The purpose of this study is to learn from a lesson of the historical fact, the Team 10's break away from the CIAM, which is selected as the most important event in the whole 20th century architecture by author as a historian. The CIAM, organized in 1928 by leading European architects in order to propose new architecture in the industrial era, expanded to the world, met almost annually with an idea of economic efficiency, new functional order, and industrial production for thirty years. Young architects had conflicted with old established group from 6th congress, and after 10th congress they met independently in 1959; the CIAM was disappeared and the Team 10 was born. Main issue of the break-away was human aspect. The Team 10 started from real man, concept of 'human contact', 'sense of community', and 'belonging' instead of abstract functional order. Although CIAM did not suggest inhumane architecture, their biological criteria with sunlight, air, sufficient site became physical determinism. Critique against the Team 10, unsuccess for making humane architecture leads to underestimation like a generational hegemony struggle. However, architect is not specialist of life but form. Historical reevaluation for Team 10 should be that they are the first group to raise an human issue in architecture. Success or not to solve the problem belongs to another domain. After 1960, modern architecture was attacked from the common people, not clients but 'users'. Academic circle tried to solve the problem with behavioral approach through a clear process, 'design method' and with phenomenological approach on real human experience. However practice became reactionary tendency, to make form a little complex, they became post-modern and deconstruction form. Failure of the Team 10's form proved that a complex form does not necessarily make a good life of people. In the Korean historic situation of colony ruling, confusion of liberation, and the War, we did not know the existence of both CIAM and Team 10. After 1970s' economic development, we have just copied Western form from Modern via Post-Modern to Deconstruction. If we make architecture people mattered, we should start from the basic, learning from the Team's break-away, instead of copying.
Journal of the Korean Society of Earth Science Education
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v.8
no.3
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pp.346-354
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2015
The purpose of this study was to be a help with designing science curriculum and developing science programs for the science gifted students by comparing their preferences about science class forms and class environments between science gifted students and normal students. For this study, 2 classes of science gifted students and 5 classes of normal students in 4th, 5th grade joined in this survey and their preferences about science class forms and class environments were checked using questionnaire. As a result, the following findings were obtained. First, in the area of class form, from comparing their preferences about teaching content domain, science gifted students showed meaningful higher preferences in all factors such as clarification, structuralization, thinking of high level and diversification. In comparing their preferences about teaching process domain, science gifted students also showed meaningful higher preferences in all factors such as diversification and self directed learning. Second, in the area of class environment, from comparing their preferences about classroom domain, science gifted students showed meaningful higher preferences in all factors such as teacher's support and rule and organization. In comparing their preferences about mentality domain, science gifted students also showed meaningful higher preferences in all factors such as influence of friends and parents. Third, in science gifted students, from comparing their preferences by gender about science class forms and class environments, female students showed meaningful higher preferences in factors of clarification. And in other factors females showed similar preference tendency with male students. In normal students' comparing, female students showed meaningful higher preferences in factors of teacher's support. And male students showed meaningful higher preferences in factors of high level thinking and influence of friend and influence of parents.
The purpose of this study was to evaluate the effects of constructivist instruction on science inquiry skills and science-related attitudes, and to investigate the students' responses to the lesson using constructivist instruction. In this study, 108 students of sixth graders from four classes were intentionally selected from two elementary schools located in Gyungsan city, Kyungsangbukdo. Two classes of 54 students were used by the constructivist teaching program and the other two classes were handled by the traditional teaching program. Two teachers who have twenty years' careers guided the program prepared by researcher to the students and this examination was conducted for 8 weeks (total 20 class hours). In pretest and posttest, both groups were tested in the science inquiry skills and science-related attitudes. An interview and questionnaire for the students analyzed the responses about the constructivist instruction. The major results of this study are as follows: First, in science inquiry skills test, there was no statistical significance between the score of the experimental group and that of the comparative group(p>.05). The ability of formulating problem in the experimental group was significantly higher than that in the comparative group at 0.05 level. In pretest and posttest, the experimental group was statistically significant on classifying, formulating problem, interpreting data, while the comparative group was not significant on those. Second, we can find that the experimental group has more positive effect on forming the desirable science-related attitudes than the comparative group(p<.05). Especially, experimental group is significantly higher the attitudes about the science curriculum than the comparative group at 0.05 level Third, constructivist instruction has more affirmative tendency of the students' learning activity. Constructivist instruction generated much interest and curiosity about science for the students, and this method prompted students' expression and discussion.
Recently, the tendency in the education system is toward the convergent curriculum to developing people of interdisciplinary abilities. This study was conducted to develop a clinical competence assessment program that assists health department students' clinical practice and to examine its learning effects. Study samples were composed 94 graduating student nurses who were from nursing dept of on M city. This study employed a one-group pre-post test design. knowledge, clinical competence and professional images were significantly higher in post test group. That was enhanced by clinical competence assessment program than that of the pretest group (p<.001). The results indicate that it will help students in clinical adaptability of the department of healthcare-Affiliated. Further study will be needed to identify the effect of a clinical competence and communication skills.
The purpose of this study was to identify the effect of gesture and facial expression on persona effects. Fifty-six college students were recruited for this study, and non-verbal communication skills were applied to a pedagogical agent with gesture (conversational vs. deictic) and facial expression. The conversational gesture may have relationship with social interaction hypothesis of pedagogical agent while the deictic gesture may have relationship with attentional guidance hypothesis. The facial expression can be assumed to facilitate the social interaction between the pedagogical agent and learners. Interestingly, the conversational gesture group showed a tendency of outperforming the deictic gesture group. It may imply that the social interaction theory has a strong impact on cognitive support as well as social interaction for learners. There was a significant interaction effect on the engagement when both of facial expression and conversational gesture were applied. This result has two implications. First, facial expression can facilitate the persona effect for engagement.
