Journal of Korean Home Economics Education Association
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v.32
no.4
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pp.19-30
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2020
Maker education started on the basis of the maker movement in which makers gathered in makerspace share their activities and experiences, and the educational value pursued in maker education is based on the constructivist paradigm. The purpose of this study is to present maker education components to be used in school education, focus on the characteristics and educational values of maker education, and explore ways to use them. To this end, this study explored the theoretical grounds to re-conceptualize maker education, drew statements based on in-depth interview data of teachers conducting maker education classes, and reviewed its validity through experts. Based on these statements, by deriving the components for the use of maker education, the direction of maker education in school education was set, and an example framework that could be used in subject class and creative experiential learning was proposed. Research shows that in maker education, makers cooperate to carry out activities, share ideas with others and try to improve them, and include self-direction such as learning, tinkering, design thinking, sharing and reflection. can see. In addition, maker education emphasizes experiential learning that can solve real problems that students face, rather than confining specific activities to student choices as needed. It emphasizes the learner's course of action rather than the outcome of the activity, tolerates the learner's failure, and emphasizes the role of the teacher as a facilitator to promote re-challenge. In the future, it can be used in various ways in each subject (curriculum expert, teaching/learning expert, elementary and middle school teachers, parents, local educators, etc.) and school activities, and it will contribute to setting future research directions as a basic research for school maker education.
The purpose of this study is to develop STEAM program for gifted education by combining educational contents of humanities, arts, engineering, technology, and design into various subjects, focusing on mathematics-science curriculum of elementary school. The achievement standards and curriculum contents of elementary mathematics-science curriculum were analyzed while considering 2015 revised national curriculum. And then, a 16 class-hour convergence education program consisting of 3-hour block time was developed by applying the STEAM model with 4 steps. The validity of the program developed through this process was verified, and four educational experts evaluate whether the program can be applied to the elementary school. Based on the evaluation results, the convergence education program was finalized. As a result of implementing the gifted education program for mathematics-science, students achieved the objectives and values of convergence education such as creative design, self-directed participation, cooperative learning, and interest in class activities (game, making). If this convergence education program is applied to regular class, creative experiential class, or class for gifted children, students can promote their scientific creativity, artistic sensitivity, design sence, and so on.
Since the effect of environmental education at class using textbooks or materials related to environment is limited, the importance of activities for field experience is getting increased day by day. Thereby, the education tends to change into the type of education providing students with direct environmental experience. Students attending the science high school have excellent aptitude and ability for science and will lead the development of science in the future. Now it is urgent to develop various experiential programs which are helpful for them to establish desirable values on environment. However, the field of environmental education that allows science high school students equipped with ample environmental knowledge to improve environment sensitivity and have proper environment awareness is quite restricted as of now. Natural exploration activities are the programs which provide science high school students having lack of chance for environmental education with good opportunities to contact nature and also play significant roles in arousing their interest in issues related with environment. Therefore, it is thought that they will let science high school students explore the natural features of Korea, understand the importance of preserving environment and ecosystem profoundly, and encourage environmental awareness and will of environmental practice. Thereupon, with the study subjects of 121 first and second graders at U Science High School, this article analyzed their recognition of the necessity for environmental education and environmental pollution problems before and after the natural exploration activities, and conducted a survey on their satisfaction after the natural exploration activities and analyzed it. The result of this research is as follows. First, it was shown that the natural exploration activities were effective to raise the science high school students' awareness of issues related with environmental pollution. Second, the natural exploration activities had effect upon enhancing the students' willingness of environmental practice. Third, there was statistically significant correlation between the science high school students' satisfaction with the natural exploration activities and their achievement in the science subject. Fourth, there also was a statistically non or weakness significant correlation between their satisfaction with the natural exploration activities and preference for the science subject. In particular, it was found that students preferring biology indicated higher satisfaction.
