• Title/Summary/Keyword: 기대된 체험

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Social-emotional Learning-Based Music Program Development for Social Inclusion of Children With and Without Disabilities (장애-비장애 아동의 사회적 통합을 위한 사회정서학습(SEL) 기반 음악활동 프로그램 개발)

  • Kim, Eunae
    • Journal of Music and Human Behavior
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    • v.17 no.2
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    • pp.83-100
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    • 2020
  • The purpose of this study was to develop and validate the music program based on social-emotional learning (SEL) to facilitate social inclusion between children with and without disabilities studying together in inclusive classes. For program development, the literature on social inclusion programs and SEL programs were analyzed. Program components were extracted from the literature review and based on the review activities were also selected. The participants were fifth- and sixth-grade elementary school students, including children with intellectual disabilities, and the program was implemented over 12 sessions during the students' creative experiential activity class. The validity of the program was evaluated by teachers and the specified program contents were modified and finalized reflecting the professionals' recommendations. This study supports that SEL-based music program can be effectively applied to inclusive education. The developed music program is also expected to improve the social and emotional capacity of children in inclusive classrooms and to increase the social inclusion between children with and without disabilities.

An Impact of VR Travel Contents on Emotions in Untact Era (언택트 시대 VR여행콘텐츠가 감정에 미치는 영향)

  • Lee, Young-Woo;Joo, Jae-Heum
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1538-1544
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    • 2021
  • This study aims to analyze through empirical experiments for the effects of a 360 degree's VR travel contents on stress in the era of COVID-19, as stress has emerged as social problems due to restrictions on freedom of movement. For the empirical experiment, the hypothesis (Happiness level or Depression level or Arousal level will affect the level of stress after watching VR travel contents) was established. As a result, the depression level was adopted while the others were rejected. In order to relieve stress, it is necessary to be careful not to feel depressed, and it was found that even if we can't travel freely, we can reduce stress somewhat with VR travel contents in the untact era. In other words, the emotional state after watching VR travel contents has changed positively. It is hoped that the results of this study will be of some help to the tourism industry and VR production industry, which have been contracted.

A Fabrication of an Angle Trisection Tool Using Veprtskii's Method (Veprtskii의 방법을 활용한 각의 삼등분 도구 제작)

  • Han, Inki
    • Communications of Mathematical Education
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    • v.36 no.4
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    • pp.627-644
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    • 2022
  • In this study various angle trisection tools based on Archimedes' insertion method were investigated, some tools were fabricated and their characteristics were compared. Through these works, it was found that factors such as the convenience of use, arbitrariness of the trisected angle, and simplicity of structure should be considered in the production and utilization of the trisection tool. Considering the factors described above, attention was paid to the method proposed by Veprtskii A.I. in 1888 as a making method of the angle trisection tool. In this study, we improved the method proposed by Veprtskii A.I., we used two wooden chopsticks and a string to make an angle trisection tool. The improved trisection tool had fewer parts than other trisection tools, a simple structure, and more convenient usage. In particular, this tool divided an arbitrary angle(not a specific angle) into the same three parts, and the production cost was low and the production process was simple. This tool is expected to be widely used in concrete activities related to the properties of the exterior angles of triangles and the properties of isosceles triangles in mathematics classrooms.

A Study on User Evaluation of VR Games on Improving Visual Immersion (시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.407-413
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    • 2022
  • This study conducted empirical analysis through user experience and questionnaire to find out whether the technical and contextual elements of the 'COVID-19 SABER' VR game produced and developed through initial research affect the improvement of the user's visual immersion. As a result first, the hypotheses regarding the resolution, viewing angle, effect, and design quality of the technical elements were accepted, but the hypotheses regarding the frame rate and the brightness of the lighting were rejected. Next, as for the hypothesis of the contextual elements, the hypothesis about background, directing, color and texture, interest and fun was adopted, and the hypothesis about storytelling was rejected. In summary, it was concluded that in order to increase the visual immersion of VR games, technical elements resolution, viewing angle, effect, design quality, contextual elements background, directing, color and texture, interest and fun must be designed and produced. The results of this study are expected to serve as basic data for the production and development of VR games that can induce and improve user's visual immersion in the future.

Implementation of Image Block Linked Contents to Improve Children's Visual Perception and Cognitive Function (유아의 시지각 인지기능 개선을 위한 이미지 블록 연동형 콘텐츠 구성과 구현)

  • Kwak, Chang-Sub;Lee, Young-Soon
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.76-84
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    • 2022
  • In this paper, in order to compose the visual perception cognitive function training content that can be linked with the IPUZZLE image block, an interactive content device that utilizes photos and videos of smartphones. Four areas of visual memory, visual continuity, spatial relationship, and visual discrimination were derived and the content operation, application method, and scenario were written. It was intended to continuously give and induce children's desire to participate in training by designing the content image and developing the existing learning terrain visual and perceptual cognitive function training materials in the form of mobile mini-games. Experiential activities were conducted for general children and their guardians using the developed contents, and the results were found to be significant in terms of concentration, effect, and effect compared to basic puzzle toys. It is expected that this thesis will be a meaningful data for the study of cognitive function improvement activities based on digital toys and contents.

