• Title/Summary/Keyword: Self Learning

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THE CURRENT TRENDS OF BRITISH MUSIC THERAPY & TWO CASE STUDIES OF AUTISTIC CHILDREN (영국 음악치료 사례연구 - 자폐아 치료를 중심으로 -)

  • Kim, Jin-Ah
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.8 no.1
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    • pp.123-132
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    • 1997
  • The purpose of this paper is to introduce the current trends of British Music Therapy and its effectiveness as a therapeutic intervention for the autistic children. This paper consists of two parts;Part one will provide a general picture of music therapy by looking at its fundamental concepts and therories. Part II(two case studies) will illustrate the actual processes of music therapy which can engender a therapeutic relationship between the therapist and the autistic child. Through the first case study of Charlie, a 3 year and 9 month non-verbal autistic boy, we shall see how music therapy facilitates both non-verbal and verbal communication and a form of pretend play. The second case of Mark, a 10 year old autistic boy with complex emotional, behavioural and learning difficulties who had been sexually abused in the past, presents how the therapist’ acceptance of the child’ being and the shared experience of music therapy enable the child to express his difficulties and to develop the awareness of self and others. By exploring both musical and interpersonal aspects of music therapy, this gives an in depth examination of therapeutic processes. In order to clarify clinical procedure, this paper is viewed in musical, developmental and psychodynamic perspectives. To ensure confidentiality, the clients will be referred to by alter-native forenames.

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A Review of Research on Augmented Reality Based Educational Contents for Students with Autism Spectrum Disorders (자폐 스펙트럼 장애 학생 대상 증강현실기반 교육 콘텐츠 연구에 대한 고찰)

  • Son, Ji-Young
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.35-46
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    • 2017
  • The purpose of the study was to review the recent literature on applying augmented reality based educational contents for students with autism spectrum disorders and to identify research trends and implications. The search procedures through the Web-database system were implemented to find the proper research and a total of 12 studies were included in this review. The results indicated that most of subjects were elementary school-age children, also single subject design was mostly implemented. Mobile devices were used mostly for augmented reality, and most of data collection methods was behavioral observation. Results founded several contents types: objects manipulation, manipulation for self-modeling, on-site problem solving program, and location-based learning guide. Additionally, the results indicated that the educational effectiveness was the improvements of social behaviors, play and imitation behaviors, and emotion recognition. Furthermore, considerations to develop and apply augmented reality based educational contents for students with autism spectrum disorders were suggested.

A Dynamic Update Engine of IPS for a DoS Attack Prevention of VoIP (VoIP의 DoS공격 차단을 위한 IPS의 동적 업데이트엔진)

  • Cheon, Jae-Hong;Park, Dea-Woo
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.6 s.44
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    • pp.165-174
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    • 2006
  • This paper attacked the unknown DoS which mixed a DoS attack, Worm and the Trojan horse which used IP Source Address Spoofing and Smurf through the SYN Flooding way that UDP, ICMP, Echo, TCP Syn packet operated, the applications that used TCP/UDP in VoIP service networks. Define necessity of a Dynamic Update Engine for a prevention, and measure Miss traffic at RT statistics of inbound and outbound parts in case of designs of an engine at IPS regarding an Self-learning module and a statistical attack spread, and design a logic engine module. Three engines judge attack grades (Attack, Suspicious, Normal), and keep the most suitable filtering engine state through AND or OR algorithms at Footprint Lookup modules. A Real-Time Dynamic Engine and Filter updated protected VoIP service from DoS attacks, and strengthened Ubiquitous Security anger, and were turned out to be.

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The Development of an Education System for Preventing Inappropriate Information on the Internet (인터넷상의 유해정보 예방교육 시스템 개발)

  • Lee, Hee-Soon;Lee, Jae-Mu
    • Journal of The Korean Association of Information Education
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    • v.12 no.2
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    • pp.203-211
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    • 2008
  • The purpose of this study was to develop an education system to protect elementary school students from inappropriate information and verify the effect of the program. It was deemed necessary that an education system be developed for the cultivation of appropriate information selection and self-censorship of inappropriate Internet information. To this time, however, schools have not placed great importance on this concept because of the lack of the documents and the teaching strategies. Our system gives support on three levels to a learning course according to collected documentation. The learner receives not only feedback activities and results from others and the teacher, but also counsel from the teacher about difficulties. The system implementing this methodology indicated that both the students' recognition of harmful information and their moral values were improved as the result of applying the system in a local elementary school.

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A Review of 「Bogoganeun Maeul」 Movement in Jellabuk-do (전북 「보고가는 마을」 운동에 대한 고찰)

  • Seo, Man Yong;Park, Su Young
    • Journal of Agricultural Extension & Community Development
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    • v.20 no.2
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    • pp.341-382
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    • 2013
  • The purpose of this study is to introduce 'Bogoganeun Maeul Movement' which was drived by Jellabuk-do province at 1962. and to ascertain historical meaning of its among history of Korea rural development and to investigate the relationships among 'Sinsanghwal movement', 'Community development program', 'Jaegungukmin movement'. It was found that 4,031 Maeul was designated a Bogaganeun Maeul at 1962. and leader of its village got an appointment as 'light of rural' by province administration. This study was found that the historical meaning that even if it was in theoretically and administrative frame. Bogaganeun Maeul was a self-regulating first community development program that was drived by Jeollabuk-do and starting point of model of 'Mobum Burak'. Besides Bogaganeun Maeul was tourism village for an inspection and learning by observation. and first article that 'Sightseeing village' word appeared initially in the newspaper.