Cho young doo;Koo Ja Hyeuk;Choi Kwang Seo;Seo Dae Won;Joung Jae Hee;Takeuchi Manabu
Journal of the Korean Institute of Gas
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v.4
no.4
s.12
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pp.20-24
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2000
The electrostatic safety consciousness of safety manager were investigated through questionnaires sent to liquid petroleum gas stations in Korea. In addition, hazards of fire and explosion due to electrostatic on synthetic-polymer-wears and cotton-wears were estimated experimentally. The results of questionnaires indicate most workers wear their working clothes indiscreetly owing to lack of knowledge of preventing electrostatic hazards. The amounts of electrostatic charge generated in synthetic-polymer-wears were 1.79, 1.44 and 1.02 $\mu$C in winter, spring and autumn and summer, respectively. All these values exceed the limit of working wears of 0.60$\mu$C requested by Korea Standard(KS K-7807) for preventing electrostatic hazards, which means hazards may occur. While, the charge in cotton-wears were in the range of 0.42 to 0.52$\mu$C, which suggests that the cotton-wears investigated in this study have no problem of hazards. Therefore workers, visual and experiential education are necessary for elevating the standard of on electrostatics. It is also necessary to establish standards of wearing for preventing electrostatic hazards.
Purpose: The purpose of this study was to develop a CD program of applied logotherapy for psycho spiritual care of late adolescents with terminal cancer. Methods: Keller & Song's ARCS theory and a model for developing learning materials was applied to develop this program composed four distinct phases: planning, designing, developing, and evaluation stages. Results: This program was entitled 'Finding meaning in my life' and consisted of 5 sessions and its educational contents were made up as follows: "First Secret" is 'learning three natures of the human mind', "Second Secret" is 'learning creative values first method to find meaning of life', "Third Secret" is 'learning experiential value as second method to find meaning of life', "Fourth Secret" is 'learning attitudinal value as third method to find meaning of life', and "Fifth Secret" is 'Becoming the master of my life'. The sub-menu was made up of 'Beginning', 'Opening mind', 'Learning'. 'Laughing Song', 'Experiencing'. Conclusion: This CD program applied logotherapy with flash animation technique as an emotional and spiritual nursing intervention program for easier and more scientific application in pediatric oncology and hospice care area.
Journal of the Korea Fashion and Costume Design Association
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v.23
no.3
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pp.1-10
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2021
Harnesses are used in a variety of industries, such as rescue operations, medicine, and entertainment. However, conventional harnesses have problems as they are uncomfortable to wear and causes continuous pain. Therefore, in this study, the load and pressure applied to the body in the flying state when using a conventional harness were measured in real time and the distribution change was observed. Load and pressure were measured using a modified corset harness, a pressure sensor, and a human mannequin to measure the maximum and average pressure on the waist. As a result, it was confirmed that the load concentrated on the waist in the flying state was 104 N, and the pressure was applied to the left and right sides was 800 kPa or greater. The pressure distribution showed a pressure of 3-45 kPa in 73% in all measurable pressures. The results of the load and pressure distribution are presented as basic data for improving the wearability and reducing the discomfort of harnesses in the future, aid in the development of a harnesses that can minimize discomfort for various activities, and increase the concentration on experiential activities. In addition, using the CLO 3D program, which is a 3D virtual wearing system, a harness was put on a virtual model, and the compression level was checked and compared with the actual pressure distribution. As a result of comparing the measured pressure values in the flying state with the clothing pressure wearing the harness in the CLO 3D program, the total pressure value was found to be about 68% of the actual measured value. This helps develop a harness that can minimize discomfort during activities by predicting the load and pressure on the body by first applying new designs to a virtual wearing system during development. These new harness patterns can solve the problems of conventional harnesses.
International Journal of Internet, Broadcasting and Communication
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v.14
no.3
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pp.115-130
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2022
Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.
Journal of Korea Entertainment Industry Association
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v.14
no.8
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pp.163-174
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2020
The purpose of this study is to derive the characteristics of the creative process of convergence performing arts. Therefore, the PADAF-Play and Dance Art Festival, a representative convergence performing arts festival in Korea that has been held steadily every year since the first event in 2011, was selected as the subject of the study. Through PADAF, a representative convergence performing arts festival in Korea, qualitative case studies were selected through process-oriented discovery to study the characteristics of the creative process of convergence performing arts, which is a key feature of performing arts in the 21st century. For realistic and empirical research, the 8th and 9th PADAF participated in the entire process from the initial stage of preparation to the closing ceremony and conducted several in-depth interviews with PADAF officials and participating artists. Looking at the characteristics of the convergence performance art creation process through PADAF, creators overcame difficulties that they had not thought of in different ways in the process of meeting different heterogeneous genres, but through understanding other genres, experiential values through convergence, sharing as collaborators, and various ways of communication. The characteristics of the convergence performing arts creation process, which is focused on PADAF, are "Rhizom thinking" by French philosopher Gilles Deleuze(1925-1995), "Collective intelligence," and "Experimental Value for Experimental Creation" by creators. Through this derivation, we will help the changing performing arts scene based on the basic human desire to understand convergence performance art a little more and communicate through the extended expression of convergence.
