The purpose of this study was to examine how a creative musical play program affected peer relational skills of children in a community child center. The creative musical play program was implemented with six children in K Community Child Center for twenty (20) sessions. To investigate quantitative change, the Peer Relational Skills Scale and the Revised Social Skills Scale (for teachers) were filled out by children and teachers before and after the program. Also, to investigate musical and behavior changes related with peer relational skills in the creative musical program, the responses of children were categorized from the data of the children's responses according to previously identified sub-factors of peer relational skills. The results show that the participants' average scores presented an improvement in peer relational skills. Qualitative analysis of session logs presented that negative factors which had appeared in early sessions changed to positive traits as the sessions went on. In conclusion, the creative musical play program was effective in increasing peer relational skills of children in the community child center.
In this study, we conducted an in-depth literature review of the innovation characteristics of nuclear technology. We understood that the main issue may be a transition of fourth generation nuclear energy technology. We also analyzed a present status of Korean policy on nuclear energy technology and identified some implications for a successful settlement of the fourth generation nuclear energy technology. This study could provide some policy implications for maintaining the sustainable competitiveness of the fourth generation nuclear energy technology in Korea. According to our study, the factors that influence on a transition of nuclear energy technology are a policy-induced market for technical application and demonstration, stable and long-term resource allocation, constant interaction among stakeholders of innovation, accumulation of skill and know-how for an entire system. In addition, we conducted a case analysis on policy for Korean fourth generation nuclear energy technology. According to this case study, it would be necessary for Korea to pursue systematic training of human resources, active response to a social acceptance and reaction, establishment of specific plan for technical demonstration, long-term policy suggestion, and active promotion of constant interaction between stakeholders.
Study about existence of illusion which human beings feel from imitated image based reality have been continuing by copy theory and conventionalism for a long time. Traditional copy theory which had controlled representation theory from plato have explained illusion by similarity of image and representation objects. According to copy theory, image is natural sign unlike language but the late in the 20th century, conventionalism from N, Goodman insists they are not any special similarity between image and representation objects. They insist image and conventional sign just as language. These opposit theory rearranged conventionalism by the entrance on the cognitive science. The copy theory couldn't explain the problem of representational gap between reality and duplication, but photo media makes new paradigm about theory of the illusion. The problem of representational gap was disappeared by CGI images on the base of digital media. We are exposed exquisite duplication for a example, movie, advertisement, printings. Sometimes duplications are more real than the original works. Digital is a non-material object by 0 and 1. Specially real lighting skill and mechanism are copied perfectly by photon mapping skills and the duplications are produced more real than the original works. By disappearance of representational gap, we need new theory model for explaining of digital illusion and copy theory can be the key.
The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.
This paper consists of two parts. The first part introduces a simple endogenous growth model. It is based on Romer(1990), but extends the original model by incorporating individual workers skill heterogeneity. Based on the heterogeneity, the model has a labor allocation mechanism between skilled (research) and unskilled (production) sectors. Different from Romer(1990), the labor allocation is determined by both demand and supply conditions of the economy. The endogenous growth model presented in this paper shows how the shape of the distribution of human capital affects on the labor allocation, hence on the employment structure, wage profile and economic growth. The model can be extended to an open economy. With the heterogeneity, the extended model explains distributional effect as well as growth effect of the economic openness. The second part provides empirical evidence in support of the extension part of the model presented in the first part. Based on the endogenous growth framework as proposed by Romer(1990) and Rivera-Batiz and Romer(1991), the model explains how economic openness affects labor allocation between skilled and unskilled sectors. According to the model, economic openness can affect labor allocation through two channels; knowledge spillover and specialization. First, the openness promotes knowledge spillover and hence increases the productivity of workers in the skilled sectors. This makes the economy employs more workers in the skilled sector. On the other hand, the openness causes global specialization which leads more employment in the skilled sector for the developed countries but at the same time, leads less employment in the skilled sector for the developing countries since the developing countries have comparative advantages in the unskilled sector. The empirical results obtained using cross country panel data in this paper support these two effects of knowledge spillover and specialization.
Choe, Myoung-Ae;Kim, Nam Cho;Kim, Kyung Mi;Kim, Sung Jae;Park, Kyung Sook;Byeon, Young Soon;Shin, Sung Rae;Yang, Soo;Lee, Kyung Sook;Lee, Eun Hyun;Lee, In Sook;Lee, Tae Wha;Cho, Myung Ok;Kim, Jin Hak
Journal of Korean Academy of Nursing
/
v.44
no.5
/
pp.484-494
/
2014
Purpose: The purpose of this study was to identify trends for studies published in the Journal of Korean Academy of Nursing and journals published by member societies from inaugural issues to 2010. Methods: A total of 6890 studies were analyzed using descriptive statistics. Results: Quantitative studies accounted for 83.6% while qualitative studies accounted for 14.4%. Most frequently used research designs were quasi-experimental (91.1%) for experimental research and survey (85.2%) for non-experimental research. Most frequent study participants were healthy people (35.8%), most frequent nursing interventions, nursing skills (53.5%), and 39.8% used knowledge, attitude and behavior outcomes for dependent variables. Most frequently used keyword was elderly. Survey studies decreased from 1991 to 2010 by approximately 50%, while qualitative studies increased by about 20%. True experimental research (1.2%) showed no significant changes. Studies focusing on healthy populations increased from 2001-2005 (37.5%) to 2006-2010 (41.0%). From 1970 to 2010, studies using questionnaire accounted for over 50% whereas physiological measurement, approximately 5% only. Experimental studies using nursing skill interventions increased from 1970-1980 (30.4%) to 2006-2010 (64.0%). No significant changes were noted in studies using knowledge, attitude and behavior (39.9%) as dependent variables. Conclusion: The results suggest that further expansion of true experimental, qualitative studies and physiological measurements are needed.