A Study on the Copyright Education using Mobile Web : Focusing on SNS (모바일 웹을 이용한 저작권 교육에 관한 연구 : SNS를 중심으로)

  • Lee, Myung-Suk;Pi, Su-Young
    • The Journal of Korean Association of Computer Education
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    • v.17 no.4
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    • pp.59-67
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    • 2014
  • With the development of SNS, many different areas including education are utilizing SNS in various ways. And there are more and more learners and teachers who intend to use it for learning. Lately, however, the students using SNS environment hardly consider the issues regarding copyright, so this is raising even legal issues, too. Therefore, this study has examined the degree of recognition of undergraduates on copyright and extracted the general cases of copyright which undergraduates may face in the actual class or everyday life. The cases extracted are expressed in the rules of "If ~ Then", stored in the knowledge base of rules in the rule-based system, and realized as the mobile web. And regarding the copyright-related problems inputted by the students, similar rules are drawn from the knowledge base of rules so that they can solve copyright-related problems anytime, anywhere with the mobile web in a self-directed way.

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Determinants of perceptual switching costs for digital game: focused on the different effects of basic psychological needs satisfaction (게임 전환 비용의 결정 요인: 모바일 게임 사용자의 기본적 심리 욕구 충족 차이를 중심으로)

  • Kim, Young-Berm;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.131-139
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    • 2020
  • Gamers switch their games to a new when get bored or encounter more attractive ones. Switching cost varies by gamers and depends on how they are satisfied with their current game. This study evaluates the satisfaction with current games as the miltiple basic psychological need in the self-determination theory and suggests 'needs-costs' causality research model that explain the variety of gamer's switching behavior. As the empirical test to domestic mobile gamers, the autonomy fulfillment to current game affect reversely with those of autonomy and relatedness. Those relationships between need satisfaction and perceptual switching cost vary according to their age and game genre preference. The results would be applied to understand gamers' switching behavior.

STEAM education cases study analysis using Open Source : Focusing on the use of the Knitting Machine (오픈소스를 활용한 융합인재교육(STEAM) 사례분석 연구 : 니팅기의 활용을 중심으로)

  • Park, Ji-Hoon;Nam, Won-Suk;Jang, Joong-Sik
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.199-204
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    • 2019
  • This study was designed to identify the expected effects and implications of STEAM education using open source-based knitwear to be designed as an open source task in the future by analyzing the current status, trends and case studies of domestic and foreign STEAM education using open source widely used in various fields. As a research method, the theoretical examination was conducted based on the literature research, and the current status and trend of STEAM education using open source at home and abroad were investigated and analyzed. As a result, the social interest in STEAM education using open source was confirmed to be increasing, and the education was designed for the purpose of generating interest, self directed learning ability, and creative thinking development, and the positive effects of the education were visible. Based on these implications, the expected effects of using an open source made knitter are presented and the design direction and significance of the STEAM training to be designed in the future are reviewed.

Rethinking the High Ability Students to Foster Their Scientific Research Skill: Through an Experimental Designing Test (과학적 연구능력을 통해 본 영재학생에 대한 재고: 실험설계검사를 통하여)

  • Park, Jong-Wook;Jung, Hyun-Chul;Heo, Nam-Young;Shin, Myeong-kyeong
    • Journal of the Korean earth science society
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    • v.25 no.8
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    • pp.674-683
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    • 2004
  • There is more than one way to conduct scientific research. In addressing the concern for educating the gifted in science towards achieving objectives of fostering their research skill, its elements need be explored and discussed by first admitting that various methodologies and features coexist in the name of scientific research. This study explores the various features of research skill presented as scientific process skills focusing on the students' experimental designing. Of course, there are several other domains included facets of research skill, such as problem finding, scientific knowledge, and self-efficacy. A Diet Cola Test (DCT) (Fowler. 1990) for digging into science process skills as an elements of research skills was administered to 705 students from 3rd to 10th grade, who enrolled the gifted education centers in Korea. Date was interpreted and analyzed based on the focus of Science education perspectives and research methods related to creative thinking and problem-based learning. But I eschew establishing and generalizing fixed constitutes of research skill from this research.

Criteria for the Program Development for Science Gifted Children Extracted from a Science Camp Activity (과학캠프 활동 평가를 통해 추출한 과학 영재 프로그램의 적절성 준거)

  • Park, Jong-Seok;Oh, Won-Kun;Park, Jong-Wook;Chung, Byung-Hoon
    • Journal of The Korean Association For Science Education
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    • v.19 no.2
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    • pp.329-339
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    • 1999
  • The 34 gifted children at 4th grade to 5th grade had attended the science camp for 3days. After the camp. they were asked to write which activities were most or least interesting, and most or least fruitful for themselves. By analyzing these answers, we could conclude that the activities which have novelty. give curiosity. or give opportunities to participate were thought to be interesting to them.They considered that a profitable activity should have something worth-learning. From these result. the effective activities in science gifted education gave the opportunity for self-doing and stimulate the curiosity with new phenomenon.

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