• 제목/요약/키워드: experience world

Search Result 1,137, Processing Time 0.027 seconds

The Expression 'Yeok-goon-eun[亦君恩]' and the World of Experience ('역군은(亦君恩)' 표현과 경험의 세계 -관념적 표현의 교육적 자질에 대한 소고(小考)-)

  • Choi, Hong-won
    • Journal of Korean Classical Literature and Education
    • /
    • no.16
    • /
    • pp.117-145
    • /
    • 2008
  • This study aims at searching for educational quality of abstract expression from the expression 'Yeok-goon-eun'[亦君恩/ also the king's mercy] which appears frequently in the classics. I clarified that the expression can be used to mean not only eulogy and missing the king, which is a conventional phrase, but also cynicism or excuse for oneself, curative response and so forth. In other words, the symbol, 'Yeok-goon-eun', has a variety of meanings according to readers and contexts. Like the example of the expression 'Yeok-goon-eun', the expressions of the classics in itself imply deep meanings to experience. They do not correspond to contemporary words which are familiar to current readers. Thus, the expressions of the classics have to be experienced by learners. In specific, 'Yeok-goon-eun' provides the present learners with special experience such as perception and attitude about the world, relationship between the nature and human beings, and cultural practices which attribute to the other. Such perspective of experience has been focussed on that the expressions in the classics have the world of understanding and recognition which is quite different from the present beyond the side of communication and delivery. It offers significant viewpoint in relation to value and quality of classic literature education.

The Mediating Effects of Teacher Justice Experience and Teacher-Student Relationship on the Links between Belief in a Just World and School Engagement of High School Students: Multi group Analysis with Gender (고등학생의 정당한 세상에 대한 믿음과 학교 참여 간의 관계에 대한 교사 정당성 경험과 교사-학생 관계의 매개효과: 성별에 따른 다집단 분석)

  • Jeong, Eun-Gyo;Ahn, Doehee
    • (The) Korean Journal of Educational Psychology
    • /
    • v.31 no.2
    • /
    • pp.215-237
    • /
    • 2017
  • This study was to examine the mediating role of high school students' teacher justice experience and their emotional relationship with teachers in the links between belief in a just world and school engagements, along with gender differences. The participants were 383 high school students in Seoul, Korea. The results showed that the more the students believed in a just world, the more they engaged in school life. In addition, the effect of belief in a just world on teacher-student relationship was fully mediated by teacher justice experience, and teacher-student relationship also mediated association between teacher justice experience and school engagement. In particular, for female students(N=213), the belief in a just world had both direct and indirect effect on school engagement mediated by students' experience of teacher justice and their relationship with teachers in order. On the other hand, for male students(N=168), the influence of belief in a just world on school engagement was fully mediated by teacher justice experience and teacher-student relationship in sequence. The results that belief in a just world had different path to school engagement by gender could be helpful to understand beneficial effect of belief in a just world in educational context.

Immersion Experience of the Cyber World of Adolescents (청소년의 사이버세계 몰입경험)

  • 박남희;조영란;최원희;문남진;안혜경;신재신
    • Journal of Korean Academy of Nursing
    • /
    • v.34 no.1
    • /
    • pp.15-24
    • /
    • 2004
  • Purpose: The purpose of this research was to explore the cyber world immersion experience of adolescents. Method: Multiple strategies for data collecting were used: an in depth face-to-face interview; analysis of adolescent' writings; and analysis of examples of phenomenon in the realistic world. The sample group consisted of 10 adolescents. Results: Although the experience was different for all adolescent interviewed, the essential themes of experience emerged: "fill up", "homoeologous feeling", "the older generation has a conflicting negative opinion", "change in social character", "become habitually skeptic", "have bad health", "mean of superiority and getting everything solved", "ease of access", "monetary benefit", "addiction to the computer", "forget real life solved stress", "do harm to society", "take comfort", or "new job". Conclusion: Accordingly this paper suggests that contact with various software is necessary in adolescents, and good quality contents function to prepare and activate adolescents to apply the internet for good use.

Netizen's Self-Enhancing Emotional Experiences in Avatar Consumption - Using Ethnographic Interviews (네티즌의 아바타 소비에서의 자기고양 정서경험 -민속지적 면접을 이용하여)

  • Song, Hyun-Ju;Yoon, Jung-Hai
    • Journal of Families and Better Life
    • /
    • v.25 no.4
    • /
    • pp.151-168
    • /
    • 2007
  • It is necessary to understand netizen's emotional experiences in avatar consumption. We studied the emotional experience through ethnographic interviews with six informants. In this study, we used the descriptive questions, structural questions, and comparative questions. Netizen's self-enhancing emotional experience were divided into two emotional experiences: emotional experiences in one's world and emotional experiences in relationship with others. First, emotional experience in one's world included self-satisfaction, releasing stress, catharsis, immersion, desire of change, and sense of achievement. Second, emotional experiences in relationship with others were divided into self-enhancing emotional experiences and self-humbling emotional experience. Self-enhancing emotional experiences included the relative satisfaction, the desire of showing off/distinction, and the desire of conformity. Self-humbling emotional experience included the feeling of inferiority.

