• Title/Summary/Keyword: analysis of character

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The Development of the Teaching Competency Scale for Character Education in Early Childhood Teachers (영유아교사 인성교육지도역량 척도 개발)

  • Goh, Eun Kyoung;Jeon, Hyo Jeong
    • Korean Journal of Child Studies
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    • v.37 no.5
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    • pp.129-144
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    • 2016
  • Objective: This study's purpose was to develop a teaching competency scale for character education for early childhood teachers and to examine its reliability. Methods: The study procedure was as follows: First, scale items were generated by reviewing the literature as a deductive approach and focused interviews with 8 field experts in an inductive approach. Second, face validation was assessed by 7 academic experts, and statistical validation processes were done twice. The data used in the final statistical analyses included 206 questionnaires for early childhood teachers. Statistical validation included item response analysis, item discrimination analysis, exploratory factor analysis, confirmatory factor analysis, and reliability analysis. Results: The 3 factors identified were as follows: Communicate teaching competence, practical teaching competence, and instrumental teaching competence. The validity and reliability of the Teaching Competency Scale for Character Education in Early Childhood Teachers were acceptable. Conclusion: This new scale will be a useful tool to better support character education for early childhood teachers and contribute to providing a basis for developing more sophisticated tools.

A Comparative Analysis of the Method of Evaluation of Character Competence in High School Chemistry Classes Based on Collaborative Problem-Solving for Competency(CoProC) Instruction Model (협력적 문제해결 중심 교수모델(CoProC)을 적용한 고등학교 화학 수업에서의 인성역량 평가 방법에 대한 비교 분석)

  • Kim, Minjung;Park, Jihun;Park, Jongseok;Son, Jeongwoo;Nam, Jeonghee
    • Journal of the Korean Chemical Society
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    • v.65 no.2
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    • pp.151-165
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    • 2021
  • The study applied chemistry classes based on Collaborative Problem-Solving for Competency(CoProC) Instruction Model to 86 high school seniors and recognized the resulting changes in Character Competence through character competence test, analysis of argumentation, and analysis of reflective writing. In addition, the analysis of the correlation between the assessment results showed what each evaluation method meant to assess Character Competence. The study found that the average score of Character Competence rose in all three assessments, but differences were found in the detailed factors. Character competency test is meaningful in helping students participate with a sense of mastery of learning as a self-evaluation, and the analysis of the argumentation process seems to be an appropriate evaluation method to evaluate the Character Competence shown by students' words and actions through course evaluations. An analysis of reflective writing showed the advantage of being able to analyze Character competencies that are difficult to show in action by looking back on the entire course of learning. In addition, given that the correlation between the three assessment results is very low, it is expected that the three Character competency assessment methods will be conducted together to obtain detailed and comprehensive information on students' character competencies.

Development and Validation of a Testing Tool for Mathematical Creativity and Character (수학적 창의·인성 검사도구 개발 및 타당화)

  • Whang, Woo-Hyung;Kim, Dong-Joong;Kim, Won;Lee, Da-Hee;Choi, Sang-Ho
    • The Mathematical Education
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    • v.56 no.1
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    • pp.41-62
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    • 2017
  • The purpose of this study is to propose the possibility of integrating creativity and character education and its need in mathematics education by developing and validating a testing tool assessing students' perceptions of mathematical creativity and character. For this purpose, we developed sixty questions in total to extract factors of mathematical creativity and character based on a literature review. Then, questionnaire data were collected for 1258 middle school students. After the collected data were randomly divided into two (n1=615, n2=643), the first group of data was used for exploratory factor analysis and the second one was employed for confirmatory factor analysis. As a result, 45 problems showing nine factors were extracted. The cognitive components of creativity includes divergent thinking, convergent thinking, imagination/visualization, and reasoning, whereas its affective components are interest, motivation, and openness. The character components contain participation, communication, responsibility, and promise. In addition, it is concluded that the developed testing tool, in which character in the model of this study impacts creativity meaningfully, has a measurement consistency which is not affected by gender and grade differences. These results have implications for a guide to curriculum development promoting creativity and character at school by showing objective and practical foundations of helping how to integrate creativity and character education.

A Study on the Estimation of Character Value in Media Works: Based on Network Centralities and Web-Search Data (미디어 작품 캐릭터 가치 측정 연구: 네트워크 중심성 척도와 검색 데이터를 활용하여)

  • Cho, Seonghyun;Lee, Minhyung;Choi, HanByeol Stella;Lee, Heeseok
    • Knowledge Management Research
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    • v.22 no.4
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    • pp.1-26
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    • 2021
  • Measuring the intangible asset has been vigorously studied for its importance. Especially, the value of character in media industry is difficult to quantitatively evaluate in spite of the industry's rapid growth. Recently, the Social Network Analysis (i.e., SNA) has been actively applied to understand human usage patterns in a media field. By using SNA methodology, this study attempts to investigate how the character network characteristics of media works are linked to human search behaviors. Our analysis reveals the positive correlation and causality between character network centralities and character search data. This result implies that the character network can be used as a clue for the valuation of character assets.

