• Title/Summary/Keyword: The Importance of School Art Education

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A Study on the Techniques of Semi-permanent Makeup (반영구화장의 테크닉디자인 표현기법연구)

  • Lim-Hyang Lee
    • Journal of Advanced Technology Convergence
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    • v.3 no.1
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    • pp.51-58
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    • 2024
  • The reality of this study is that, in accordance with the development trend of human body art, art makeup and semi-permanent makeup are emerging as promising industries in the beauty industry among beauticians, and awareness of professional skill improvement is gradually increasing over time. Accordingly, interest in semi-permanent makeup has increased not only among beauticians who specialize in beauty industry or learn semi-permanent makeup, but also at beauty academies where they learn many beauty techniques, and this trending technology has been promoted at international beauty competitions by holding skill competitions for beauty technicians who specialize in semi-permanent techniques. As a venue for exchanging information about education, it is expected that synergistic effects such as dissemination of the education system can be expected. Korea's rapid industrial development has brought about great changes in the supply and demand of professional and detailed skilled manpower and in the formation of manpower in terms of technical level according to industrial development, and the skills and professional skills of beauty beauticians have improved due to the excellence of the professional education qualifications of beauticians and high skill evaluations. This had a significant impact on self-development and led to a re-recognition of the importance of efforts to achieve skilled skills.

The Effect of Natural Disaster Safety Education on Young Children's Safety Problem-solving Abilities and Eco-friendly Attitudes (자연재해 안전교육이 유아의 안전문제해결사고 및 환경 친화적 태도에 미치는 영향)

  • Lim, Eun Ok;Kim, Ji Eun
    • Korean Journal of Child Education & Care
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    • v.18 no.4
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    • pp.227-245
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    • 2018
  • Objective: In this study, educational activities were organized to emphasize the importance of natural disaster safety education by reflecting the recent rapid increases in natural disasters. The study focused on story-sharing, art, and game activities to effectively conduct natural disaster safety education for four-year-old children, and in doing so, aimed to improve the children's safety problem-solving abilities and eco-friendly attitude. Methods: Based on the types of natural disasters that are handled by the Ministry of Public Administration and Security and the Chungcheongbuk-do Office of Education, earthquakes, yellow dust, heat waves, floods, typhoons, bolts of lighting, fires, snowstorms, and global warming were included as the study's educational contents, and a total 20 sessions of natural disaster safety education activities were planned. For the subjects, 20 four-year-old children at K Kindergarten attached to a school were selected as an experimental group and 20 four-year-old children at N Kindergarten attached to a school were selected as a control group. Both kindergartens were located in C City, Chungcheongbuk-do. The experimental group was instructed to perform the study's education activities, whereas the control group only carried out general activities based on the Nuri Curriculum's subjects of daily life. Results: As a result, the children in the experimental group, who received the natural disaster safety education, improved their safety problem-solving abilities and eco-friendly attitude when compared to those in the control group. This outcome proved that the natural disaster safety education conducted by the present study offers educational activities that can positively affect improvements in children's safety problem-solving abilities and eco-friendly attitude. Conclusion/Implications: Therefore, the present study is likely to provide concrete information to teachers who plan to conduct natural disaster safety education in the actual early childhood education field.

The Effects of Consumer Value Cognition on Benefits and Attributes of Culture-Art Products (문화예술상품 소비자의 가치인식이 추구혜택과 상품속성에 미치는 영향)

