. In particular, all the sub-factors except for the social value pursuit domains in the social characteristic area of creative leader competency and the areas of creativity, respect, and communication in STEAM literacy increased. Educational implications will be discussed.

Research on Oral Health Knowledge and Oral Health Behavior of Chinese Domestic Students

  • Chung, Kyung-Yi
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.173-179
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    • 2022
  • This study was conducted to provide basic data for the development of oral health education programs by examining oral health knowledge and oral health behaviors, and by identifying factors affecting oral health knowledge and scaling experience of Chinese domestic students. From March to May, a self-reported questionnaire was administered to 194 in the G area. The data were analyzed frequency analysis and independent t-test, multiple regression analysis, logistic regression analysis by using SPSS/WIN 26.0 program. The overall average of oral health knowledge was 13.83 out of 24, and knowledge of periodontal disease and scaling was the highest at 3.75, and knowledge of oral hygiene products was the lowest at 1.38. Oral health knowledge was significantly higher in those who had scaling experience for the past year, brushed teeth for more than 3 minutes at a time, used oral hygiene products, and had oral health education experience. As a result of multiple regression analysis, oral health education experience was the most important factor on oral health knowledge. As a result of logistic regression analysis, oral health knowledge was the most influential factor on scaling experience. It is necessary to expand education on the importance of oral care and actively introduce oral health management program for Chinese domestic students.

Exploring the Types of Elementary Students' Scientific Creativity According to the Structural Relationship between Creative Process and Product (창의 과정과 산물의 구조적 관계에 따른 초등학생의 과학 창의성 유형 탐색)

  • Kim, Minju;Lim, Chaeseong
    • Journal of The Korean Association For Science Education
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    • v.42 no.1
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    • pp.33-49
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    • 2022
  • This study aims to explore, using both quantitative and qualitative data analyzing the structural relationship between creative process and product, the types of elementary students' scientific creativity. For this, 105 fifth-graders responded to a scientific creativity test that assesses creative process and product, and four students who scored the highest were interviewed. In the interview, they were asked about the cognitive process they used in generating the creative product. Then, correlation analysis and structural equation modeling were used, along with the interview data, to type the students. The main findings of the study are as follows. First, the structural equation modeling of creative process and product gave satisfactory results in absolute and incremental fit indexes. Second, among the three components of creative process - knowledge, inquiry skill-observation, and creative thinking skills -, only creative thinking skills had significant effects on creative product. Third, divergent thinking skills had the strongest correlation with the creative product, followed by convergent thinking skills. Associational thinking skills did not have significant correlation. Fourth, elementary students' scientific creativity could be categorized into Creative Type, Useful Type, Original Type, and Non-creative Type, based on their creative product. The Non-creative Type could be further classified into Common Type, Repetitive Type, Non-response Type, Irrelevant Type, and Abstract Type. Fifth, most students used either knowledge or observation in their creative process, making them either Knowledge-oriented Type or Observation-oriented Type. In addition, there were DT Type, DT-CT Type, and DT-CT-AT Type among the students, based on the kinds of creative thinking skills they mainly used in the process. This study provides implications for educators and researchers in scientific creativity education.

Development of Field Trip Program for Hantan River Geopark in Pocheon (포천 한탄강 지질공원에 대한 야외학습 프로그램 개발)

  • Jae-Yeon Kim;Jae-Hee Cho;Hak-Sung Kim
    • Journal of Science Education
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    • v.46 no.2
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    • pp.165-177
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    • 2022
  • This study aims to develop a field trip program for the Hantan River geopark in Pocheon using Orion's field trip model. The selected learning sites were the Hwajeogyeon and Bidulginang Falls, famous geosites of the Hantan River geopark in Pocheon. The field trip program consisted of six preparatory units, two field trip units, and two summary units. The preparatory stage helped reduce the novelty space considering cognitive, psychological, and geographical factors. In the field trip stage, students acquire concepts linked to learning elements in the curriculum scientifically and encourage interest in science. In the summary stage, students organized the geological phenomena observed in the field and inferred the vicinity of the Pocheon Hantan River region. The field trip program was modified to give enough time for observation activities to increase students' interest in science and to connect concepts with learning elements in the curriculum in the outdoor learning phase to allow students' convergent thinking. Implementing the field trip program raises students' interest and attitude in science.

Strategies for Increasing the Value and Sustainability of Archaeological Education in the Post-COVID-19 Era (포스트 코로나 시대 고고유산 교육의 가치와 지속가능성을 위한 전략)

  • KIM, Eunkyung
    • Korean Journal of Heritage: History & Science
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    • v.55 no.2
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    • pp.82-100
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    • 2022
  • With the crisis of the COVID-19 pandemic and the era of the 4th industrial revolution, archaeological heritage education has entered a new phase. This article responds to the trends in the post-COVID-19 era, seeking ways to develop archaeological heritage education and sustainable strategies necessary in the era of the 4th industrial revolution. The program of archaeological heritage education required in the era of the 4th industrial revolution must cultivate creative talent, solve problems, and improve self-efficacy. It should also draw attention to archaeological heritage maker education. Such maker education should be delivered based on constructivism and be designed by setting specific learning goals in consideration of various age-specific characteristics. Moreover, various ICT-based contents applying VR, AR, cloud, and drone imaging technologies should be developed and expanded, and, above all, ontact digital education(real-time virtual learning) should seek ways to revitalize communities capable of interactive communication in non-face-to-face situations. The development of such ancient heritage content needs to add AI functions that consider learners' interests, learning abilities, and learning purposes while producing various convergent contents from the standpoint of "cultural collage." Online archaeological heritage content education should be delivered following prior learning or with supplementary learning in consideration of motivation or field learning to access the real thing in the future. Ultimately, archaeological ontact education will be delivered using cutting-edge technologies that reflect the current trends. In conjunction with this, continuous efforts are needed for constructive learning that enables discovery and question-exploration.

A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.