• Title/Summary/Keyword: Experiential education

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Development of SW convergence Education program for the patriotism applying Novel Engineering (Novel Engineering을 적용한 SW융합형 호국보훈 수업 방안)

  • Hong, Ji-Yeon;Kim, Yung-Sik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.600-603
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    • 2018
  • The purpose of this study is to describe the SW Convergence education class applying the Novel Engineering teaching method during the creative experiential activity time. We developed a SW convergence education program for a patriotism class applying Novel Engineering, a new educational method instead of writing and drawing. Through this lesson program, students can improve their problem-solving ability based on their computational thinking and enhance their love spirit about country. Students read a book that tells the story of patriot, writes the historical scene presented in the book through scenarios through Re-enactment, and implements the simulation situation using Lego WeDo 2.0. The results of this study based on the analysis of the data on the questionnaire showed that there is a significant students' change through the SW convergence education program for patriotism class. In the future, we will expand the scope to more various grades and subjects so that we can generalize the effectiveness of SW convergence education applying Novel Engineering.

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An Experiential Analysis of Anger in Children (아동의 분노 체험분석)

  • Park, Hyang-Sook;Park, Sung-Hee
    • The Korean Journal of Elementary Counseling
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    • v.7 no.2
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    • pp.159-168
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    • 2008
  • The purpose of this study is to examine the characteristics or significances of anger in children by understanding the common factors observed in children's anger and the psychological process of children's anger, applying the experiential analysis method. In order to conduct the study, 8 elementary students in 5th grade participated in the experiential study as joint researchers. This study was conducted during 6 sessions. Joint researchers learned about the experiential analysis method and recorded what they had experienced at the stage of anger on their analysis sheets. 34 experiential analysis sheets were used for this study. The following provides a summary of the study results. Children were observed to perceive the factors representing desires more intensely than the factors indicating a mood or senses. Secondly, when they felt urge to express an extreme anger, they were just explored without the cognitive process of judgment. Thirdly, the processes that children feel and treat anger are "the stage of awareness of the situation," "the stage of initial cognitive evaluation," "the stage of induction of anger," "the stage of secondary cognitive evaluation or the stage of intensive drive of anger," and "the stage of anger management".

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An Experiential Analysis of Elementary School Teachers Beal ing ChiIdren with Symptoms ADHD (ADHD 아동을 대하는 초등교사의 체험분석)

  • Lee, Suk-Kyeong
    • The Korean Journal of Elementary Counseling
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    • v.5 no.1
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    • pp.93-118
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    • 2006
  • The aim of this research is to find out the common emotional factors that elementary school teachers feel when they experience in teaching children with ADHD and to know their responding process through experiential analysis. Seven elementary school teachers took part in this research as co-investigators, and I led the experiential approach. The co-investigators have analyzed their emotional experiences during 4 sessions. They learnt about the method of experience analysis and discussed their emotional experiences of children with ADHD. And they found out some factors concerning their emotional experiences and had the time to discuss in odor to search for the common factors of that process. Finally the co-investigators took part in a session to examine the factors which they have all agreed in, and then I verified this result. 1 interpreted the factors found and constructed a psychological resolution process. Two main objectives and the results of this research are as follows. First, are there any common factors among teachers who experience in treating children with ADHD? This research showed that elementary school teachers get angry and irritated with ADHD children's troubles. Second, what kind of psychological process is there in teachers' experiences children with ADHD? The psychological process of teachers dealing children with ADHD could be conceptualized in 5 steps, the step of recognizing an action of children with ADHD, the step of first cognitive consideration, the step of giving meaning and cognitive appraisal, the step of experiencing emotion, and the step of dealing with emotion. Teachers seemed to experience a little bit different psychological process. According to whether they thought about children's behavior positively or negatively in the second step, they had different emotional experiences. If they had a positive thought, they could take children's nonadaptive behaviors as personal characteristics. However, if they took them negatively, they considered them impolite and disobedient. Even when the teachers experienced negative emotions, their responses were divided into two groups whether they took it positively or negatively. This research showed that if teachers could control their negative emotional experiences, they could calm down with children with ADHD and treat them positively.

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A Study on Space Plan and Production for the Design Exploratorium - The Selection of Items and the Presentation of Alternative Plans in a Children′s Design Exploratorium - (디자인 체험전시관의 전시공간구성 및 연출에 관한 연구 - 어린이 체험관의 아이템 선정과 대안제시 -)

  • 고도재;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2003.05a
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    • pp.104-111
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    • 2003
  • Today, design is considered to have competitive power for a county, so there has been various efforts such as education, publicity and development, etc. Design has long been a national material, and Korea Institute of Design Promotion(KIDP) was inaugurated for the purpose of education, publicity, development and the management, public ownership, support of the contents. Laying stress on the results, however, the design education for children which would be the heart of a world design power is short of both investment and systematic study of education. Now that the design education for children is being active, the cultural spaces are needed to transform the current system focused on schooling and textbooks into the participating, experiential ones by the interesting, educational, and entertaining presentation. The children design exploratorium should make children have their own feelings, and present communicative methods considering children's cognition and behaviors. So, in this study, I'd like to analyze characteristics of the participating and experiential exhibition, and present a children design exploratorium as an alternative plan by the application of adequate methods to the exhibition medium, and the analysis of current exploratoriums' features case by case. The children design exploratorium is the place to maximize the educational effect of design by children's easier and exciting participation, which would offer an unique exhibition place for children to comprehend designs. In this study, on the basis of the alternative presentation of children design exploratoriums, I would refer to the future direction of the 21st century pavilions, the search for the exhibition items for active design education, and the contribution to practical plans.