  • Shin, Eun Joo;Rhee, Young Sun
    • Asia Marketing Journal
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    • v.14 no.2
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    • pp.177-207
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    • 2012
  • Today's consumers perceive consumption as a representation of themselves. It is not simply an act that fulfills a consumer's physical and practical needs. Even in terms of life quality, consumers increasingly want to achieve an emotional and sensible experience through consumption. Consumers now make decisions based on their need to express their position in relation to other people, pursue emotional satisfaction, and try to improve the quality of life. Culture-art products that meet such internal and external demands of consumers have made significant improvements in both quantity and quality, because of the social interest and policy support. The recognition of personal and social values of culture and arts has brought about interest in and need for culture-art products. Businesses have agilely embraced such change and actively implemented various marketing strategies utilizing culture and arts. For example, businesses began to sponsor artists who produce culture-art products while building facilities for cultural and art performances or exhibitions. Businesses have also provided performances and exhibitions free-of-charge or at affordable prices. As a result, the supply in the market has started to exceed its demand as is often the case in many of other markets. However, such imbalance has occurred not because of over-supply but because of a lack of demand. Given these circumstances, the government and culture and art related organizations, which had mainly concentrated on the supply side, started to recognize the importance of creating personal and social values in culture and arts. As a result, the government and various organizations are now creating various strategies that include policy measures to achieve their new found goal. Unfortunately however, such efforts are not meeting the expectations. Focusing on above-mentioned circumstances and problems, this study aims to find measures to create demand for culture-art products in the internal conditions of those who consume culture-art products. In other words, given that the demand for culture-art products has not increased despite all external conditions to encourage consumption, this study aims to find the reasons in consumers' value judgment on culture-art products. Though there were recent studies on culture-art products that applied consumer behavior on marketing theories, most of them focused on peripheral aspects such as people's motivation for or satisfaction from watching culture-art events. Hence, there is a need to understand what kind of value consumers perceive from culture-art products and how such value cognition leads to consumption in a comprehensive manner. This study acts as follow-up to a separate study entitled "Qualitative Study about Value Cognition and Benefits of Consumer on Culture-Art Products". The current study aims to extend practical implications that enhance the effectiveness of marketing strategies among the producing and policy agencies in the industry. The purpose of this study is to investigate dimensions of value cognition, benefits and attributes of culture-art products, and identify the effects of consumer value cognition on benefits and attributes. The questionnaire was developed based on the conceptual structure of qualitative research and previous researches. It was composed of value cognition, benefits, attributes of culture-art products and demographic variables. This survey was conducted on-line and off-line among a total of 662 persons ranging from their teens to their 50's who were living in Seoul, Gyeonggi-do, various metropolitan cities, and small and medium-sized cities. The data collected was analyzed by factor analysis and path analysis using SPSS WIN 18.0 and AMOS 16.0. This empirical study found that the dimensions of value cognition of culture-art products were categorized into personal goods, aesthetic goods and public property. This shows that the consumers perceive culture-art products as products that are worthy enough to pay the costs not just for personal benefits but also for their social values. Also the formation of value cognition for culture-art products requires special conditions unlike that for physical consumer goods and services, which simply require marketing stimuli. The dimensions of benefits pursued by consuming culture-art products were found to be composed of four types - pursuit of aesthetic benefits, pursuit of actual benefits, pursuit of emotional benefits, and pursuit of conspicuous character. This result implies that people consume culture-art products not just to pursue pleasure from emotional and intelligent satisfaction as well as social relations, but also to seek the needs and benefits embodied at a social level. The dimensions of attributes of culture-art products had seven different factors, - environmental, price, evaluation, people, artwork, composition, and personal relations - which is plentiful. This is because the attributes of culture-art products are very complicated compared to other consumer goods or services. Since culture-art products include not just cultural or artistic works but also all physical, human, environmental, and systemic elements of the products in a comprehensive manner, consumers perceive everything they experience in the process of consuming culture-art products as part of the products. The dimensions of value cognition was found to affect attributes of the products, mostly using pursued benefits as a mediating factors. This result is consistent with the result of qualitative research, and proves that applying the means-end chain theory in the reverse direction is reasonable. The result can be interpreted that consumers' value cognitions for culture-art products turns into actual benefits leading to consumers' decisions. Furthermore, this result reveals that when consumers choose culture-art products, they take into account the attributes of culture-art products depending on the benefits they pursue. These results confirm that despite their conceptual and abstract attributes, culture-art products have values that contribute to actual benefits for individual consumers and society. Hence, value cognition generates benefits to be pursued and this in turn affects the consumers' choices of attributes on products. Based on the conceptual structure of consumers' value cognitions on culture-art products and its dimensions, it is possible to find detailed methods to provide opportunities for education and training to form and reinforce positive value cognition on culture-art products. And through those methods, it will be possible to develop attributes of culture-art products according to the dimensions of pursued benefits, and allow conceptual products become the subject to valuable consumption in real life. These results provide theoretical understanding of consumer behavior in culture marketing and useful information to culture-art producers, companies that use culture and art, and government agencies that use culture-art as a mean to improve the public perception of quality of life. As a follow up on this study, there should be experimental studies that can develop criteria visualizing the demands of consumers who purchase culture-art products and identify their detailed attributes. Studies that compare characteristics of different areas within the culture-art product category and in-depth studies on a specific area or genre will also be needed. In order to develop marketing strategies for culture-art products, studies on the formation and reinforcement of positive value cognition on culture-art products and education for the development of consumer demand as well as on the development and differentiation of attributes of culture-art products depending on types of consumer groups should also follow.

