• Title/Summary/Keyword: social realism

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Revision of Geography National Curriculum in UK and Debates about Knowledge (영국 국가지리교육과정 개정과 지식 논쟁)

  • Cho, Chul-Ki
    • Journal of the Korean Geographical Society
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    • v.49 no.3
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    • pp.456-471
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    • 2014
  • Recent educational policy by coalition government in UK is called knowledge turn. A core competency-based curriculum based on the relative knowledge of the social constructivism and postmodernism has been strongly endorsed by the previous new labor government. The view of knowledge regards knowledge as constructed socially, and emphasizes personal everyday knowledge. But the knowledge-based curriculum based on absolutism is strongly endorsed by the current coalition government. It emphasizes objectivity of knowledge. Social realism criticizes both absolutism and relativism on knowledge. Social realism places disciplinary knowledge above everyday knowledge, and considers disciplinary knowledge as powerful knowledge. But it doesn't mean that social realism neglects everyday knowledge. Rather, social realism empathizes relating disciplinary knowledge to everyday knowledge. Recent Living Geography and YPG(Young People's Geographies) project by the Geographical Association is based on the social realism. The aims of the project is to connect academic geography related to young people's geographies with student's everyday geographies, and academic geographers as mentors, tutors and students together are to make school geography curriculum through conversation.

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Analyses of the Structural Relationships between College Students' Perceived Game Realism, Flow and Learning Satisfaction in Game-Based Learning

  • HUR, Jungeun;LIM, Keol
    • Educational Technology International
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    • v.22 no.2
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    • pp.227-253
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    • 2021
  • Perceived game realism (PGR) has recently emerged as a key concept in explaining the mental processing of digital game playing and the societal impact of digital games. However, few studies have examined its conceptualization and educational effects from an empirical viewpoint, especially in educational games. This study's participants included 292 university students in South Korea. A total of 212 questionnaires were valid and used for the analyses. They learned English expressions using a computer-based educational game and then completed questionnaires on the research variables. We investigated six factors of PGR: simulational realism (SIR), freedom of choice (FRC), perceptual pervasiveness (PEP), social realism (SOR), authenticity (AUT), and character involvement (CAI). We expected the factors to have valid effects on the university students' flow and learning satisfaction after a game-based learning (GBL) experience. Our research results demonstrated a causal relationship between SIR, FRC, CAI, and learning satisfaction. Furthermore, the indirect effects of SIR and CAI on learning satisfaction through flow were statistically significant.

Quest for Films of Chang-dong Lee: Focused On <Green Fish>, <Peppermint Candy>, <Oasis> (이창동 영화 탐구:<초록물고기>, <박하사탕>, <오아시스>를 중심으로)

  • Seo, In-Sook
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.58-71
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    • 2013
  • This paper will study on the films of Chang-dong Lee, focused on , , .These films concentrate on the internal mind of hero and heroine who react actively to social reality around their environment. Also these films share another common thing which retain to strong emotional tie with spectator, based on the sympathy through the identification of hero. , < Peppermint Candy> represent to the mixture of realism and de-realism.. Specially shows the mixture of the realism and fantasy. This Quest for the films of Chang-dong Lee will include discussion of a critical attitude from realism, discussion of de-realism factors, and study of screen fantasy from the respective of psychoanalysis.

A Study on Realism of a Digital Signage using 3D Hologram (3D홀로그램을 활용한 디지털 사이니지의 사실감)

  • Lee, Young-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.9
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    • pp.1150-1157
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    • 2020
  • It is expected that if a viewer feels the higher realism, it will increase efficiency at 3D hologram. Therefore, the purpose of this study is to analyze the effects of the evaluation factors on realism for digital signage using 3D holograms. For empirical analysis, the evaluation factors were derived and built up hypothesis(The evaluation factors of digital signage using 3D holograms will affect the realism). As a result of the experiment, Hypothesis 1 (Social presence) and 3 (Harmony with the space) were adopted while Hypothesis 2 (Graphic's elaboration) was rejected. Finally, research has shown that in order to improve the realism of digital signage using 3D holograms, the contents should be produced in consideration of presence so that the viewers could feel as if they were actually inside of contents rather than expressed extremely well made higher image resolution. Hence, the 3D hologram contents should be installed in a place where it would fit well with the space around it.

An Explorative Study on Theoretical Potential of Critical Realism as Social Welfare Paradigm (사회복지 패러다임(paradigm)으로서 비판적 실재론의 가능성에 대한 탐색적 연구)

  • Woo, Ah Young;Kim, Giduk
    • Korean Journal of Social Welfare Studies
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    • v.44 no.2
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    • pp.465-497
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    • 2013
  • This paper criticizes the ontological and epistemological dichotomy in social sciences including social welfare and probes into Critical Realism as an alternative paradigm. Many theories for social welfare have adhered to dichotomous ontological standpoint, 'agency' vs. 'social structure', and Eco-system approach have occupied dominant position to integrate this dichotomy. These theoretical standpoint have had great influence on social work practice. On the other hand, dichotomous epistemological standpoint which is constituted of different views of phenomena, 'positivism' and 'constructionism', have had great influence on social work research and practice. These dichotomous ontological and epistemological approach have a limit to reveal qualitative nature of the relationship between agency and social structure, to ponder the deeper reality, the mechanism of stratified reality, and the reality being independent of agency. Replacing these approaches, Critical Realism unfold the theoretical potential as an alternative paradigm for social welfare through the discussion on stratified realty(the empirical, the actual, and the real), intransitive/transitive dimension, double hermeneutics in these dimensions, and the conditions for conceptualization, duality of structure and practice, transformation model of agency and structure.

