• Title/Summary/Keyword: nature experience

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Analysis of Sound Distribution Characteristics and Its Impact on National Park - Mudeungsan National Park - (국립공원 내 소리 분포 특성 분석 연구 - 무등산국립공원 -)

  • Yoo, Ji-su;Ryu, Hun-jae;Moon, Sung-joon;Chang, Seo-Il;Ki, Kyong-Seok
    • Korean Journal of Environment and Ecology
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    • v.36 no.3
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    • pp.350-357
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    • 2022
  • A national park is a place to conserve natural resources and visitors to experience nature, and thus, it is necessary to identify the noise distribution characteristic in the national park and preserve and restore the soundscape. However, most national parks in Korea are exposed to noise, leading to negative perceptions of the national park's soundscape and affecting the ecosystem. Many national parks in other countries have investigated the ecosystem impacts caused by noise and have performed various management to reduce the noise. However, in Korea, there is still a lack of awareness of the effect on the ecosystem, overlooking the need for soundscape management. Therefore, in this study, we developed a noise map of Mudeungsan National Park to investigate the quantitative impact of noise on visitors and the ecosystem. Also, we measured the trail's soundscape to describe a sound grade classification, and the soundscape of main spots in the park was recorded for a year and then analyzed. Finally, the sound resource distribution map was described, which can be used as preliminary data to determine the national park's sound distribution characteristics and manage the soundscape.

Study on the Principle of a Performer's 'Spontaneity' and its Adaptability in a Process of Text Analysis and Creating a Character Focused on the Concept of Augusto Boal (분석과 인물 창조 과정에 있어 '자발성'의 발현 원리와 적용 가능성에 관한 연구 - 보알의 방법론을 중심으로 -)

  • Son, Bong-Hee
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.277-284
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    • 2020
  • This thesis interrogates the term a performer's 'spontaneity' as the key principle to approach and enhance contemporary performer's training and acting. Drawing on a number of problematic issues, this thesis particularly examines the paradigm of the subtle bodily movement inform the experience of a performer's spontaneity as embodied and understood in approaching and adapting through text analysis and action. The in-depth process of the relationship between a performer's action and the transformative effects, is central to understanding and adapting the key principle of acting/training that a specific text would pursue through a specific performance by means of what a performer must do on stage. Following the discussion of acting in training and rehearsal, this thesis argues the necessity of an alternative way(s) and model of the performer's work via how the performer's action is sincerely emerged from the moment-by-moment rather than the performer anticipates what comes in the next and therefore pretend to do/be something/someone. Expanding upon the assumptions mentioned above, this thesis provides some pragmatic and descriptive work(s) from the practitioners' concepts and approaches that invites us to reconsider the nature of acting and its adaptability for contemporary performers.

Analysis of Educational Elements of Educational Online Games - Focused on Real Farm Games - (교육용 온라인 게임의 교육적 요소 분석 - 레알팜 게임을 중심으로 -)

  • Jung, Mi-A;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.173-180
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    • 2020
  • According to KISA, many people play smartphone games. stress relieving, time is the reason to beat. Attempts to combine mobile games and education in the Korean game market are continuing. Studies have shown that using commercial games for education can be effective. Also, researches for activation educational games are increasing. Creating educational games requires a lot of time and money. Due to the nature of mobile games, the service is often terminated without updating. If you are able to acquire a naturally educational part while playing mobile games, you will see the effect of one pair of fun and education, both at once. We analyzed the education factors of the game with 'Real Farm' which is a simulation farm game. We focused on analyzing information acquisition and utilization part through indirect experience which is characteristic of simulation and examined educational factors based on design elements of educational game. This can signal the positive aspects of the game and the educational content of existing games. If you use smartphones as a pedagogy, you can expect a positive perception of games and an increase in the average life expectancy of mobile games.

Analysis of Horticultural Activities in the Teacher's Guidebooks of Nuri Curriculum for 5-Year-Olds

