The purpose of this study was to investigate beginning science teachers' perceptions of inquiry-based science instruction using open-ended questionnaire and semi-structured interview. Participants of this study voluntarily set up a goal of inquiry-based science instruction, planned inquiry-based science lessons, and shared and reflected their teaching experiences in their professional learning community for more than a year. Participant teachers recognized students' construction of core scientific concepts through performing scientific inquiry as a goal of science inquiry instruction. Participant teachers indicated that goals of science education such as 'learning scientific core concepts', 'improving students' interest of science', 'improving scientific thinking', and 'understanding the nature of science' can be achieved through students' active engagement in scientific inquiry. Participant teachers recognized not only the importance of teachers' role, but also what roles science teachers should play in order to enable students to perform scientific inquiry. Participant teachers emphasized teachers' roles such as 'identifying core concepts', 'reorganizing science curriculum', 'considering student ability', 'asking questions and providing feedbacks to students', 'explaining scientific concepts', and 'leading students' argumentation.'
This study was aimed at inquiring into the role characteristics of a early childhood teacher, who can put an act of tending & examining into practice, and organizing a role by analyzing the concrete reality based on the relationship with a early childhood teacher's role in Korea and Japan. As a result, this study could take a look at the characteristics, such as relation with conversation, relation through sensation and body, relation with familiarity, and relation by living through the cases in Korea. As for the cases in Japan, there appear the characteristics, such as relation through natural things, relation as an equal participant, relation with bodily movement, and relation with daily life. Based on the result of the analysis, this study organized a early childhood teacher's role as relationship through object-oriented language, relationship based on sensation, relationship based on fellowship, and ecological relationship.
This study proposes to implement premarital education programs designed to enhance potential capacity in marital life, targeted at marriage expectant couple and verify the effectiveness of the programs. For this study, 8 marriage expectant couples residing in Seoul participated. For this study, advance and follow-up surveys were conducted. To be specific, the advanced surveys questions were posed regarding general features, the level of communication, conflict-resolution skills and the attitude toward the role of the gender and so forth of those persons polled. In follow-up surveys, questions were asked regarding the extent to which the participant was satisfied with the contents of the education and teaching process in each session of the programs, the attitude toward the role of the gender, the level of communication and conflict-resolution skills. The effectiveness of the program was verified based on the subjective level of satisfaction of the instructor and the program manager and the statistical analyses of advance and follow-up surveys. Our findings show: First, the changes in 'the attitude toward the role of the gender' of the participants after 'the education of the role of the gender' were not significantly related. Second, after 'the education of communication' was implemented, the capability of the participants to communicate proved to have improved. Third, the extent to which the participants were satisfied with the contents of the education scored higher than the average, the level of educational satisfaction with 'the skills of communication between the husband and wife' scoring the highest. Fourth, with respect to the level of overall satisfaction with the educational effects of the program, the level of satisfaction with improved relationship between each party of the couple turned out relatively high, and the level of the overall education program also proved to be high.
In contemporary Theatre, the case of inducing direct communication between the audience and the performance is prominent. Especially with the development of digital technology, the audience wants a personalized experience. The emergence of 'immersive Theatre' in this trend has attracted great attention both at home and abroad. In particular, the most important role in the emergence of the concept of 'immersive Theatre' is the British punchdrunk Theatre. Their representative performance began to premiere in London in the UK in 2003 and has expanded to include New York and China in Shanghai and continues to be extremely popular until 2019. In general, a review of existing studies on the role of the audience in shows that the focus is on the participation of the audience. What experience will be given to the audience can not be emphasized in contemporary Theatre. In order to satisfy the diverse needs of the audience, contemporary Theatre are increasingly showing complexity that cannot be explained by any one theory. The same goes for . This is because each audience wants a personalized experience, and there are differences in experience depending on the environment in which the audience also grew up, knowledge, culture, and taste. This study selected Punch Drunk's as a performance that can represent contemporary Theatre, and conducted a study on the role of audience in contemporary Theatre. To this end, we have historically explored past discussions about the role of the audience and discussed the characteristics of the role of the audience in contemporary Theatre. Next, I analyzed in detail the experience of the researcher "He" who watched the performance with the researcher on the role of the audience in . In conclusion, the experience of the audience in is diverse and complex. In other words, the role of the traditional audience in the proscenium play, as well as the audience as a participant in the post-drama play, was also complex in the performance. And this complexity was not a coincidence, but a planning strategy for the Punchdrunk Theatre. Therefore, when discussing the role of the audience in contemporary Theatre, there should be a discussion that clearly sees the complex characteristics of contemporary Theatre through the approach from various perspectives, rather than merely one view of the audience as a participant. something to do.