Choi, Myounghwa;Lee, Yoonseo;Koo, Kay Ryung;Lee, Janghyuk
Asia Marketing Journal
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v.16
no.4
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pp.75-87
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2015
As more companies become interested in global markets, it has become crucial for firms to create globalized brands whose positioning, advertising strategy, personality, looks, and feel are consistent across nations. The purpose of this study is to investigate the global branding strategy of the Hyundai Motor Company (hereafter HMC) in order to show how the company processes its branding strategy. HMC, one of the leading global companies in the automobile industry, set up its brand identity as "Modern premium", in alignment with their new slogan "New Thinking New Possibilities", in 2011. The aim of the "Modern premium" concept was to provide consumers with new experiences and values beyond their expectations. HMC wanted their consumers to think of their cars as not only a medium of transportation but as a life space, where they can share experiences alongside HMC. In an effort to conduct consumer research in 5 different nations, HMC selected "brilliant" as a key communication concept. The word "brilliant" expresses the functional, experiential, and emotional dimensions of HMC. HMC furthermore chose "live brilliant" as a key campaign message in order to reinforce their communication concept. After this decision, the "live brilliant" campaign was exhibited through major broadcast channels around the world. The campaign was the company's first worldwide brand campaign, where a single message was applied to all major markets, with the goal of building up a consistent image as a global brand. This global branding strategy is worth examining due to its significant contribution to growth generation in the global market. Overall, the 'live brilliant' global brand campaign not only improved HMC's reputation image-wise, with the 'Modern Premium' conceptualization of the brand as 'simple', 'creative' and 'caring', but also improved the consumer's familiarity, preference and purchase intention of HMC. In fact, the "live brilliant" campaign was a successful campaign which increased HMC's brand value. Notably, HMC's brand value increased continuously and reached 9 billion US dollars in 2013, leading it to reach 43rd place in the Global Brand Rankings according to the brand consulting group Interbrand. Its brand value largely surpassed that of Nissan (65th) and Chevrolet (89th) in 2013. While it is true that the global branding strategy of HMC involved higher risks, it was highly successful according to cross-nation consumer research. Therefore, this paper concludes that the global branding strategy of HMC made a positive impact on its performance. We further suggest HMC to combine its successful marketing with social media such as Facebook, Twitter, and Instagram and embrace digital media by extending its brand communication horizon to the mobile internet
Kim, Hye-Min;Kim, So-Hyung;Park, Jin-Woo;Lee, Hyun-Su
한국체육학회지인문사회과학편
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v.54
no.1
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pp.597-609
/
2015
The purpose of this research is to analyze requirements for sports for all of the intellectually handicapped and their characteristics. Subjects for this study consisted of 33 undergraduate students who belonged to the department of physical education in P University. The Q-population a total of 28 people were selected including 16 handicapped college students from P welfare center and 12 members from the vocational adjustment class. The card used in Q sort was 27 categories of sports for all suggested by the korea Paralympic Committee. The result of Q-sorting were coded and analysed using QUANL pc program. According to the research result, Firstly, the requirement types of sports for all of the intellectually handicapped revealed to be four types(The eigen values of the five types of attitudes are 5.6, 2.3, 1.9, and 1.7): Secondly, the characteristics for each five types were determined to be experiential-value Pursuing type(type 1), interest-value pursuing type(type 2), purpose0orientation pursign type(type 3) and Safety-oriented pursuing type(type 4). Through the characteristics of each of the five types. Such results of the research suggest that the demand of the mentally ills for sports for all can be diverse and there can be a variety of types based on the background factors.
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