A Study on the Educational Meaning of an Undergraduate Student's Environmental Club Experience (대학생 환경동아리 활동의 교육적 의미)

  • Joo, Hyung-Seon;Kim, Jong-Wook
    • Hwankyungkyoyuk
    • /
    • v.18 no.2 s.27
    • /
    • pp.66-75
    • /
    • 2005
  • This study investigates an undergraduate student's environmental club experience by employing a biographical research method. The informant has been member of the environmental club since he is a freshman. The purpose of this study is three points. First, which theoretical framework is suitable to explain the characteristics of environmental club experience ? Second, what is the characteristics of the informant's environmental club experience analysed by means of the theoretical framework ? Finally, what is the educational meaning of environmental club experience ? As a result, I find that environmental identity is very powerful framework to explain the characteristics of environmental club experience. Also, I explain the informant's environmental club experience as the formation of environmental identity by changes in three aspects. In the informant's life, cultural world of environment/environmental movement becomes salient which is closely connected with development of agency in the world and understanding how environmental problems can be solved. It is argued that environmental club experience has educational meaning in the studies and practices of environmental education, as follows. Environmental club experience has implications of redefining the goals of environmental education, and improving environmental problem solving learning. Finally, the informant's environmental identity is considered as reflexive identity which is formed through personal reflection of his experience.

  • PDF

A Dialectical Perspective of Korean Food Culture Through Korean Literature (한국 식생활 문화의 변증법적 관계 - 한국 문학작품을 중심으로 -)

  • Kim, Yeong-Soo;Cho, Yoon-Jun;Moon, Sung-Won
    • Journal of the Korean Society of Food Culture
    • /
    • v.28 no.4
    • /
    • pp.329-338
    • /
    • 2013
  • Korean culinary culture is traditionally studied through the analysis of foods ingested. However, this study attempts to dialectically reinterpret Korean culinary culture through its relationship to Korean literature. In our study we consider culinary culture prior to the development of scientific techniques and economic growth related to food as "dietary lifestyle of the innocent world" and time since then as "the dietary lifestyle of the experience world". The former represents a simple means of survival without food processing (the "slow food" world), while the latter represents the "fast food" or processed food culture as a modern concept. People living in the age of economic growth and overflowing individualism have lacked an organic life and an opportunity to commune with nature. As a result, they have returned to values of the past, seeking the "slow food" culture to benefit their individual health. A series of return processes, however, were transformed into "the dietary life style of the higher innocence," called "a well-being dietary life style" involving a new healthy conception passing through the dietary life style of the experience world. Therefore, the purpose of this study is to investigate the dietary lifestyles of the "innocent" world and the "experience" world based on dialectic concepts. Individual concepts of "thesis" and "antithesis" are applied, as well as the developmental concept of "synthesis" for the way both symbolic worlds changed to "the dietary lifestyle of the higher innocence" and formed complementary relationships to each other.

3D Virtual World and Haptic

  • Syamsuddin, Muhammad Rusdi;Lee, Chang-Hyeon;Kwon, Yong-Moo
    • 한국정보디스플레이학회:학술대회논문집
    • /
    • 2009.10a
    • /
    • pp.1187-1188
    • /
    • 2009
  • In this paper we interface Tangible Devices (i.e. Haptic Devices) for 3D Virtual World based on MPEG-RoSE syntax. We called it Virtual World and Real World Interface (VRI). The VRI Technology project intends to provide virtual world information to real world and tangible experience to user of virtual world through tangible devices.

  • PDF

Moderating Effect of Online Shopping Experience on Adoption of e-Governance in Rural India

  • Swapnil Undale;Harshali Patil
    • Asia pacific journal of information systems
    • /
    • v.32 no.1
    • /
    • pp.32-50
    • /
    • 2022
  • Technology acceptance is one of the most popular research areas. Rapid developments in technology are making human life more comfortable. However, still most of the rural area has been deprived of benefits of technological advancement. Seventy percent population of India resides in rural area. Leveraging the improved penetration of the internet; mobile friendly population in rural India has been increasingly shopping online in the last few years. e-Governance is one of the important vehicles to provide efficient services to the citizens by Governments. One major obstacle is acceptance of e-Governance platforms by the citizens. Considering the increasing trend of using e-Commerce in rural area, this paper attempts to investigate moderating effect of online shopping experience on intention to use e-Governance portals. We surveyed 365 villagers across Maharashtra: one of the leading states in India. The result confirmed online shopping experience moderates the relationship between: 'perceived security & privacy' and 'attitude'; 'perceived security & privacy' and 'intention to use'; 'Perceived usefulness' and 'attitude'; and, 'attitude' and 'intention to use'. In this study definition of moderating variable 'experience' is unique and different than most of the popular studies. We defined experience as: 'prior use of any application of technology similar to the target application of technology'. Whereas prior studies considered experience as prior experience with target application of the technology.

Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.2
    • /
    • pp.118-123
    • /
    • 2023
  • With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.

Exploring Possibilities of Science Field Experience in Jongmyo Shrine (종묘에서의 과학 현장 체험 학습 가능성 탐색)

  • Kim, Jin-Kyung;Shin, Dong-Hee
    • Journal of Korean Elementary Science Education
    • /
    • v.33 no.2
    • /
    • pp.286-305
    • /
    • 2014
  • We explored the possibilities of science field experience in Jongmyo Shrine in this study. To understand the educational value of self-leading science activities in Jongmyo Shrine, one of the World Heritage, we developed science program and applied it to the elementary students participating in a gifted education center. We collected and analyzed various data of opinionnaire survey before and after the program, field activity sheets, field observation, and individual- and group interview. The results showed the lack of students' spatial ability and proposed educational interests in science education. Also, a lot of students felt the difficulty in applying school science knowledge into the real life context. Students found the meaning of science learning through cooperative activities in the historically meaningful place. A proper use of smart device in science field experience was recommended. We found that activities with too much smart device might impede various scientific process skills.