• Title/Summary/Keyword: Imaginativeness

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The Role of Garden Plants in Modern Culture - Focusing Japanese Garden Plants -

  • Koshio, Kaihei;Kim, Tae-Soon;Shin, Jeong-Hwa;Song, Won-Seob;Boo, Hee-Ock
    • Korean Journal of Plant Resources
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    • v.24 no.3
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    • pp.330-336
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    • 2011
  • The recent disaster of earthquake and tsunami on March 11, 2011 severely attacked East Japanese cities and people, and in addition, the accident of nuclear power station will inevitably damage the agricultural activities there. The economical depression influences on the horticulture and floriculture industry as well, through the reluctant consumption all over the country. Such a situation reflects a conventional perception that the garden plants or ornamental plants have been regarded as a symbol of capitalism, representing the success, luxury, beauty or other metaphors indicating the winners of business war. But as the word "culture" means "cultivation" originally, horti "culture" or flori "culture" should have played some roles in cultivating lands as well as cultivation of human minds, leading to develop a modern "culture" which may lay emphases on personality, originality, partnership, cooperation, diversity and so forth. In this article, a brief history of garden plants in Japan, as well as some current movements in Japanese horticulture and floriculture, is reviewed with some commodities which possess messages on creating a new humane culture.

Designing and Evaluating Convergence Education by Applying Crayon Physics to Strength and Motion (크레용 피직스를 힘과 운동에 적용한 융합교육 설계 및 평가)

  • Kim, Mi-yeon;Jeon, Mi-yeon;Kim, Eui-jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.417-420
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    • 2013
  • Teaching and learning through games which arouses interest in learning not only lessens a burden of a learner but also labors for Academic Achievement. and for the sake of enhancing convergence of thinking and problem solving abilities as well as raising interest and understanding in science and technology, Steam teaching which is mainly made of research and experimental activities is emphasized on. This paper which makes use of crayon physics has developed Steam program it was mainly applied to science for the first year of junior high school [strength and motion] which for learners of each team is made of four steps eight time in total. At each step learners can understand principle of strength and motion, especially at the step of finding principle of science through games can personally solve the game in cooperation with the leaners of a team and find principle of strength and motion which is to be applied to solving the game. By personally designing and making new games learners can enhance the ability of convergence of thinking. It is expected that the program developed in this paper can enhance imaginativeness of thinking and interest in science which lead to affirmative changes.

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