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Design and evaluation of STEAM Teaching Material which uses a sensor in a smart device (스마트기기 센서를 활용한 STEAM 수업자료 설계 및 평가)

  • Yang, Yun-jeong;Kim, Eui-jeong;Kim, Chang-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.271-274
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    • 2013
  • Considering the recent trend highlighting the importance of STEAM education, the purpose of this study is to develop scientific research activities and STEAM technology material using the smart device sensor. Drawing a picture on a map with GPS drawing application which contains elements such as IT, geographic information, sports and arts, we intent not just to install a smartphone application but also to get synergic effects and help with real cartography and geographic classes which are not experienced in the middle school curriculum, by using the functions of a smart device. Through the development of STEAM teaching material, we intended to provide a clear direction towards advancement by developing creative teaching data and teaching models which encourage students to improve their interest and creativity in science, technology, engineering, art, and mathematics.

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Study of educational management on performance of scholar in nano/micro-level composite

  • Chunhong Zhang;Yun Liu;Yong Zhang;Artin Ketabdar;H.B. Xiang
    • Advances in nano research
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    • v.16 no.6
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    • pp.615-622
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    • 2024
  • This study investigates the impact of educational management on the performance of scholars in the field of nano/micro-level composites. The objective is to understand how effective management strategies can enhance the academic achievements and research outcomes of students specializing in this advanced area of materials science. Through a combination of qualitative and quantitative methodologies, data was collected from various educational institutions renowned for their programs in nano/micro-level composites. Our results indicate that tailored educational management practices significantly improve student performance. Key strategies identified include personalized mentorship programs, interdisciplinary collaboration opportunities, and access to state-of-the-art laboratory facilities. Institutions that implemented these practices observed a marked increase in the quality and quantity of research outputs, higher student satisfaction rates, and improved post-graduation employment prospects in relevant industries. Furthermore, the study highlights the importance of continuous professional development for educators to stay abreast of the latest advancements in nano/micro-level composites. By fostering an environment of innovation and support, educational management can play a crucial role in shaping the next generation of researchers and professionals in this cutting-edge field. These findings underscore the necessity of strategic educational management in optimizing the academic and professional trajectories of scholars in nano/micro-level composites, ultimately contributing to advancements in technology and industry applications.

A Study on the Environmental Elements for Physical Computing Game Development (피지컬 컴퓨팅 게임 개발을 위한 환경적 요소에 관한 연구)

  • Lee, Jun Suk;Rhee, Dae Woong
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.81-90
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    • 2021
  • In this study, we derive the important environmental elements for developing physical computing game. Environmental elements are selected based on the analysis of the physical computing environment in the area including physical computing itself, existing physical computing games, digital art, and information education. The derived elements are verified by Delphi's investigation methodology. The 27 factors are chosen in terms of development environment, development case, and development service. Among them the environmental aspects of physical computing are ranked as the highest importance.

A Comparison of the Teachers' Awareness about the Importance of Job Performing Abilities from National Competency Standards (국가직무능력표준(NCS)의 보육교사 직무수행능력에 대한 운영주체에 따른 보육교사의 중요도 인식 비교)

  • Jun, Yun Sook
    • Korean Journal of Child Education & Care
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    • v.17 no.4
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    • pp.1-30
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    • 2017
  • The purpose of this study is to investigate the awareness of daycare teachers by the nursery school operation performance of the National Competency Standards(NCS). For this purpose, 35 public and private daycare center, home daycare centers and corporation daycare center teachers were randomly sampled in Busan Metropolitan City. We conducted a questionnaire consisting of 230 sub-elements based on 45 sub-competency unit elements extracted from 12 areas of job ability of the national competence standards. Final questionnaires were collected from 117 questionnaires of 28 national daycare teachers, 30 private daycare teachers, 30 home daycare teachers, and 29 corporation daycare teachers. As a result, there was a difference in the awareness of importance among the four groups in all 12 performance capability units. For the 12 job performance units, the importance was recognized in the order of corporate daycare center, national daycare center, home daycare center, and private daycare center. Among them, "Establishment of Child Care Center Management Policy", "Construction of Child Care Service", "Child Care Activity Management", "Infant and Child Playing Guide", "Body and Art Activity Guidance", "Language, Nutritional guidance" there were no differences in the awareness of the importance of corporate daycare teachers and national daycare teachers, and there was no difference between national daycare teachers and home daycare teachers. However, there was a difference between corporate daycare teachers and home daycare teachers.. There is also a difference in the awareness of importance between home daycare teachers and private daycare teachers. In the remaining five job competence units, "Child Care Assessment", "Support for Infant and Toddler Development", "Cooperation with the Home and Community", "Child Care Management", and "Child Care Research", corporation daycare centers, national daycare centers. There was no statistically significant difference in the awareness of importance, but there was a significant difference from the private daycare teachers. Also this tendency was consistently observed in 45 sub-capacity unit elements.