Free-talking in Korea has recently been emphasized as a way of improving students' speaking ability outside of the classroom. The purpose of this study is to examine perceptions of free-talking, to understand what type of roles were played by or allotted between Korean students and international professors (IPs) and to look for effective speaking strategies for utilizing free-talking. Participants of this study were 68 university students and 23 IPs. The data collected through a survey type of questionnaire were analyzed by this researcher and the main findings indicate that students and IPs have somewhat different viewpoints about their concepts of free-talking. Students expressed varying viewpoints depending on their experience and class (year). In terms of the benefits, usefulness, and satisfaction of free-talking, students and IPs seem to be in more agreement with each other although the two groups have conflicting perceptions in the particular operation of free-talking, especially in terms of preparation and feedback. Students stated that they feel anxious, nervous, and that they struggle with peer pressure while free-talking. However, they feel that through free-talking they build up confidence and increase their speaking ability. Regarding roles, most professors play a helpful role as a guide or facilitator while students want professors to provide more suitable materials and to tutor them by means of appropriate feedback and strategies as well-prepared teachers like a prompter, participant or tutor in the timely manner. Finally, this paper proffers a few practical suggestions for activating free-talking and a discussion of the pedagogical implications.
Purpose: The purpose of this study was to explore adult diabetics' eating styles and factors which influence them. Method: The study adopted an ethnographic method based on a perspective which views the eating style as a cultural phenomenon. Data was collected through a personal interview, participant observation, and documented materials from Oct.2001 to Sept. 2002. In this study, fifteen adult diabetics, with an average age of 57, participated. Data analysis was done by the Spradley's taxonomic analysis technique. Result: The patients' eating styles were rooted in their viewpoint on illness as well as the meaning of food. Eating styles were classified into 4 types: Pathology-centered, symptom-centered, need-centered, and role-centered. Conclusion: A conventional approach to the treatment and management of diabetes did not consider the patient's inner world which may play an important role in the successful management of the disease. We found that it was critical for health care personnel to understand patients' values, beliefs and their way of life in order to facilitate the most successful self-care diet.
What human beings wear is closely related to how they conceptualize their bodies and how they classify the group they belong to and the way they wear their cloth s an important cultural element that shows wearers' awareness and social relationship. Especially, underclothes reflect unrevealed cultural inside of the society more abundantly than outer wear do. Through such characteristics of underclothes, we are able to better understand inherent order of culture. This study si to understand the characteristics and changes of Korean culture by reviewing the convention of underclothes wearing that takes important role in clothing without being explicitly revealed. For this study, in addition to biblical review of under clothes of traditional societies, a total of 301 college students aging from 19 to 28, who are the most open to accepting new cultures and changes, residing in Seoul area were participant. Questionnaire consists of open-ended questions of underclothes terms, kinds, why they wear, items of wearing, how they obtained, how they take care of, etc. In conclusion, changes in cultural meaning of underclothes analyzed through convention of underclothes wearing are as follows; 1) changes in wearing pattern implies changes in functions of underclothes and changes in members' roles and values in a society; 2) changes in recognition of underclothes are related to the changes in awareness of sex; 3) consumer behaviour of underclothes represents a part of information culture; 4) changes in the pattern of maintaining underclothes show that differentiation of sex role in household tasks is decreased.
Journal of the Korean BIBLIA Society for library and Information Science
/
v.31
no.2
/
pp.223-266
/
2020
Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all while using a variety of information and information behaviors. Role-players in MMORPGs develop identities and engage in interactive storytelling with other role-players as their characters. An ethnographic approach combining overt participant observation and engagement, semi-structured interviews, and artifact collection was used to explore and describe the social information behaviors of role-players through the lens of the theory of information worlds. The social types evident in the role-playing community in WildStar, a science fantasy-themed MMORPG, are closely interrelated to and differentiated by social norms and information values that dictate acceptable characters, stories, character actions, and appropriate lore sources as well as how to role-play without violating the boundary between in- and out-of-character information worlds. Role-players maintained the in-character and out-of-character boundary using a set of specific information behaviors to enable engaging and immersive role-playing experiences. Implications of the findings for the theory of information worlds as well as potential applications of role-playing and MMORPGs are also discussed.
Journal of Korean Library and Information Science Society
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v.50
no.4
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pp.429-467
/
2019
Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.
Journal of Information Technology Applications and Management
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v.15
no.3
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pp.153-167
/
2008
This study examines the effect of sense of community on the relationship between learner satisfaction and influencing factors related to the online learning environment. Influencing factors related to the online learning environment are derived from previous literature and classified into two groups : social dimension (leader's enthusiasm, offline activities) and system dimension (usefulness, ease of use, enjoyability). Learner satisfaction is defined as the learners' perceived learning gains from taking an online class. Study participants included 250 university students from two different institutions. The participants were divided into 43 groups and asked to complete an online TOEIC preparation module using a commercial cooperative learning system over 4 weeks. Data were collected at three points for each participant, at the beginning, 3 weeks after, and at the end of the online module. Two system factors related to the online learning environment (ease of use, usefulness) directly influenced learner satisfaction, while social factors indirectly influenced learner satisfaction through the mediating role of sense of community.
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