• 제목/요약/키워드: Role-play model

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고등학교 가정교과 가족관계 영역을 중심으로한 역할놀이 수업모형의 개발 및 적용 (The Development of the Teaching-Learning Model Applying Role Play to High School Home Economics Education)

  • 이시경;유태명
    • 한국가정과교육학회지
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    • 제9권2호
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    • pp.101-114
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    • 1997
  • The objectives of the unit ‘Family Relations’in high school Home Economics Education is to help the students cultivating proper values and self-esteem, maintaining harmonious personal relations not only by understanding human relationships in family, but also by acquiring role play, and is to wisely cope with many problems occurring in social life, which are indispensable for those living in modern society. But at present it is hard for the students to gain those abilities mentioned above, for the present unit ‘Family Relations’lays special emphasis only on memorizing specific knowledge about the understanding of a family. To improve the present educational situation, this study develops a new teaching-learning method based on the role play model concerning the ‘Family Relation’area of high school Home Economics Education curriculum. This study is theoretically based on the literature and previous studies on present problems of our various family relations, and solving its problems, and suggests lesson model of role play and its effect. This study was performed as following procedures: the ‘Family Relation’unit of the present high school Home Economics Education curriculum was analyzed, and surveyed students to discover the conflicts and their solutions the high school students are now experiencing in their family relations. Accordingly, a new lesson model of the ‘Family Relation’area, applying role play was developed. Based on the developed lesson plan, two-hour classes were experimented and positive evaluation was given by students.

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전략적 방법을 활용한 역할극 연구: 언어습득시기의 의사소통능력 향상을 중심으로 (On the study of role play using the strategic methodology: With respect to the communicative competence improvement in language acquisition period)

  • 최숙희;김성헌
    • 영어어문교육
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    • 제11권1호
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    • pp.203-224
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    • 2005
  • The purpose of this study is to justify the effects of role play with respect to speaking and listening functions and to provide the strategic methodology for improving English communicative competence of fifth grade primary school students. We can expand role play as a strategic teaching method to develop English learning models, so that English can be more easily acquired to the students who are in the critical language acquisition period. Strategic role play reflects the events and experiences of many kinds of people in everyday life. It is suggested that one of the best methods to improve English communicative competence in the primary classroom is through role play. Students can develop meaning for language patterns by portraying situations in which these instances in language would be used. This study proposes to facilitate English communicative ability using various student-centered role play strategies. It is concluded that the student-centered activities using strategic role play help the students to improve their English communicative competence. This is done by deriving their own creative dialogues and presenting the role play with their interests in learning English and with subsequently positive learning effects.

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고급사고력 신장을 위한 역할놀이 교수-학습 모형 개발에 관한 현장 연구 (The Development of a Role Play Instruction Model to Increase Higher- order Thinking Ability in Geographical Education)

  • 박선희
    • 대한지리학회지
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    • 제40권1호
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    • pp.109-125
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    • 2005
  • 본 연구의 목적은 지리과에서의 고급사고력 신장을 위한 교수-학습 모형 개발을 개발하고 현장에 적용해 보는 것이다. 논문의 목적을 달성하기 위해 고급사고력 신장과 관련된 문헌을 검토하고 고급사고력신장에 있어서 역할놀이의 교육적 의의와 활용에 대해 논의하였다. 고급사고력은 새로운 상황에 직면했을 때 독창적으로 문제를 해결하려고 하는 정신작용으로, 본고에서는 고급사고력을 문제해결과 의사결정능력, 창의적 사고, 비판적 사고, 메타인지로 구분하였다. 다양한 교수-학습 모형의 적용을 통하여 학생들은 창의적 사고, 비판적 사고, 문제해결과 의사결정능력, 메타인지 등 고급사고력을 신장시킬 수 있다. 본고에서는 고급사고력 신장을 위한 교수-학습 모형 중 하나로 역할놀이를 10학년 사회교과서 중 환경관련 단원 (IV. 환경문제와 지역문제)을 사례로 개발하였다. 개발한 역할놀이 교수-학습 모형을 서울시내 고등학교 1학년 학생을 대상으로 현장에 적용하였다. 역할놀이에 참여한 학생들은 주어진 지리적 문제 상황에 맞는 역할극을 실연해 보고 관찰한 것을 바탕으로 서로의 예측 결과를 공유하고 토론하고 일반화함으로써 문제해결과 의사결정, 창의적 사고, 비판적 사고, 메타인지 등 고급사고력을 신장시킬 수 있고 가치관, 태도 등 기능적$\cdot$정의적 영역도 향상시킬 수 있다.

