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Current status of dietary education in elementary, middle and high school in Gyeonggi province: Comparison according to school level and placement of nutrition teacher (경기도 초·중·고등학교의 식생활 교육 현황 : 학교급 및 영양교사 배치여부에 따른 비교)

  • Lee, Youngmi;Kwon, Soo Youn;Kim, Ji Hea;Kim, Ok Sun
    • Journal of Nutrition and Health
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    • v.50 no.6
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    • pp.645-654
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    • 2017
  • Purpose: The purpose of this study was to investigate the current status of dietary education carried out by dieticians or nutrition teachers at elementary, middle, and high schools in Gyeonggi province. We compared dietary education status not only among school level but also between dieticians and nutrition teachers. Methods: The survey using self-administered questionnaires was conducted by dieticians or nutrition teachers at 91 schools (43 elementary schools, 33 middle schools, and 15 high schools) in Gyeonggi province in December, 2015. The questionnaire consisted of questions regarding general characteristics of respondents, current status of dietary education, opinion about dietary education methods, and cooperation level of persons concerned. Results: The placement rate of nutrition teachers was 50.5% overall. Only 36 out of 91 schools conducted regular dietary education, and the percentage of schools conducting regular dietary education was significantly different according to school level with the lowest percentage in high schools, equivalent to 20% (p = 0.003). The average annual dietary education time was 12.4 hours, and it was very low in high schools (5.1 hours) and in schools without a nutrition teacher (1.6 hours). The levels of cooperation and support from principals, teachers, parents, and students were significantly lower in high schools than elementary and middle schools (all p < 0.001) and in schools without a nutrition teacher than schools with a nutrition teacher (all p < 0.05). Conclusion: The results show that the level of dietary education is not enough and needs to be improved, especially at middle and high schools and at schools without a nutrition teacher. Government support polices need to be implemented to encourage dietary educational activities.

수학적 창의성과 개방형 문제(open ended problem)