A Study on the Application of Character Animation for Motion Analysis Using Motion Capture Data (모션 캡쳐 자료를 이용한 동작 분석용 캐릭터 애니메이션의 적용 방법에 관한 연구)

  • Son, Won-Il;Jin, Young-Wan;Kang, Sang-Hack
    • Korean Journal of Applied Biomechanics
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    • v.17 no.4
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    • pp.37-44
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    • 2007
  • This study compared the Character Studio of 3ds Max and OpenGL to find an adequate modeling method of character animation to be used in motion analysis in the area of motor mechanics. The subject was one male golfer. We obtained the positional coordinates of marks needed by photographing the subject's golf swing motions. Because the method based on the Character Studio used meticulously designed character meshes, it enabled high.level animation but it took a long time in applying physique and demanded the repeated adjustment of each motion data. With the method based on OpenGL, a character completed once could be usable to almost every testee and desired program control was available, but because each character had to be created by making a computer program, it was hard to make characters delicately. Because the method using the Character Studio is actively studied not only in motor mechanics but also in many research areas, it is expected to be more usable in the near future. On the contrary, the method based on OpenGL is easily applicable and allows the convenient use of other mechanical data.

Improving Game Character Design Identity : Focus on Game Character Design Method through Semiotic Analysis (게임 캐릭터의 아이덴티티 개선방안 : 게임 캐릭터 제작방식의 기호학적 분석 중심으로)

  • Lee, Je;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.162-169
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    • 2011
  • This paper proposed an efficient game character design method through semiotic analysis of character. It inquired into the characteristics of game character of various contents characters, added the concept of "Iconic abstraction" of Scott McCloud to its characteristics, and studied on the relation between the character and the semiotics. The semiotic character from the factual character, seized the strong and weak point of each character, and divided them in the designer's character production process and gamer's character recognition process step by step for its semiotic interpretation. As a result, two processes were reversely progressed, and the character designing process considering this gamer's semiotic recognition process is expected to be the efficient character design element that can deliver the whole characteristics of game contents.

An Analysis of Teachers' Expectation and Need for Creativity and Character Education (창의·인성교육에 대한 교사들의 기대와 요구 분석)

  • Oh, Jung-Sook;Kang, Beodeul;Park, So-Young;Im, Sung-Min;Park, Jong-Un;Won, Hyo-Heon;Kim, Hak-Bum
    • Journal of Fisheries and Marine Sciences Education
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    • v.26 no.6
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    • pp.1342-1351
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    • 2014
  • The purpose of this study was to analyze qualitatively perception on creativity and character education of teachers who participated in winter training and workshop which the Southeast Regional Center for Creativity and Character Education arranged. The results are as follows. Firstly, it was shown that teachers perceived close corelation between creativity and character and competency necessary for students who will make a living for future society. Secondary, Teachers perceived that creativity and character education will benefit students in their cognitive, emotive, and affective aspects. Lastly, teachers thought that an administrative assistant and financial help such as securing classroom had to be supported so that they were able to freely conduct creativity and character education and teaching materials provided by the Regional Center for Creativity and Character Center were helpful in establishing a whole foundation when they started to conduct creativity and character education.

An Empirical Study on the Sub-factors of Middle School Character Education using Social Network Analysis (사회 네트워크 분석을 이용한 중등 인성 교육의 세부요인에 관한 실증 연구)

  • Kim, Hyojung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.2
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    • pp.87-98
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    • 2017
  • The advancements in scientific technology and information network in the 21st century allow us to easily acquire a desired knowledge. In the midst of today's informatization, globalization, and cultural diversification, adolescents experience emotional confusion while accommodating diverse cultures and information. This study aimed at examining three aspects of character suggested by the Ministry of Education, which are ethics, sociality, and emotion, and the actual sub-factors required for character education. To that end, a survey was conducted with adolescents who were at a character-building age, and social network analysis (SNA) was performed to determine the effect of character education on the sub-factors. The statistics program SPSS was used to investigate the general traits of the subjects and the validity of the research variables. The 2-mode data that were finally selected were converted to 2-mode data using NetMinder 4, which is a network analysis tool. Furthermore, a data network was established based on a quasi-network that represents the relationships between ethics, sociality, and emotion. The results of this study showed that the subjects considered honesty and justice to be the sub-domains of the ethics domain. In addition, they identified sympathy, communication, consideration for others, and cooperation as the sub-domains of the sociality domain. Finally, they believed that self-understanding and self-control were the sub-domains of the emotion domain.

A Study on Animation Cubic Character Modelling Based on Plasticity (조형성을 바탕으로 한 애니메이션 입체 캐릭터 모델링 연구)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.6
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    • pp.116-131
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    • 2002
  • Character plays an important role not merely in animation but also in the modern image industry. From this perspective a new academic approach to and an analysis of character seems of much significance. With this in view this study carried out an elucidation of the basic factors and concept of plasticity for the creation of animation character on the basis of animation structural elements. Furthermore, an inquiry was conducted into fundamental requirements and factors of animation characters, human anatomy serving as the basis of forms for animation character modelling, the characteristics and techniques for creating animation cubic character, and then suggested a method of creation. In this process it was revealed that integral cubic character was applied to diverse animations, that character of high density was prerequisite for the creation of creative and effective animations, and that cubic character plasticity played a catalytic role in activation popular sympathy and the character industry.

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