Exploring the Meaning of Self-directed Service experienced by Preservice Teachers -Focused on the Service of Daycare Programs for Lower Grades of Elementary- (예비유아교사가 경험한 자기 주도적 봉사의 의미 탐색 -초등학교 저학년 돌봄 교실 봉사를 중심으로-)

  • Hwang, Ji-Ae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.11
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    • pp.443-452
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    • 2016
  • Six preservice teachers who participated in the "2016 service of summer vacation daycare programs by university and college students" focused on the programs for the formation of art, music and physical education and recreation culture were selected as research participants. The meaning of the experience they had through the service process was qualitatively analyzed. The subjects accepted the purpose of the self-directed service in which they should themselves solve a series of the entire process, from planning a volunteer program through drawing up the budget and purchasing materials to practice, evaluation and expressed the intention of participation. A volunteer program was conducted including visiting a daycare program for lower graders of elementary school (1st and 2nd grades) with more than 40 class hours during vacation. As research materials, research participants' journals, transcripts of individual interviews and group interviews, transcripts of phone calls, e-mail messages, and self-evaluation records of each class hour were collected. To increase the reliability and validity of the study, triangulation, member check, advice and review of the experts were conducted. In the study results, the volunteering experience-related significance for the preservice teachers who participated in the self-directed service were broadly categorized into 'Becoming a capable professional teacher', that consists of 'Increasing the power of thinking', 'Realizing the importance of communication', 'Doing together itself is important' and 'Ability to apply information and resources is needed'. 'Increase the continuity between preschool and elementary education' was subdivided into 'Get to know the necessity of the continuity between preschool and elementary education' and 'Want to learn the continuity between preschool and elementary education.'

A Study on User Presence and Satisfaction according to the Position and Height Difference of 360-degree VR Cameras in Exhibition/Performance VR Content (전시·공연 VR 콘텐츠에서 360도 VR 카메라의 위치와 높이 차이에 따른 사용자 프레즌스 및 만족도에 관한 연구)

  • Kim, Sang-il;Lee, Jae-Hyun
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.508-518
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    • 2021
  • Recently as a result of covid 19, it has emphasis on the importance of non-contact. VR content has been attracting attention as an alternative to visual arts, media art, new media exhibitions and performances with limited offline activities. Although interest in 360 VR video contents such as VR contents for exhibitions and performances is increasing, research on immersion and satisfaction is focused on games and animation VR contents. In this paper, it verified the effect of the difference in the position and height of the VR camera in exhibitions and performances on the user's presence and satisfaction. For this experiment, the presence and satisfaction were measured after experiencing the VR contents of the convergence exhibition and performance filmed at different locations and heights. As a result of the experiment, the difference of VR camera's position had a significant effect on presence and satisfaction, the difference of VR camera's height had a significant effect only Realistic immersion of the presence.

Selection and research of physical computing game elements through case analysis (사례 분석을 통한 피지컬 컴퓨팅 게임 요소 선별 및 연구)

  • Lee, Jun-Suk;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.5
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    • pp.659-666
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    • 2021
  • This research will apply the environmental characteristics of physical computing to game development, which has the concept of giving substantial materiality to digital media that do not exist in reality. The processing process of physical computing is digital input and digital output, and analog input and analog output, which mainly uses Malik controllers. Therefore, we select development elements by analyzing research cases in the field of digital art and information education where physical computing is studied a lot, and by analyzing games that borrowed some physical computing elements. The derived elements are verified by the Delphi's research methodology through agreement with experts. 12 elements are selected in this study, and the importance is shown in order of the physical properties in the virtual world, the suitability of the implementation technology, and the conformity between real and virtual players.