  • Gwon, O-Nam;Jo, Yeong-Mi;Park, Jeong-Suk;Park, Ji-Hyeon;Kim, Yeong-Sil
    • Communications of Mathematical Education
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    • v.16
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    • pp.217-218
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    • 2003
  • 제7차 교육과정의 기본방향인 '21세기의 세계화 정보화 시대를 주도할 자율적이고 창의적인 한국인 육성'에서 볼 수 있듯이, 새로운 교육과정에서는 학생들의 창의력을 신장시키기 위한 방안으로 교과별 교육과정이나 재량활동 운영 등을 제시한 바 있다. 수학교육에서도 이러한 시대적 흐름에 발맞추어 수학적 창의력의 신장이 강조되고 있는 상황이다. 그동안 이론적인 측면과 실제적인 측면에서 수학적 창의성에 대한 성과가 축적되었다. 이론적인 측면에서 볼 때, Haylock(1987)등에 의해 창의력과 수학적 창의력의 구분되었으며, 특히 '수학적' 창의력에 대한 다양한 정의가 제안되었다. 실제적인 측면에서도 수학적 창의력을 측정하려는 평가 도구들이 그 동안 여러 가지로 개발하였다. 그러나, 이러한 수학적 창의력에 관한 전반적인 연구는 종국적으로 교실 수학수업에 반영되어야 함에도 불구하고, 그리 만족스럽지 못한 상황이다. 특히, 교실에서 수학수업을 실제로 담당하는 교사들이 수학적 창의력을 위한 수업을 하고자 하더라도 당장 가까이에서 구할 수 있는 교수 학습 자료가 여전히 부족한 상황이다. 물론 그 동안 교실 수학수업에서 사용할 수 있는 창의력 개발 프로그램이 전무한 것은 아니다. 그런데 그들 대부분은 게임이나 퍼즐을 이용한 것으로 그 수준이 단순 흥미유발에 그치고 있거나 소수의 영재아를 위한 소재를 중심으로, 특히 수학적 사고 과정을 따르기보다는, 시행착오를 거쳐 원하는 결과를 얻을 가능성이 많으며, 수학과의 연계성이 불분명한 채로 단순놀이에 그치는 경우가 적지 않아, 수업과 연관되어 창의력의 신장이라는 측면에서 볼 때, 적용하기 어려운 사례가 많다. 이러한 상황을 개선하는 데 기여하고자, 현재 교과교육공동연구 지원사업의 하나로 한국 학술 진흥재단의 지원을 받아, '개방형 문제(open-ended problems)'를 중심 소재로 한 '수학적 창의성'을 신장하기 위한 교수학습 프로그램을 개발하여, 중학교 1학년을 대상으로 연구를 진행하고 있다. 개방형 문제라 함은 명백한 정의가 어렵지만 Pehkeon(1995)는 개방형문제의 정의를 명백히 하기위한 시도로서 그 반대로 닫힌 문제에 대한 정의로부터 시작하여, 어떤 문제가 닫혀있다고 하는 것은 그 문제의 출발 상황과 목표 상황이 닫혀 있는 것, 즉 명백히 설명되어있을 때라면 개방형 문제는 이와 반대의 개념임을 시사하였다. Silver(1995)는 개방형 문제를 문제 자체가 다른 해석이 가능하거나 서로 다를 인정할만한 답을 가질 수 있는 문제 또는 풀이과정이 다양한 문제, 자연스럽게 다른 문제들을 제안하거나 일반화를 제시할 수 있는 문제라고 정의하였다. 따라서 개방형 문제란 출발상황이나 목표 상황의 일부가 닫혀있지 않을 때를 말하고 문제의 조건을 만족하는 해답이 여러 가지로 존재하는 문제를 뜻한다. 수학적 창의력을 개발하는 데, 다른 문제 유형보다도, 개방형 문제가 유리하다는 점은 이미 여러 학자들에 의해 주장되어왔다. 미국 국립영재교육센터(NRCG/T)는 기존의 사지선다형이나 단답형 문제와 질문들은 학생들의 사고 능력에 관한 정보를 거의 알려주지 못하기 때문에 한 가지 이상의 답을 요구하는 ‘open-ended' 또는 ’open-response' 문제와 질문을 가지고 수학 분야에서의 창의적 사고 능력과 표현능력을 측정해야 한다고 하였고, 개방형 문제가 일반적으로 정답이 하나인 문제보다 고차원적인 사고를 요구하게 하는 문제 형태라고 하였다. 본 연구에서는 이러한 근거를 바탕으로 개방형 문제의 유형을 다양한 답이 존재하는 문제, 다양한 해결 전략이 가능한 문제, 답이 없는 문제, 문제 만들기, 일반화가 가능한 문제 등으로 보고, 수학적 창의성 중 특히 확산적 사고에 초점을 맞추어 개방형 문제가 확산적 사고의 요소인 유창성, 독창성, 유연성 등에 각각 어떤 영향을 미치는지 20주의 프로그램을 개발, 진행하여 그 효과를 검증하고자 한다. 개방형 문제를 활용한 수학적 창의력 신장 프로그램을 개발하고 현장 학교에 실험 적용하여 그 효과를 분석하고자 하는 본 연구는 창의력 신장에 비중을 두는 수학과 교수-학습 과정에 실제적인 교수 학습 자료를 제공하는 것뿐만 아니라 교사들에게는 수학교실에서 사용 가능한 실제적인 활용방안을, 학생들에게는 주어진 문제를 여러 가지 각도에서 생각하면서 다양한 사고를 경험하는 기회를 가질 수 있어, 수학을 보는 학생들의 태도에도 긍정적인 변화를 가져올 수 있을 것이라 기대한다.