  • Choi, Byung Jin;Jeong, Yeo Jin;Kim, Mi Jin;Yun, Suk Young
    • Journal of People, Plants, and Environment
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    • v.23 no.2
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    • pp.211-220
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    • 2020
  • The purpose of this study was to analyze the frequency and contents of horticultural activities in 696 individual activities listed in 11 teacher's guidebooks of Nuri Curriculum for 5-year-olds, and to find out the perceptions of horticultural activities in the formal curriculum. The target horticultural activities that were selected were those using natural objects like potted plants, water, wind, soil, stones, etc. as the topic or subject of activities, and those with different topics but are mentioning plants or natural objects as an example at least twice. The 150 selected horticultural activities were classified by life-based theme, activity type, activity domain, and medium. As a result of examining horticultural activities by life-based theme, there were 150 horticultural activities (21.55%): 40 in Spring, Summer, Autumn and Winter (5.75%), 34 in Animals, Plants, and Nature (4.89%), 22 in Environment and Life (3.16%), 19 in Our Country (2.73%), and nine in Our Neighborhood (1.29%), nine in Various Countries of the World (1.29%), four in Health and Safety (0.57%), four in Living tools (0.57%), four in Transportation (0.57%), three in Kindergarten and Friends (0.43%), two in Me and My Family (0.29%; χ2=130.427, p < .001). As a result of examining horticultural activities by activity type, there were 61 free choice activities (40.67%), 80 large and small group activities (53.33%), and nine outdoor play activities (6.00%), indicating that outdoor play was the fewest activity type (χ2=54.040, p < .001). The results of analyzing horticultural activities by activity domain showed that there were 25 in conversation (16.67%), 19 in science (12.50%), 14 in art (9.33%), 14 in cooking (9.33%), 10 in fairy tales (6.00%), nine in music (6.00%), eight in language (5.33%), eight in number operation (5.33%), eight in others (5.33%), six in children's plays (4.0%), six in games (4.0%), four in body and movement (2.67%), three in stacking (2.00%), three in roles (2.00%), three in rhythm (2.00%), two in children's poems (1.33%), two in field experience (1.33%) and one in outside play (0.67%; χ2=87.600, p < .001). As a result of examining the mediums used in the horticultural activities, 46 activities (30.67%) directly used plants as the mediums, 11 activities (7.33%) used soil such as stones, gravel, and earth as the mediums instead of plants, four activities (2.67%) used dry plants such as branches and dry leaves as the mediums, and 89 activities (59.33%) used videos, photos of plants, and pictures of plants as the mediums (χ2=121.307, p < .001).

Science Teachers' Actual and Preferred Cases of Assessment in 'Scientific Inquiries in History' of Science Inquiry Experiment (과학탐구실험의 '역사 속의 과학 탐구'에서 과학교사의 평가 실태와 평가 지향 조사)

  • Minhwan, Kim;Dahae, Park;Taehee, Noh
    • Journal of The Korean Association For Science Education
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    • v.42 no.6
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    • pp.597-610
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    • 2022
  • In this study, we investigated actual cases of assessment science teachers conducted and the cases they preferred in a typical situation based on the curriculum in the context of 'Scientific Inquiries in the History' of Scientific Inquiry Experiment. A questionnaire composed of descriptive questions was developed and a survey was conducted with 70 science teachers with experience in teaching 'Scientific Inquiries in History'. Interviews were conducted with eight of them. The assessment cases were analyzed in terms of the assessment areas and assessment methods, and the results were compared. The analyses of the results revealed that 'scientific inquiry ability' accounted for the highest ratio of the assessment areas in the actual cases of assessment. There were few cases that assessed the core concepts presented in the curriculum, 'the nature of science' and 'scientists' inquiry methods'. The assessment methods were greatly biased toward the report method and various assessment methods were not used. In preferred cases of assessment, the ratio of cases that assessed the core concept increased slightly, however the frequencies remained at a low. As for the assessment methods in preferred cases of assessment, the measurement methods decreased, the performance methods increased, and the informal methods which were not shown in the actual cases appeared. However various assessment methods were still not used. The causes of the survey results were analyzed based on the opinions of the teachers who participated in the interviews. Based on above results, plans to actively conduct NOS assessments in Scientific Inquiry Experiment are discussed.

Analysis of Barrage Culture and User Analysis in New Media Content in the Chinese Market

  • Pan, Yang;Kim, KiHong;Li, SuoWen
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.115-130
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    • 2022
  • Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.

A Concept Mapping Study of Korean High School Students' Conceptions of Friendship (남녀 고등학생들의 우정에 대한 개념도 연구)

  • Lee, EunYoung;Lee, JeongMi
    • Korean Journal of School Psychology
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    • v.18 no.1
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    • pp.49-70
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    • 2021
  • The purpose of the study was to examine Korean high school students' experience and perceptions of friendship and to inductively conceptualize friendship. The concept mapping method which is used to quantitatively analyze qualitative data was used to identify and visualize participants' experiences and perceptions of friendship. Through a brainstorming process, 93 statements were generated by boys and 100 statements were generated by girls, each set of which were sorted and categorized to generate concept maps. The final concept maps from both group equally had two dimensions: 'Practical-Conceptual' and 'Behavioral-Emotional'. The number of categories was equal to four, but there were some differences in the specifics of the statements in the category. Boys tended to conceptualize friendship as a source of happiness; a type of informal relationship through which they could share their everyday lives; and provide mutual care and engage in emotional bonding. In addition to those conceptualizations, girls also tended to conceptualize friendship as an affective alliance through which they displayed devotion to each other. Boys regarded the sympathy and bonding found in and the happiness produced by friendship as more important elements, whereas girls regarded the care and support found in and the informal nature of friendship as more important

