The purpose of this study is to develop and apply a teaching-learning plan of apartment house class to improve middle school students' empathy for home economics education and to verify its effect. The study was conducted in five stages: analysis, design, development, implementation, and evaluation using the ADDIE model. In the analysis phase, the study set learning objectives after analyzing how community housing is dealt with in the 2015 revised home economics curriculum and 12 current technology and home economics textbooks. In the design and development stage, in order to evaluate the validity of the experts and to improve the empathy ability, the study goal design, the composition of the learning elements, the development of the learning materials, and the pre and post-questionnaire for the students were developed. In the implementation stage, the empathic ability evaluation was carried out before and after the beginning of the first class by applying the teaching-learning process plan of the 8th class. In the evaluation stage, we examined whether the teaching-learning process developed in this study has a significant effect on empathy ability by evaluating the pre-post difference of empathy ability. As a result of examining the results of the pre - and post - evaluation of empathy ability for the results of this study, both cognitive and communicative factors were improved, and the apartment house class had a significant effect on the improvement of empathy ability.
The purpose of this study was to explore the meaning on awareness of sexual minorities among nursing college students in graduation year. The participants were eight students attending three nursing colleges in Provinces C and K. Data were collected from November 2023 to January 2024. through in-depth interview until data saturation. The collected data were analyzed by applying Colaizzi's phenomenological research method. In this study, four categories and eight theme clusters were generated. The four categories consisted of 'Ambivalence towards sexual minorities', 'Empathy for the sexual minorities' difficult situation', 'Fear of caring for sexual minorities', and 'Preparation for the future as a nurse'. These results will contribute to the qualitative improvement of nursing education by providing the grounds for the effective educational strategy development which improve nursing students' awareness and care of sexual minorities. In-depth studies on various factors affecting awareness of sexual minorities in nursing students and problems are required.
Journal of the Korean Institute of Landscape Architecture
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v.44
no.1
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pp.51-65
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2016
A syllabus can be considered to be a masterplan for good educational results. This study tries to diagnose the current status of landscape architectural design education and suggest improvement strategies for better landscape design courses through the analysis of the syllabi of mid-level landscape design studio classes collected from the four-year undergraduate programs. The findings and suggestions are as follows. First, it is necessary to take advantage of a syllabus as a contract as well as a plan and a learning tool. Second, it is crucial to make more detailed statement from the perspectives of learners. Third, more customized components for design courses should be developed; the syllabus should give the structure of a design class as an integration and synthesis of other courses. Fourth, it is necessary to increase the interrelationship and relevance among the components, especially between course objectives and evaluation criteria, and course activities and references. Fifth, a syllabus needs to function as a communication tool in a flexible manner. Sixth, a syllabus needs to give a comprehensive information about the site and the design project. Finally, instructors need to introduce a set of detailed evaluation rubrics or criteria acceptable to students in order to increase the fairness and transparency of the evaluation.
The Journal of Korean society of community based occupational therapy
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v.8
no.3
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pp.49-57
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2018
Objective : The purpose of this study was to investigate the level of human rights sensitivity of occupational therapist and to compare the difference of the human rights sensitivity according to their characteristics and to provide basic data for the development of human rights education programs for occupational therapists in the future and to emphasize their role as human rights advocates. Methods : The subjects for this study were occupational therapists who chosen by snowball sampling method. The questionnaire consisted of 5 episodes and 30 questions to measure the level of occupational therapist's human rights sensitivity and 7 questions for identifying general characteristics of subjects. We distributed the questionnaire by on-line. 165 copies were collected and used to final data analysis. Results : The average of occupational therapists' human rights sensitivity was $33.52{\pm}14.96$. According to the subcategories, the average of perception of situation was $20.44{\pm}2.32$, perception of result was $19.85{\pm}2.32$, and the perception of responsibility was $19.14{\pm}2.21$. Among 5 episodes, The highest score was the right to pursue one's happiness of the elderly($12.72{\pm}1.56$), and the lowest score was the right to personal freedom in disabled ($11.04{\pm}2.23$). There were significantly differences of the subjects' age, educational level, organization type, and the level of clinical experiences. Conclusion : Occupational therapists' human rights sensitivity increased with age and the level of clinical experiences. And the human rights sensitivity increased as they were exposed to various human rights related circumstances. The reason of the highest score for situational awareness was that empathy for the client-centered intervention is important. This study confirmed that it is necessary to have human rights education and various educational programs.