Diffuse axonal injury(DAI) is a common form of traumatic brain injury and thought to be a major contributor to cognitive dysfunction. Physical activity has been shown to beneficial effects on physical health and influences in hippocampus which is an important location for memory and learning. The purpose of this study was to investigate the effect of motor training on motor performance and axonal regeneration in hippocampus through the immunoreactivity of GAP-43 after diffuse axonal injury in the rats. The experimental groups were applied motor training(beam-walking, rotarod, and Morris water maze) but control groups were not. The time performing the motor tasks and GAP-43 immunohistochemistry were used for the result of axonal recovery. There were meaningful differences between experimental groups and control groups on motor performance and GAP-43 immunohistochemistry. The control groups showed increasing tendency with the lapse of time, but experimental groups showed higher. Therefore, Motor training after DAI improve motor outcomes which are associated with dynamically altered immunoreactivity of GAP-43 in axonal injury regions, particularly hippocampus, and that is related with axonal regeneration.
A psychological disturbance caused by letters in double image was termed as'letter sickness'.The effects of stimulus exposure time and letter familiarity on the letter sickness were measured to test a hypothesis that disturbances in eye movement and recognition stages is the cause of letter sickness.Letter sickness incteased significantly as stimulus exposure time lengthened from 50ms,100ms,to 3000ms.It was also significantly higher with familiar Hangul letters as compared with less familiar foreign letters and meaningless words as compared with meaningful words,respectively.These experimental findings imply that letter sickness is caused by the failure of adjusting eye movements to dismiss the double images.that the more familiar the letters.the more strongly the letter-identification process is commotted,resulting in the increased effect of disturbance from double image.and that the disturbance effect of double image is amplified when it is hard to extract the meaning from familiar letters.An experiment where subjects were made to learn Braille-like symbols consisting of 6 dots to test the hypothesis that the stronger the tendency to process the meaning of a symbol,the stronger becomes letter sickness due to double image,also showed that letter sickness significantly increased as a function of learning.
The purpose of this study was to investigate high school students' conceptions and conceptual types on molecular kinetic theory of gases. Data was collected by a series of semi-structured and in-depth interviews, and has been analyzed. This study showed that the students came to science classes with various prior conceptions of many disciplinary topics. Their conceptual types of their prior knowledge were distinguished as superficial terms-speaking, partial sense-making, and causal sense-making by the degrees of organization and elaboration of conceptual networks. These conceptual types had influence on the ways students understand and think of science, a stability of their conceptions, a tendency to distinguish school science from everyday science, and building a meaning of concept in contexts. It was referred that the students didn't have proper understanding on the nature of scientific knowledge and had been limited their participations as active learners. Therefore, in order for students to experience conceptual change, they must have opportunities of manifesting their own thinking, taking part in discussions, and promoting their motivations and metacognition of knowing and learning science.
Journal of Korean Academy of Fundamentals of Nursing
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v.2
no.2
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pp.169-181
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1995
The aims of this study are to identify the perceptions and learning needs related to nursing profession of nursing students and to provide the basic data for development of curriculum. The questionnaire used for this study includes 103 items categorized as the fellowing 8 areas : the perception of nursing profession, competency as a nurse, the perception about clients, priorities in nursing activity, the knowledge required for, an ideology about nursing. Data was collected from the same students through their first grade in 1993 to third grade in 1995. The results are as follows : 1) In terms of the views on nursing profession, most of the students responded it as helping treatment of disease. Higher the grade, more significant with regard to health counseling, utilization of nursing and skills, nursing for community people. 2) Asked about competency as a nurse, sufficient professional knowledge on the nursing was responded as the highest. 3) Asked about the clients of nursing, 'patients' was the highest and as the grade was high, the items on 'family', 'community people', 'community' were high. 4) With regard to the points to be considered in the performance of nursing, while 'physical respect', 'psychological respect' were commonly responded, 'spiritual respect' highly responded in the second and third grades. 5) Asked about what nursing activity is, 'to relieve the pain' was high in the first and second grades, 'the promotion of health' was high in the third grade. 6) With regard to the ideology on nursing, the humanity and belief and faith were commonly responded. These results suggest, even though the expanded role of nursing was recognized, there is the tendency of illness oriented, to be need of reinforcement on the curriculum management in nursing education.
With the development of chinese online games rapidly, Game markets need the actual possibilities of practical game's technology increasingly. Additionally Lack of originality of the Chinese online games couldn't be appropriated for consumer's preferences, so it is necessary that the talents in a game design and management should be cultivated. When we cultivate the talents, we should pay attention to the various styles in different countries, that is why we will make a comparative study on the games respectively achieved in China, Japan, and Korea according to the romance of the three kingdoms. They respected the traditional Chinese cultures as materials of this theme, it is worth learning and referencing. We had selected representative 6 games among 25 three Kingdom games and 2 games for each country as a stimulus of the game architectural design in the backgrounds design, with using of SPSS regression analysis, Therefore, this research will provide the references for the better development talents of whom can not only understand Chinese traditional culture but also adapt to the needs of game development.
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