Implementation of Unity's Catastrophic Situation Driving Training Simulator for the Disabled

  • Park, Won-Cheol
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.131-136
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    • 2022
  • There are many difficulties and inconveniences in the process of completing driving education for the disabled. Even in the content of driving education, various unpredictable unexpected situations occur during actual driving. Although education on emergency situations is being conducted in the current driving education course, education to cope with various unexpected situations is insufficient. Therefore, in this paper, we propose a Unity-based driving education simulator for the disabled. Create a simulator by composing scenarios for various unexpected situations using Unity. A simulation is conducted through the test subjects, and the coping score for the existing unexpected situation is evaluated according to the evaluation items. It was confirmed that the evaluation score of the ability to cope with unexpected situations of the proposed system was higher than that of the existing driving education simulator. If the proposed system is used, it can be expected to improve the ability to cope with unexpected situations and improve the quality of life through realistic driving experience.

A Study on the Factors Affecting Users' Willingness to Pay, Flow and Addiction for OTT Service: Focusing on China's OTT Service Platform iQIYI (OTT 이용자의 지불의도와 몰입, 중독에 이르는 영향요인 연구 - 중국 OTT 서비스 플랫폼 아이치이를 중심으로)

  • Li, Ting-Ting;Bae, Seung-Ju;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.167-178
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    • 2022
  • This study attempted to confirm the effect of the user's characteristics on perceived ease of use, perceived usefulness, willingness to pay, flow and addiction to OTT service platform iQIYI users. Researchers believe that as the number of OTT service users who are willing to pay increases, research on the influencing factors and the cause of addiction is needed. As a result of the study, first, it was found that perceived usefulness affects willingness to pay, second, use intention and willingness to pay affect flow, and third, willingness to pay and flow affect addiction. This study considered that it has theoretical and practical value in that the route to flow and addiction of OTT service users was set and tested with intention to use and pay. Researchers hope that the study will expand in terms of willingness to pay and use experience of OTT services in the future.

Mentoring activity Effects for Multicultural Students : Using Logic Model (다문화학생을 위한 멘토링 활동 효과 : 논리모델을 중심으로)

  • Lee, Mijung;Kim, Jinhee;Park, Misuk
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.5 no.4
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    • pp.435-442
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    • 2015
  • The purpose of this study is to examine the effect of mentoring program using logic model in university students. We surveyed 40 mentors who participated mentoring program in 2014. Data collection were open-ended questions. Questions was made of with a steps in logic model and content analysis was carried out. The results are as follows: first, according to the step of the inputs, many students questioned said that public relations, selection process, matching, orientations, activity costs was proper. Secondly, in the activities, it was showed that mentor met firstly mentee with teacher in school and mentoring activities comprised 80% of studying and 20% of counseling and experiencing. third, in the outputs, most of participants expressed satisfaction in mentoring period, time, place. Lastly, in the outcomes, this program affected both mentor and mentee with cognitive, emotional and behavior development. Consequentially, this results have influence on improvement of following mentoring programs.

Development Plan of Python Education Program for Korean Speaking Elementary Students (초등학생 대상 한국어 기반 Python 교육용 프로그램 개발 방안)

  • Park, Ki Ryoung;Park, So Hee;Kim, Jun seo;Koo, Dukhoi
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.141-148
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    • 2021
  • The mainstream tool for software education for elementary students is Educational Programming Language. It is essential for upper graders to advance from EPL to text based programming language. However, many students experience difficulty in adopting to this change since Python is run in English. Python is an actively used TPL. This study focuses on developing an education program to facilitate learning Python for Korean speaking students. We have extracted the necessary reserved words needed for data analysis in Python. Then we replaced the extracted words into Korean terms that could be understood in elementary level. The replaced terms were matched on one-to-one correspondence with reserved words used in Python. This devised program would assist students in experiencing data analysis with Python. We expect that this education program will be applied effectively as a basic resource to learn TPL.

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Electronic Instruments for Music Therapy using Arduino (아두이노를 활용한 자폐증 음악치료용 전자악기에 대한 연구)

  • Jang, Donghwan;Kim, Sihyun;Park, jin Woo;Lee, Sungjin;Kim, Daehee;Moon, Sangho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.377-379
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    • 2021
  • According to a 2006 paper by a music therapist and a music therapist in elementary schools, the demand for special education increased, and a 2018 music education study showed that music rooms and equipment increased, but it was difficult to move or lacked various instruments. In this work, we develop a module that combines hardware and software for social improvement education in autistic children using tools. Various instrument sounds can be set using piezo sensors and Arduino, so you can experience various instruments through simple operation and there are instruments designed for music therapy through modularity. Hopefully, the study will help disabled children heal their music.

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