A Study on the Brand Space Characteristics from the Aspect of Social Psychology - Focused on the Advance Research through Analyzing the Theoretical Methodology of Realism and Relationship - (사회심리학 기반의 브랜드공간 특성 연구 - 실재론적·관계론적 분석을 통한 선행연구를 중심으로 -)

  • Shin, Hye-Won
    • Korean Institute of Interior Design Journal
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    • v.22 no.6
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    • pp.49-57
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    • 2013
  • This study aims to provide direction for the brand goals approaching and analyzing previous studies in social psycholog y perspective, focusing on man and society relationship. 526 preceding 'brand space' associated papers from 1992 to 2012 were collected and analyzed them by year, by space and by theme utilizing the realism methodology, the theor etical relationship methodology. The numbers of the study for 'brand space' had increased gradually from 2003 to 2010 then climbed vertically and the most common study was about place, that shows there is a relationship between variou s social phenomena and human psychology. For the thematic analysis, 'Social psychological components of the brand' based on social psychology was used for analyzing the cognitive aspects, the relational aspects, and the attitudinal aspects. The most common study was the study of the cognitive aspects, and relational aspects, and lastly the attitud inal aspects in order. The strategy was the most common research for the brand associated study. The ultimate point of the strategy is to get 'attitude'. From social psychology perspective, there is a cycle in the minds of consumers, 'Identification', 'Internalization', 'Conformity' and 'Compliance'. Structure of these relationships can provide a clue that consumers' attitude lead the consumers' action.

Magical Realism and Antonio Negri's Theory of Art: In Light of Claire Denis' Film Vendredi Soir (마술적 리얼리즘과 네그리의 예술론: 끌레어 드니의 영화 <금요일 밤>에 비추어)

  • CHOI, Soo Im
    • Cross-Cultural Studies
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    • v.34
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    • pp.7-41
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    • 2014
  • This article examines magical realism in contemporary european film, which is considered to be one of the most popular styles in the present culture, with regards to Antonio Negri's theory of art. Magical realism is "alternative approach to reality" (Maggie Ann Bowers, Magic(al) Realism) and defined as "a fictional technique that combines fantasy with raw physical reality or social reality in a search for truth beyond that available from the surface of everyday life" (Joan Mellen, Magic Realism). The term of Magic Realism was coined in 1923 by Franz Roh, German art historian, as the concept for the post-expressionist painting in Germany. It has flourished in the Latin-American literature during the 1950s to 1980s and spread worldwide. Since 1980s magical realism is considered to be a universal artistic mode. Since 1990s magical realism is to find in the various novels, and since 2000 one encounters magical realism in the cinema very often. Antonio Negri writes about the relationship between life, imagination, art and the political in his book Art et Multitude. According to Negri, the hard life of people in the present society liberates the imagination and this creates the art as "the excess of the existence". In this process the aesthetic becomes to the political. Negri calls this space of art as "magical time and space". Claire Denis' film Vendredi Soir is analyzed as a contemporary magic realist text, which realizes Negri's concept of art: vendredi soir (friday night) in Vendredi Soir is the magical time, when the impossible becomes the possible, and paris in the public transportation strike is the magical space, where the individuals meet the other in a new situation. The film analysis associates itself with Negri's theory of art: in Vendredi Soir, it is to see, that the excess of the existence liberates imagination and creates the magic reality both in the movements of things and the human relationship. The phenomenon of magical realism in contemporary culture can be understood as the symptom of the emotional and existential pains of contemporary people in the current world. The contemporaneity of the magical realism can be read in the film as "the metaphor for contemporary thought" (Alain Badiou, Cinema). As Antonio Negri writes, art can become "the aesthetic redemption" (Negri, Art et Multitude) for us. At the same time "(t)his is where aesthetics can be transformed into the political." (Lee, "Communism and the Void")

Making Fun Strategy of Gag Concert (<개그콘서트>의 웃음생성 전략)

  • Hong, Kyung-Soo;Cho, Eui-Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.138-145
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    • 2012
  • , Korea's popular television comedy program cast the strategy of making fun by word game interweaving meaning and nonmeaning and started to making fun by narrative game. So called Digital Narrative strategy seems to reflect the changes of social trends. Getting verisimilitude by detail description, parody realism, hierarchy of word body naked, anxiety for influence or star cameo seems to be principal strategy. With a minute realism strategy, new method of making meaning appropriate to digital era seems to appear.

The Autonomization of French and Vietnamese Literature: Comparing Gustave Flaubert (1821-1880) and Vũ Trọng Phụng (1912-1939)

  • Phung, Ngoc Kien
    • SUVANNABHUMI
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    • v.14 no.1
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    • pp.109-131
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    • 2022
  • This paper compares the French Gustave Flaubert (1821-1880) and the Vietnamese Vũ Trọng Phụng (1912-1939), and explores transformations of their aesthetic experiences that led to the autonomization of French literary field in the nineteenth century and Vietnamese in the early twentieth century. Inspired from the term "archive" coined by Michel Foucault, this article argues that Flaubert, in abandoning the bourgeois tastes, contested realism and built his own writing ideology and style, which is called subjective realism. On the other hand, it also argues that Vũ Trọng Phụng, through the popular report genre, he gained success and evolved his own novel writing style, aptly called the realism of speech. It is ostensible that the transformation in the two authors' writing style and aesthetic experience was derived from the way they distanced themselves from their contemporaries' common tastes while making use of free indirect speeches, all with the aim of granting readers the autonomy of reading.