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A Systematic Review on the Effects of Virtual reality-based Telerehabilitation for Stroke Patients (뇌졸중 환자를 위한 가상현실 기반의 원격재활 효과에 관한 체계적 고찰)

  • Lim, Young-Myoung;Lee, ji-Yong;Jo, Seong-Jun;Ahn, Ye-Seul;Yoo, Doo-Han
    • The Journal of Korean society of community based occupational therapy
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    • v.7 no.1
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    • pp.59-70
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    • 2017
  • Objective : The purpose of this study was to examine the effect of virtual reality-based remote rehabilitation on stroke patients systematically and to look for its effect and how to apply it domestically. Methods : In order to search data, EMBASE and CINAHL database were used. Relevant research used those terms of virtual reality, telerehabilitation, and stroke. A total of 10 studies satisfying the selection criteria was analyzed according to their qualitative level, general characteristics, and PICO method. Results : Based on the selected 10 studies, virtual reality-based telerehabilitation system was applied. Sensory and motor feedback was provided with inputting visual and auditory senses through a video in the home environment, and it stimulated changes in the client's nervous system. Tools to measure the results were upper extremity function, balance and gait, activities of daily living, etc. Those virtual reality-based telerehabilitation method had an effect on upper extremity function and ability of sense of balance in all studies, and on the activities of daily living partially. Telerehabilitation service to make up environmental specificity improved satisfaction of client. That meaned the effect of the intervention to maintain the function. Conclusion : The virtual reality-based telerehabilitation system was applied to upper extremity function, sense of balance, and activities of daily living largely, and it showed that it helped to improve functions through intervention, supervision, and training of therapist in the home environment as well. This study suggests the basis and possibility of clinical application on virtual-reality based telerehabilitation. Additional research is needed to diverse virtual reality intervention methods and the effect of telerehabilitation in the future.

A study on the weight control behavior according to cluster types of the motivation to use social media among university students in the Jeonbuk area (전북지역 대학생의 소셜미디어 이용동기 유형에 따른 체중조절 행태 연구)

  • Jiyoon Lee;Sung Suk Chung;Jeong Ok Rho
    • Journal of Nutrition and Health
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    • v.56 no.2
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    • pp.203-216
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    • 2023
  • Purpose: This study examines the weight control behavior depending on university students' motives of using social media. Methods: The participants were 447 university students in the Jeonbuk area. Collected data were analyzed using factor analysis, cluster analysis, analysis of variance, and χ2 tests with SPSS v. 26.0. Considering the motives of using social media, we investigated the usage of social media, dietary behavior related to social media, and weight control behavior. Results: Using the K-clustering method, the motives to use social media were categorized into three clusters: cluster 1 was the interest-centered group, cluster 2 was the multipurpose information-seeking group, and cluster 3 was the relationship-centered group. Among the various social media sites, YouTube (86.8%), Instagram (76.1%), and Facebook (61.1%) were the most visited by the subjects. The dietary behavior related to social media in cluster 2 was significantly higher than clusters 1 and 3 (p < 0.001). Clusters 1 and 2 showed a significantly higher dissatisfaction with one's weight (p < 0.05) and consequent interest in weight control than cluster 3 (p < 0.001). Cluster 2 used weight control-related information from social media significantly more than other clusters (p < 0.05). Weight control experiences in cluster 1 and 2 were significantly higher than in cluster 3 (p < 0.001). Conclusion: Differences in dietary behavior related to social media and weight control behavior were observed between cluster types of motivation to use social media. Based on the usage motives of university students and their behaviors, we propose that educational programs should be conducted for weight control using social media.