과학사 주제에 따른 과학사-역할놀이가 대학생의 과학의 본성의 변화에 미치는 효과 -원자모형의 변천과 멘델레프의 주기율표의 변천 주제를 중심으로- (The effectiveness of the change in perspective of the nature of science depending on subjects of the history of science-role play -The atomic model transition and the Mendeleev's periodic table -)

  • 김도욱
    • 과학교육연구지
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    • 제39권1호
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    • pp.15-27
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    • 2015
  • 본 연구에서는 과학의 본성을 현대적 관점으로 변화시킬 수 있는 프로그램으로서 2 종류의 과학사-역할놀이 프로그램을 고안하여 그 프로그램의 적용 효과와 과학사 주제별 과학의 본성의 인식의 변화에서 차이가 있는 지를 알아보았다. 과학사 주제에 따른 역할놀이 활동 전후의 과학의 본성 인식변화 효과의 차이를 분석한 결과 I 그룹(원자모형의 변천-역할놀이 활동)과 II 그룹(멘델레프 주기율 표-역할놀이 활동)을 수행한 그룹 사이에 과학의 본성 인식 정도가 통계적으로 차이가 없는 동질한 그룹이었으나, 각각의 주제로 과학사-역할놀이 처치를 한 후 시행한 사후검사에서 I 그룹이 II 그룹보다 그 인식의 정도가 통계적으로 유의미한 차이로 높게 나타났다. 이는 과학사-역할놀이 활동을 처치한 후에 과학의 본성에 대한 인식의 변화 정도는 각각의 역할놀이와 결합시키는 과학사의 주제에 따라 그 효과가 차이가 있을 수 있음을 의미하는 것이다. 본 연구결과는 주제의 흥미도와 난이도를 고려하기 보다는 시계열적 과정을 거쳐 다수의 과학자들이 과학적 이론을 정립해 가는 과정이 포함된 과학사 주제를 선택하여 과학사-역할놀이 활동을 할 경우 과학의 본성의 변화에 더 효과적일 수 있다는 가능성을 시사한다.

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역할극을 통한 학습인식이 항공서비스전공 대학생의 대인관계능력, 학습만족, 학습성과에 미치는 영향에 관한 연구 (A Study on the Effects of Learning Perception Using Role Play on Interpersonal Competence, Learning Satisfaction, and Learning Outcomes of Aviation Service Major College Students)

  • 김하영
    • 한국항공운항학회지
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    • 제31권1호
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    • pp.118-132
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    • 2023
  • This study aimed to analyze the relationship between the learning perception of aviation service subjects using role play on the interpersonal competence, learning satisfaction, and learning outcomes of college students majoring in aviation service. A survey was conducted targeting 217 university students majoring in aviation service who are enrolled in universities in the metropolitan area and Chungcheong area and have experience in class using role play. In addition, the hypothesis is verified using the structural equation model. Among the perceptions of role play classes experienced by university students majoring in aviation service, 'inter-dependency' was found to have a positive (+) effect on all sub-factors of interpersonal competence. And 'usefulness' confirmed the positive (+) influence relationship with 'temperament for others' and 'communication' except for 'relationship promotion' of interpersonal ability. Among sub-factor of interpersonal competence, it is confirmed that only the factors of 'temperament for others' and 'communication' had an effect on learning satisfaction. And it is proved that learning satisfaction is an important determinant of learning outcomes. Therefore, this study is expected to serve as a basis for deriving an efficient and optimal learning method for practical subjects in aviation service majors.

정형물리치료학의 학습모형 개발에 관한 연구 (A Study on the Learning Model of Orthopedic Manual Therapy)

  • 박지환
    • 대한정형도수물리치료학회지
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    • 제6권1호
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    • pp.27-33
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    • 2000
  • PURPOSE; The main purpose of this study is to develop a new learning model of Orthopedic Manual Therapy. METHOD; From 1997 to 1999, this survey was made of 318 students who had attended in Orthopedic Manual Therapy subject. RESULT; Results show that regard satisfaction with lecture was as 'good' by 235 person(73.3%). And the most interest subject among the therapists was orthopedic manual therapy(44.63%), next NDT(25.62%). CONCLUSION; This study suggest a new learning model of orthopedic manual therapy used by Role-play model and Coner study model. So we can be lecture effectively to focus students.