The purpose of this study is to explore the implementation of Bibliodrama on the metaverse platforms. In other words, to create interesting and effective Bible education for modern learners, this study took a didactical approach to the implementation of Bibliodrama through the metaverse. The main reason to be enthusiastic about using the metaverse for education is because users, who have been only content consumers, now able to experience and create values. As a Bible didactical approach, Bibliodrama is a an emphatical and communicative learning method in the form of role play. Bibliodrama seeks to interact with the world of the learner and the world of the Bible through improvisational acting, to study the Bible. Through the Bible didactical approach, the meeting of Bibliodrama and the metaverse can have a positive effect on modern learners, in terms of improving learning environment and, above all else, increasing learning interest. In terms of biblical didactics, implementing Bibliodrama in the metaverse has the following advantages. First, it helps to construct a dramatic situation and environment so that the meaning of the biblical text can be proved relevant to today's learners, not something belonging to the past. Second, in the metaverse, the historical space and characters of the Bible can be realized in virtual reality to produce a 'situational play'. Demonstrating freedom, imagination and creativity in the metaverse learners play in Bibliodrama. This way they also become aware of the hidden meaning of the blank pages in the Bible. Third, the metaverse environment is not static but dynamic and interactive; Bibliodrama pursues an interpretation that harmonizes spirit and body. Therefore, through the dynamic activities of discovering the meaning and significance of the Bible, it is possible to form a holistic faith in which spirit and body act as one.
As experiential education services are growing, the need for proper management is increasing. Considering that adequate measures are an essential factor for achieving success in managing something, it is important for managers to use a proper system of metrics to measure the performance of experiential education services. However, in spite of this need, little research has been done to develop a valid and reliable set of metrics for assessing the quality of experiential education services. The current study aims to develop a multi-item instrument for assessing the service quality of experiential education. The specific procedure is as follows. First, we generated a pool of possible metrics based on diverse literature on service quality. We elicited possiblemetric items not only from general service quality metrics such as SERVQUAL and SERVPERF but also from educational service quality metrics such as HEdPERF and PESPERF. Second, specialist teachers in the experiential education area screened the initial metrics to boost face validity. Third, we proceeded with multiple rounds of empirical validation of those metrics. Based on this processes, we refined the metrics to determine the final metrics to be used. Fourth, we examined predictive validity by checking the well-established positive relationship between each dimension of metrics and customer satisfaction. In sum, starting with the initial pool of scale items elicited from the previous literature and purifying them empirically through the surveying method, we developed a four-dimensional systemized scale to measure the superiority of experiential education and named it "Experiential Education PERFormance" (EEPERF). Our findings indicate that students (consumers) perceive the superiority of the experiential education (EE) service in the following four dimensions: EE-empathy, EE-reliability, EE-outcome, and EE-landscape. EE-empathy is a judgment in response to the question, "How empathetically does the experiential educational service provider interact with me?" Principal measures are "How well does the service provider understand my needs?," and "How well does the service provider listen to my voice?" Next, EE-reliability is a judgment in response to the question, "How reliably does the experiential educational service provider interact with me?" Major measures are "How reliable is the schedule here?," and "How credible is the service provider?" EE-outcome is a judgmentin response to the question, "What results could I get from this experiential educational service encounter?" Representative measures are "How good is the information that I will acquire form this service encounter?," and "How useful is this service encounter in helping me develop creativity?" Finally, EE-landscape is a judgment about the physical environment. Essential measures are "How convenient is the access to the service encounter?,"and "How well managed are the facilities?" We showed the reliability and validity of the system of metrics. All four dimensions influence customer satisfaction significantly. Practitioners may use the results in planning experiential educational service programs and evaluating each service encounter. The current study isexpected to act as a stepping-stone for future scale improvement. In this case, researchers may use the experience quality paradigm that has recently arisen.