Moderating effects of perceived behavioral control on the relationships among exhibition sales promotions and purchase intention (전시회 판매촉진 활동이 지각된 행동통제의 조절효과와 구매의도에 미치는 영향연구)

  • Kim, Hyun Su;Kim, Mi So;Kim, Chul Won
    • Korea Science and Art Forum
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    • v.31
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    • pp.105-118
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    • 2017
  • The purpose of study is to examine the effectiveness of exhibition sales promotions and purchase intention for reasonable visitors. Perceived behavior control determining moderating effects on the relationship among their sales promotions and purchase intention is used as a predictive variable of unexpected impulsive purchases or negative purchase intention contrary to business intention. A total of 315 visitors who experienced the sales promotions of G-Star 2016 in Busan respond to the questionnaire and 259 forms are used to analyze the data. The main results of this study were as follows. First, except to value-added sales promotion, all of sales promotions positively impact on visitors' purchase intention. Second, as a result of analyzing the moderating effects of the perceived behavioral control consisting of control belief and perceived power on the relationships among the sales promotions and purchase intention, the control belief moderated the sales promotions such as price-off and education on purchase intention. In addition, the perceived power moderated the sales promotions such as escape and entertainment on purchase intention. In a nutshell, the degree of perceived behavior control makes critically impact on the effectiveness of exhibition sales promotions. Based on this results, it yields new insights into the way of developing various sales promotion strategies according to different features of visitors.

Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

Relationships between children's Nutrition Quotient and the practice of the Dietary Guidelines of elementary school students and their mothers (어린이 영양지수와 어린이 및 어머니의 식생활지침 실천도와의 관련성)

  • Kim, Jae Ran;Lim, Hyeon-Sook
    • Journal of Nutrition and Health
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    • v.48 no.1
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    • pp.58-70
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    • 2015
  • Purpose: This study was conducted in order to investigate children's Nutrition Quotient (NQ) and the degree of keeping the Dietary Guidelines of children and their mothers and to further examine the relationships between children and mothers. Methods: The subjects were 281 children from 4th to 6th grade in an elementary school located in Gwangju and their mothers. Results: NQ of the children was $66.8{\pm}14.2$, which was in the third (medium) grade. Among the five factors, the scores for Moderation and Diversity were in the second (high) grade, but those for Regularity, Practice, and Balance were in the third grade. Children of non-working mothers had significantly higher scores for NQ and Balance than those of working mothers. Children of mothers with age over 40 had a significantly higher score on Diversity than those with mothers under age 40. Children of mothers with higher education showed higher score for Regularity than those with lower education. Children from high-income families had higher score for Moderation. The score for children keeping the Dietary Guidelines was $78.8{\pm}10.5$ and children of non-working mothers showed higher score than those of working mothers. The score for mothers practicing the Dietary Guidelines was $80.6{\pm}9.4$ and non-working mothers and mothers with age over 40 had higher score. Children's NQ showed significant correlation with the score for keeping the Dietary Guidelines for children (r = 0.789, p < 0.001) and also with that of mothers (r = 0.235, p < 0.001). Conclusion: These results show that NQ of elementary school children in Gwangju is in the medium grade, the degree of practicing the Dietary Guidelines for children is pretty fair, and these factors are influenced by their mother's socioeconomic characteristics such as employment, age, education, and family income.

Costume Consumption Culture for Costumeplay (코스튬플레이 의상 소비문화)

  • Jang, Nam-Kyung;Park, Soo-Kyung;Lee, Joo-Young
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.203-212
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    • 2006
  • With interests and participation in the costumeplay that mimics characters appeared on carton or animation in recent days, the costumeplay becomes one of cultural phenomena. Using a qualitative research method, this study identified costumeplayers' costume consumption pattern and explored its meanings from the perspective of consumption culture. Indeed, this study intended to help for understanding costumeplayer group as a consumer, and to provide basic knowledge about new market analysis related to fashion design and marketing. The results from the analyzing participant observation and in-depth interviews data are as follows: first, costumeplayers usually begin costumeplay by friends' invitations or by themselves and then continue on participating. Through the costumeplay, participants have benefits such as fun, departure from the daily life, and social interaction. Second, participants acquire costumes through purchase, rent, producing or combination of daily wear, but both purchase and rent account high. Third, the meanings of consumption culture in costumeplay include consumption behavior repeating possession and disposal. Also, costumeplayers concerns efficiency when purchasing or renting the costumes, and internet is a place where information search, comparison, and actual purchasing are occurred. Based on the results, fashion design and marketing implication, limitation of this study and further research ideas were suggested.