Design of Riparian Buffer Zone by Citizen's Participation for Ecosystem Service - Case Study of Purchased Land along Gyeongan-cheon in Han River Basin - (생태계 서비스를 위한 주민 참여형 수변완충녹지 설계 고찰 - 한강수계 경안천변 매수토지 사례 연구 -)

  • Bahn, Gwon-Soo
    • Journal of Wetlands Research
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    • v.24 no.3
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    • pp.170-184
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    • 2022
  • The Riparian Buffer Zone(RBZ) is a sustainable social-ecological system created in the middle zone between water and land. For the RBZ, close communication with the local community is important, and it is necessary to promote it as a communicative environmental planning process. In this study, for the RBZ project, three strategies are presented as a communicative act to understand and implement planning. First, government-led projects were avoided and improved to a process in which citizens and stakeholders participated together, centered on local partnership. Second, it was intended to introduce design criterias in terms of enhancing the function of ecosystem services that citizens can sympathize with, and to increase acceptance and awareness through the planning of preferred spaces and facilities. Third, after a balanced plan for habitats, water cycle-based ecological environment, ecological experience and open space, citizens felt the restoration effect and value as an ecological resources, and a system was prepared to participate in the operation and management. This study will work as a process model based on citizens's participation. In addition, it will be possible to provide lessons for the change of the policy paradigm for the RBZ and the implementation of similar projects in the future.

Heuristic Appearing in Experimental Manual Processing of Elementary School Students (초등학생의 실험매뉴얼 처리에서 나타나는 휴리스틱)

  • Yang, Ji-Hye;Yang, Il-Ho;Kim, Seong-Un
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.142-157
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    • 2022
  • Heuristic is a empirical method that is used quickly when uncertainty or insufficient time and information are insufficient. The purpose of this study is to find out what heuristics appear in the processing of the experimental manual among science experiment activities of elementary school students. To do this, 20 fifth-grade elementary school students (female 10 and male 10) were required to conduct scientific experimental activities as research participants to collect experimental behavior data and gaze movement data, and retrospective interviews were conducted. The collected data extracted and conceptualized behavior by heuristics. As a result of the study, there were five heuristics that appeared in the processing of the experimental manual: "reducing the difference between the target state and the current state," "guessing the experimental procedure," "paying attention to the expected results," "comparing with the picture of the experimental manual," and "using a trial and error strategy." According to each concept of heuristics, there were favorable and unfavorable aspects for experimental activities. In science experiment activities that students experience for the first time, there is a lack of information and the situation is uncertain, so behavior by heuristics appears in nature. Therefore, educators need to understand students' heuristics and guide scientific experimental activities.

Guidelines for big data projects in artificial intelligence mathematics education (인공지능 수학 교육을 위한 빅데이터 프로젝트 과제 가이드라인)

  • Lee, Junghwa;Han, Chaereen;Lim, Woong
    • The Mathematical Education
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    • v.62 no.2
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    • pp.289-302
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    • 2023
  • In today's digital information society, student knowledge and skills to analyze big data and make informed decisions have become an important goal of school mathematics. Integrating big data statistical projects with digital technologies in high school <Artificial Intelligence> mathematics courses has the potential to provide students with a learning experience of high impact that can develop these essential skills. This paper proposes a set of guidelines for designing effective big data statistical project-based tasks and evaluates the tasks in the artificial intelligence mathematics textbook against these criteria. The proposed guidelines recommend that projects should: (1) align knowledge and skills with the national school mathematics curriculum; (2) use preprocessed massive datasets; (3) employ data scientists' problem-solving methods; (4) encourage decision-making; (5) leverage technological tools; and (6) promote collaborative learning. The findings indicate that few textbooks fully align with these guidelines, with most failing to incorporate elements corresponding to Guideline 2 in their project tasks. In addition, most tasks in the textbooks overlook or omit data preprocessing, either by using smaller datasets or by using big data without any form of preprocessing. This can potentially result in misconceptions among students regarding the nature of big data. Furthermore, this paper discusses the relevant mathematical knowledge and skills necessary for artificial intelligence, as well as the potential benefits and pedagogical considerations associated with integrating technology into big data tasks. This research sheds light on teaching mathematical concepts with machine learning algorithms and the effective use of technology tools in big data education.