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R&D 조직의 지식 경영 활동이 R&D 성과에 미치는 영향 (The Effects of R&D Knowledge Management Activities on R&D Performances)

  • 김병수;한인구
    • 지식경영연구
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    • 제13권1호
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    • pp.25-39
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    • 2012
  • According to knowledge-based view, knowledge is an essential strategic resource for a firm to retain sustainable competitive advantage. As knowledge is created and disseminated throughout the firm, the firm can enhance its capability to respond to new and unusual situations. Thus, a lot of companies actively manage their knowledge and intellectual capital. Especially, knowledge management (KM) activities in R&D organizations play a critical role in enhancing R&D performances such as innovation capability. In this regard, this study develops a theoretical model to examine the effects of R&D KM activities on R&D performance. The research model posits KM participation, knowledge management system (KMS) use, and community of practice (CoP) as the main activities of R&D KM. This study proposes that R&D shared knowledge quality and R&D KM satisfaction play a mediating role between R&D KM activities and its performance. The proposed research model was tested by using survey data collected from 248 employees in an R&D department. PLS (partial least squares) was employed for the analysis of the data. The findings of this study showed that R&D KM activities play a significant role in enhancing R&D performance. The findings revealed that R&D shared knowledge quality is not significantly related to R&D performance, while R&D KM satisfaction significantly influences R&D performance. The theoretical and practical implications of the findings were described.

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육류 소비에 영향을 미치는 요인들을 매개하는 육류 혐오감의 효과 평가 (Measuring the Effect of Disgust with Meat Mediating the Factors Influencing Meat Consumption)

  • 배성식;강종헌
    • 한국식생활문화학회지
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    • 제22권4호
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    • pp.414-419
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    • 2007
  • The purpose of this study was to measure the effect of disgust with meat mediating the factors influencing meat consumption. Structural equation model was used to measure the causal relationships among constructs. The structural analysis Result of the data indicated excellent model fit. The effects of moral concerns for animals, meat texture and satiety from meat on disgust with meat were statistically significant. The effects of color in meat and negative body esteem on disgust with meat were not statistically significant. As expected, disgust with meat had a significant effect on meat consumption. Moreover, disgust with meat played a mediating role in the relationship between moral concerns for animals and meat consumption. Disgust with meat played a mediating role in the relationship between satiety from meat and meat consumption. Disgust with meat did not play a mediating role in the relationship between color in meat and meat consumption. Disgust with meat did not play a mediating role in the relationship between body esteem and meat consumption. In conclusion, based on structural analysis, a model was proposed of interrelations among constructs. It should be noted that the original model was modified and should, preferably, be validated in future research.

A Role-play Approach for Privacy Protection Inspiration of Elementary Students

  • Park, Gwi-Ja;Rhee, Kyung-Hyune
    • 한국멀티미디어학회논문지
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    • 제12권12호
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    • pp.1796-1808
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    • 2009
  • Elementary school students have a little awareness of privacy protection since they do not have many opportunities for systematic education on information and communication ethics. Hence, they are likely to expose their own information to others and sometimes bring on a lot of misuses by using others' information. In this paper, we provide an idea for teaching and learning methods which the elementary school students acquire privacy protection and management methods and raise their practical capabilities. We develop a role play teaching and learning model in connection with various Information and Communication Technology (ICT) activities and establish the instruction plans. Moreover, we apply them to the actual classes at grade five and six of the elementary school students respectively, and finally analyze the results. The proposed teaching and learning method shows that the students participated in a series of learning activities have higher learning effects on awareness of privacy protection than those learned with the conventional methods.

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한의학 전공학생의 진료 및 의사소통 역량 향상을 위한 동료 역할극 모델제안과 사례분석 (Peer Role-Play in a College of Korean Medicine to Improve Senior Students' Competencies in Patient Care and Communication: A Case Analysis and Proposal for a Model)

  • 조은별;정현종;임정태
    • 대한한의학회지
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    • 제43권3호
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    • pp.49-64
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    • 2022
  • Objectives: Peer role-play (PRP) has been used in health care training simulations because standardized patient training requires considerable time and expense. This study described the implementation of clinical simulation using PRP and examined the effect. Methods: Final year students from a single college of Korean medicine engaged in PRP as part of clinical skills practice. Education tools from clinical practice guidelines were used to structure the PRP. Communication competency was assessed with the Korean Version of the Self-Efficacy Questionnaire (KSE-12). Whether this training helped to achieve graduate outcomes was evaluated on a five-point scale. Results: Fifty-nine students (53.2%) participated in the survey. Among 12 items on the KSE-12, the score for "How certain are you that you are able to successfully listen attentively to the patient?" was the highest. Further, PRP was found to be helpful for self-directed learning, establishment of one's professional identity, and the ability to communicate and manage patients. Three themes ("Benefits of role-play", "The importance of positive feedback", "Limitations and problems of role-play"), 15 categories, and 16 central meanings were derived by categorizing learners' subjective opinions about PRP. Conclusions: Study findings indicate that PRP may contribute to improving communication skills and establishing a professional identity for future Korean medicine doctors. We suggest using PRP in clinical education in colleges of Korean Medicine.