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A Study on the Educational Interactive Globe System using Physical Computing (피지컬 컴퓨팅을 이용한 교육용 인터렉티브 지구본 시스템에 관한 연구)

  • Kim, Gi-Bong;Yang, Hwang-Kyu
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.4
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    • pp.511-516
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    • 2011
  • Recently, the development of computing technology and experiential content for the increased interest in education and cultural facilities to target children and young people experience learning and experiential entertainment systems require a high propensity to invest and are. In this paper, for the 13.56MHz band RFID Reader and Tag RFID technology using the proposed interactive educational globe. Active tags attached to sensors attached to the globe were presented in the RFID reader, arduino and sensors in conjunction with Google Earth COM API was constructed through the physical computing educational system.

An Economic Analysis on Fishing in the Cultivating Fishery by Embankment (축제식 양식어장 유어낚시터 운영 경제성 분석)

  • Lee, Sang-Go;Shin, Yong-Min
    • Journal of Fisheries and Marine Sciences Education
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    • v.20 no.3
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    • pp.429-441
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    • 2008
  • The purpose of this study aims at analyzing the profit from manage a fishing place in the cultivating fishery by embankment. With the spread of the living pattern laying stress on the quality of life and the introduction of a 5-day workweek system, demand for tourism and leisure are increasing steadily and available time for them is getting longer. However, those newly-increasing demands for tourism and leisure will have a tendency of focusing on adventurous and experiential activities. From the point of view, it is needed to develop something new that can meet those kinds of demands for an experiential tourism and activity, particularly based on the cultivating fishery by embark a bay. Marine recreational fishing is one of the most popular outdoor leisures and the number of people who are participating is sharply increasing more and more because of the increasement of their income and demand for marine leisure. In this regard, this paper is focused on the economic analysis a fishing place in the cultivating fishery by embankment. According to the analysis result, the cultivating fishery by embankment is a profitable business operating fishing place in their place.

Interior Project of INCHEON I Girls' High School English Zone (인천 'I' 여고 영어 전용 구역 인테리어 구축 프로젝트)

  • Lee, Hyok-Jun;Lee, Jong-Suk
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.05a
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    • pp.281-282
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    • 2005
  • The present design, which is the result of English Zone Project for 'I' Girls' High School in Yeonsu dong, Incheon, purposed to produce atmosphere like a cafe so that students can attempt more comfortable and diverse learning methods, breaking away from the structure and atmosphere of traditional language labs while providing functions such as experiential learning, teaching learning and native speaker conversation. In addition, it applied colors close to primary colors so that students throw away their fixed idea of language lab as a special class and access it easily at any time. Moreover, it was designed for the maximum changeability using foldable and portable furniture so that various types of group study can be performed. Ultimately the design project is expected to suggest methods of experiential learning distinguished from existing knowledge delivering education as it provides teaching learning methods beyond simple interior design.

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A Study on the Experiential Response of Short-Form Video Users

  • Lim, Dong Kyun
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.273-277
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    • 2021
  • As society gradually enters a virtual, non-face-to-face society, the use of online content is increasing as well. In particular, as smartphones are thoroughly established in our daily life, the platforms of webtoons, mobile broadcasting, and education are shifting from personal computers to smartphones. Recently, the development of the Over-The-Top media service (OTT service) enabled streaming services of various media contents through the internet and activation of IPTV. Therefore, the rapid increase of popularity of short-form content is a natural phenomenon with smartphone platforms with fast, improvised, and endless communication. Lately, TikTok became the favored platform with prosumers, defined as people who are both producers and consumers. In this study, I studied the experiential response of YouTube and TikTok users as representative examples of a short-form content platform developed after the 2000s, the flourishing years of digital content with a length of 30 seconds.

The Effects of Extracurricular Activities on School Satisfaction of Education Demanders -Focused on creative experiential activities, life guidance, counseling activities- (교과외 활동이 교육수요자의 학교만족도에 미치는 영향 -창의적 체험활동, 생활지도, 상담활동을 중심으로-)

  • Jeon, Gu-Hun;Kim, Hee-Chan
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.380-387
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    • 2018
  • The purpose of this study is to examine the effects of extracurricular activities such as creative experiential activities, life guidance, and counseling activities on school satisfaction of students and parents who are educational demanders, and to suggest practical and policy alternatives to improve school satisfaction. For this purpose, 1,242 elementary, middle and high school students in Seoul and 1,023 parents were tested through analysis of t-test, and regression. Three main results were derived. First, extracurricular activities had a statistically significant effect on school satisfaction. Second, in general, parents in Korea are expected to emphasize the entrance examination-oriented curriculum with a high degree of education, but the higher the extracurricular activities of students and parents, the higher the school satisfaction. Third, there was a difference in school satisfaction by education class, but the higher the education level, the lower the school satisfaction was. It can be seen that extracurricular activities are needed to increase the educational satisfaction of students and parents who are educational demanders. In addition, it is necessary to reinforce the extracurricular activities to the high school which is the upper grade school now.

Virtual Reality-Based Library User Education Program Development

  • Lim, Seong-Kwan
    • Journal of Information Science Theory and Practice
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    • v.9 no.4
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    • pp.63-74
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    • 2021
  • Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.