The purpose of this paper is to analyze the structure and characteristics of the utilization support systems(USS), which has been institutionalized to aid the use of social welfare services in Japan's social welfare systems recently. In order to conduct such purposes, this paper made the process as follows. Firstly, this paper examined the developmental processes of social welfare systems, and the back ground of institutionalization of USS in Japan. Secondly, this paper formulated at ideal dimension the analytic model which was to explain the structure and characteristics of the USS. To build this model, this paper used two factors which were the connective dependency to the welfare support systems and the feasible-satisfying alternative setting for user. Thirdly, this paper analyzed the characteristics of the user-driven support facilities which has already activated in social welfare systems in Japan. According to the result of analyzing such model, this paper explained that USS in Japan has possessed the structure and characteristics, such as to aid self actualization and human right of user, to compose the inner coalition organization with supply systems, to emphasize the employee to train care management's skill, and to keep up bounded openness to USS's participation. Therefore, oligopoly market is formulated owing to bounded openness in the field of USS and the role of social worker such as a care manager is emphasized on making care plan.
There are 17 cyber universities granted by the Ministry of Education & Human Resources Department. Most of them have Design department and their educational purpose is practical education. However, their educational process is limited of teaching how to operate computer or production tools and has not offered practical training to students for pre-designer. But it does not mean that students in cyber university are lacking in capability of design. About hundreds of students will graduate from cyber university with a certificate of the completion of a design course on February in 2005. They look for achievement contrary to negatively social view. Because according to the record of 2004 Multi-media major in Seoul Digital University, 73% of them has worked in design field. The purpose of Cyber university is not to instruct a designer but do a lifelong education. I studied how to educate students in cyber university. In other words, I researched an educational methodology in cyber university for practical skill in design, an educational effect in various design contents, an educational process for current designers and beginners, a required education in reality, an limitation of online and an unique contents for design education. And then, I discussed how students in cyber university accept the value of design in online contents and improve their design abilities.
This study aims to examine the effects of art therapy on challenging behavior of schoolchildren. For this purpose, I selected one class of 4th year student of S primary school, located at Jeongeup city, Jeonlabukdo, and selected 4 study subjects through examination of K-CBCL children. juvenile behavior evaluation scale, characters, school life and K - HTP test. With regard to procedure of this study, I carried out art therapy program at the art class for 60 minutes one time a week for 4 months, a total of 17 sessions from Apr. 3, 2007 to July 24, 2007. I made this program with some modification in reference to Arts Therapy Technique (Counpia Remote Training Center, 2005), Group Art Therapy (Choi Seon Nam. Kim Gap Sook. Jeon Jong Kuk, 2007) and the Effects of Peer Group Art Activity on Sociality Skill of Offensive Children (Park Ju Yeon. Lee Byeon In, 2005). For each child, I compared and analyzed the changes in score of K-CBCL children. juvenile behavior evaluation scale, behavior by K-HTP (dynamic house-wood-human figure test) analysis and by school life(KSD) image analysis before and after treatment. I also carried out qualitative analysis on behavioral feature of each child for each session. This study obtained the following conclusions. First, child A showed positive change in comparison before and after art treatment program of score K-CBCL children. juvenile behavior evaluation, K-HTP image test and school life. Since he was so active and wanted to obtain good evaluation from anyone that he frequently had quarrel with friends, spoke against others well and beaten others much but was changed and did not speak against others or beat. Second, child B showed clear difference in comparison before and after art treatment program of score K-CBCL children. juvenile behavior evaluation, but no significant difference in K-HTP image test and school life. However, I observed substantial changes. While he could not speak frankly to others, felt empty in mind and was offensive in personal relations, he was changed, did not have quarrel with others or speak against others that much and improved his relationship with friends or teachers. Third, child C showed positive change in score of K-CBCL children juvenile behavior evaluation after art therapy program. In comparison of K-HTP image test and school life treatment before and after treatment, he still longed for mothers in mind but found rather stable after treatment. Fourth, child D showed positive chance in score of K-CBCL children. juvenile behavior evaluation scale after art therapy program, but almost no changes in K-HTP image test. But he depicted good relationship and socializing with other friends in school life. While he could not carry his point due to social immaturity and felt depressed, he got more confident. This result of study showed that art therapy had positive effects on correction of schoolchildren.
With broad individual variability in social communication skills of children with autism spectrum disorders and increasing focus on interventions targeting social communication of this population, there is a need for systematic analysis of how social communication outcomes are measured. This study aimed to systematically analyze the measurement tools used in the music therapy interventions for improving social communication of children with ASD. Electronic databases and music therapy journals were searched for controlled studies published between 1980 and 2015. A total of 21 studies were included for the analysis. The results demonstrated that direct observation of behaviors was the most frequently used and the combination of targeted social communication areas and specific measurements used for a specific skill varied among the studies. In addition, 90.4% of studies reported interrater reliability. These results indicate that there has been a diversity in approaches to measure social communication skills despite increasing attempts for systematic measurements. In consideration of the nature of social communication development in children with ASD, multifaceted strategy to understand and assess the target skills in terms of specific behavior acquisition, social functioning in general, and social cognition was recommended.
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