Content is the complex of art and technology of trend, so it is important to experience different technologies for content education. Today, many non-profit organizations plan and operate numbers of programs for disabilities, low-income, and minority families to enhance the quality of life and the realization of social integration. These programs are limited to museums and galleries, not so pro-actively in progressing. Various contend education is necessary to the expansion of cultural exchange for the culturally alienated area. Naver is running an outreach program named . It is an experience-based outreach program where current cartoon / webtoon writers come directly to the school to inform students about the basic story of comics and comic techniques. However, the fact that the is not centered on the marginalized area but is centered on the Seoul Gyeonggi area, has the limitation that they can not benefit from a wide range of programs because they have a space limit of 'school', and, has a spatial limitation that the experience of the work is excluded. 'Outreach programs in marginalized areas' must be reorganized into a fluid dimension, not a fixed, single-system program. You should be able to experience and experience your work by directly using various professional equipment of comics based on your capacity and experience, local culture, religion, and society. These program participants will gain the effect of attractive and effective learning with empathy with their comic experience. Meanings of Comics content outreach program are following: First, the rich cultural archive can be used efficiently by providing various contents to existing outreach programs with the educational limitation of museums and galleries. Second, Comics contents can be enjoyed as a part of our life by understanding diversity and technology of contents. Third, because it is the program of expertise' participation, it can remodel, and restructure the severed experience in remote areas for the continuous growth and development, and furthermore, it can enhance the understanding of society.
Journal of Korean Home Economics Education Association
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v.31
no.3
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pp.91-116
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2019
The purpose of this study is to examine the meaning of Changemaker education and to investigate the significance of Changemaker education in home economics education through a study of growth of learners applying the TEMPS program. To this end, first, the concept of Changemaker education was defined. Changemaker education is an education that changes society in a positive direction through a process of thinking about, learning about, making, and participating(playing) in various problems that we face in real life and drawing out solutions and share he solutions with others. Second, in this reasearch, the direction of Changemaker education is to make them interested in social problems and solve it and to make both the family and the career life happy and healthy by collaborating with other people. The scope of the contents is defined as "the selection of the content elements of the five domains of the child family, diet nutrition, clothing, housing and consumer life". As a way of teaching, we suggested that the TEMPS phase is followed so that the session purpose is achieved. Third, the Changemaker program consists of five steps of TEMPS among the five key ideas of Changemaker education. T(Thinking) is the step of understanding the problem and thinking about how to solve it, and E(Education) is getting the background for the next step. M(Making) is a step to create a target for problem solving, and P(Participation) and P(Play) are steps to Participation and enjoy. S(Share) is a step of changing the society through the result display, SNS sharing, and class presentation. In this study, 12 programs for middle school and 15 programs for high school were developed on the basis of TEMPS level. Each of the programs consists of 2 to 12 unit hours, which add up to 68 hours in the middle school program and 68 in high school. The learners who participated in the Changemaker program for one year (March 2, 2018~December 31, 2018) will experience improvement in many aspects including the linkage of life and education, practical ability, self-directed learning, self-esteem, sense of achievement and self-reflection, sensory observation, and so on.
This study aims to provide the service quality which consumers want and basic data for improving their satisfaction by examining the difference among the quantity of cultural capital obtained from restaurant customers, the perception of service quality, and satisfaction. The results of the study are as follows. First, customer satisfaction is not much affected by how much cultural capital one has but by how much influence the cultural capital of parents or family has, or the institutionalized cultural capital. Second, the group that has more cultural capital objectives perceives tangibility, reliability and empathy lower than the one with less cultural capital in general while the group that has more cultural capital embodiments perceives tangibility and assurance higher than the one with less cultural capital; moreover, the group that has more cultural capital institutions perceives the service quality factor lower than the one with less cultural capital. Third, the higher the perception of the whole service quality is, the greater the satisfaction is. In this respect, it is required to offer the service to win customers' sympathy and trust as well as better external atmosphere. In addition, there should be continuous service training to foster employees' expertise and improve service quality, in order for restaurant customers to visit frequently with satisfaction and revisit intention.
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.
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