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The Study on A Peculiarity of Mise-en-scene Found in Animation :Focused on Russian Animation (애니메이션 미장센 특성 연구 - 러시아 애니메이션을 중심으로)

  • Kim, MiRNaRae;Min, JunIl
    • Cartoon and Animation Studies
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    • s.44
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    • pp.1-31
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    • 2016
  • In this thesis, the movie with mise-en-scene established was compared with the peculiarity of the play that is the etymological source of the term to identify the peculiarity of mise-en-scene which was substituted into animation to find the peculiarity of mise-en-scene in animation. To emphasize the direct connection between the frame's visual peculiarity and the director's opinions, the mise-en-scene of director centered animation created under a restricted environment was reviewed. Mise-en-scene which started from movie critics theory does not simply mean the arrangement of images in a frame. Mise-en-scene emphasizes the exposure of the work's motive by the visual components. The animation's assuming the middle point of environmental share possessed by play and movie when schematizing the genre peculiarity of animation, play and movie was a noteworthy result. It can be said that the cause is that the animation's peculiarity yield different results depending on the making methods; we verified that this is a key factor in the analysis of animation's mise-en-scene. I emphasized that the peculiarity of animation mise-en-scene is in its making method and material and suggested identifying the work's making methods and analyzing the work's aesthetic results derived in this way. The russian animation which was perceived as peripheral arts was relatively free from the burden of censorship while receiving support from the Soviet as a media for propaganda. The russian animation's mise-en-scene which found the material for its works in the country's folklore was metaphorical, focused on new expression forms and achieved experimental elements. Russian animation pursues a unique aesthetic world through space expression based on the forms of opera or ballet and heavy motions formed static inbetweens.

An Analysis on the Current Status of Daily Outdoor Play Parents Recognize (Focused on Gyeonggi-do) (부모가 인식하고 있는 일상적 바깥놀이 실태 분석 (경기도를 중심으로))

  • Kim, Yong-Sook;Yoon, Hee-Bong;Yoo, Ji-Eun
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.461-472
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    • 2017
  • The purpose of this study is to analyze the current status and condition of children's playgrounds in K which parents recognize as in Gyeonggi-do and provide basic data for the qualitative environment for daily outdoor play of young Children. To do so, a survey of 269 parents living in Gyeonggi-do was conducted and reconstructed based on the advanced research related to outdoor play. Also it was evaluated and revised after consultation with 3 children education specialists. The repossessed questionaries were frequency-analyzed with SPSS 20.0 program. The result of the analysis on outdoor playgrounds is in the following. First of all, it was analyzed that parents required 1 or 2 hours for their children to play outdoors in a type of "forest playgrounds." Moreover, they said that it was really important for the children to feel "interesting and funny" during the outdoor play, and they recognized that the play would be helpful for the children's socialization. However, they felt that a risk factor of the outdoor play was "a vehicle risk in streets." Secondly, the study suggested that there were outdoor playgrounds around parents' houses, and a type of the outdoor play was "a playground installed in the apartment complex." Furthermore, most of the parents weren't satisfied with the outdoor play because the apartment neglected the management of the playgrounds, and there were no playing facilities that were good enough to derive children's curiosity and adventurous spirit. The result also showed that most of the children played outdoors with "their mothers," and they participated in indoor activities, especially playing a game or watching TV rather than outdoor activities after attending a children educational institute. Lastly, when it comes to areas of outdoor play to be improved, it was necessary to "expand playgrounds that children can use for each season," build "safe playgrounds" for a type of the outdoor play," provide "playing spaces" for a spatial type, and "control vehicles around the playgrounds and deal with dangerous things" to prevent safety accidents. The result can expand the understanding of outdoor play for Young Children and offer discussions about the relevant organizations and studies.