• Title/Summary/Keyword: 몰입/반성

Search Result 12, Processing Time 0.023 seconds

학교사회복지 학생을 위한 맞춤 복지서비스인가?

  • Im, Seon-Suk
    • Social Workers
    • /
    • no.2 s.46
    • /
    • pp.36-39
    • /
    • 2006
  • 학교사회복지 현장 실무자들에게 힘이 되는 격려의 메시지가 던져지기도 하고, 때로는 본의아니게 마음에 상처를 입게 되는 경우도 있다. 이러한 다양한 상황들을 접하면서 드는 생각은 학교사회복지의 발전이 ‘과연 누구를 위한 일인가‘라는 점이다. 또한 학생복지와 교육복지의 실현이라는 미명하에 사회복지사의 일자리 마련, 학교라는 공간에 대한 막연한 동경심, 새로운 분야에 대한 맹목적인 몰입 등과 같은 발상은 없었는지 자문과 반성을 해본다.

  • PDF

An Analysis of a Preservice Teacher's Questioning: The Effect of Practicum Program Based on Collaborative Inquiry Community (협력적 탐구와 반성적 실천 맥락에서 예비교사 발문 사례 분석)

  • Ju, Mi-Kyung
    • School Mathematics
    • /
    • v.10 no.4
    • /
    • pp.515-535
    • /
    • 2008
  • As part of developmental research of a student-teaching practicum program, this research analyzed a mathematics preservice teacher's questioning. The practicum program is based on the model of reflective practice in a collaborative inquiry community for learning-to-teach. This paper describes how a preservice teacher's questioning pattern had changed on the program participation and explain how the change in discourse can be considered as an indicator for the pre service teacher's professional development. Suggestions for the future program development are discussed.

  • PDF

Abusive Game Deisgn and Introspect Game play through Goffman's frame analysis (프레임 분석을 통한 불쾌한 게임 디자인(Abusive Game Design)과 반성적 게임플레이)

  • Ganbold, Uyanga;Yu, Hui-Beom;Sung, Jung-Hwan
    • Journal of Korea Game Society
    • /
    • v.17 no.5
    • /
    • pp.51-60
    • /
    • 2017
  • The interrelation between abusive game designers and players are revealed and considered as one of the game arts by Miguel Sicart. This study is based on the frame analysis of Ervin Goffman. The player centered game design, in the case of a digital game, is penetrated into the frame, and player's experience and game frame at the same level can be assumed as positive down-keying. Conversely, confusion of the game is experienced by the players and perceptions about the games are required. The term of Miguel Sicart, generated the abusive game design in the view of the game art, considers both common game and design of the game, respectively. Nevertheless, the abusive game design refreshes the reflections of players in a game and presents possibilities of bridging the designs of standard games through the techniques and devices.

The Meaning of Teaching for Children's Creativity and Teaching Creatively from Novice Early Childhood Teachers' Perspectives (초임 유아교사들이 구성한 창의적인 유아와 창의적인 교사에 대한 의미)

  • Kwon, Hee-Kyoung;Ahn, Hyo-Jin
    • Korean Journal of Childcare and Education
    • /
    • v.9 no.3
    • /
    • pp.53-74
    • /
    • 2013
  • This study examined the meaning of creativity of children and teachers from two novice early childhood teachers' perspectives. Each novice early childhood teacher implemented a creative education program in her classroom for 16 weeks after getting a teacher training about children's creativity. At the end of each session of creative education program, each teacher had an evaluation time and wrote their reflective journals. Date sources were reflective journals, in-depth interviews, and several artifacts. The findings were as follows; 1) The meaning of children's creativity related to children's personal characteristics, such as thinking and acting differently as well as engaging fully in their current play. 2) The meaning of teachers' creativity related to teacher's personal characteristics, such as escaping from task-oriented tendencies as well as implementing with inventive flexibility.

A Study on Aleatorism of Frontal-Flat Camera Angle (정평면적 카메라 앵글이 갖는 우연성에 관한 연구)

  • Lee, Yong-Soo
    • Cartoon and Animation Studies
    • /
    • s.32
    • /
    • pp.263-288
    • /
    • 2013
  • This research is about effects which frontal-flat cameras have on narrative films. This kind of confined camera angles make the audience have a sense of tension which is barely defined logically. I think the tension comes from aleatorism. The paper is a research on how aleatorism is working on what kind of value, and what kind of effects it has on narrative films. Russian Formalism had argued they had to meet aesthetic values by totally excluding narratives. It can be said that this was a practice for Brecht's estrangement that a sensitive arousal prohibits the audience immersing into excessive empathy and then make them have a reflective thought. But occasionally, optical arousals in narrative films induce deeper immersion into contemplation rather than reflective thought. I intend to find cases regarding this textualising Front-flat camera angles in narrative films and analysing their contents. To do this, I suggest a more specified definition of 'aleatorism'. Because the concept of the aleatorism is different between an aspect of static image like paintings or photographs and narrative contents like cinema. It is divided into approach through form and approach through content. And I also suggest an operative definition about 'Frontal-flat camera angle' with a several confinements because its formal definition is very flexible depending on audience. The case analysis will be done with a form of discourse discerning two aspects of form and content. Conclusively, Frontal-flat camera angle in narrative film is basically have an effect of attention by optical stimuli. But it cannot be said that this always means deterioration of narrative value. Depending on causality of episodes in the whole story, aleatorism which Frontal-flat camera angle has can support immersed contemplation regarding following narrative rather than reflective thought regarding amusing aesthetics.

Self-distancing as a Cognitive Tool for Emotion Regulation: Its Concept, Measurement, and Effect (인지적 정서조절 기제로서 자기거리두기: 개념, 측정과 효과 소개)

  • Cho, Myung Hyun
    • Science of Emotion and Sensibility
    • /
    • v.23 no.3
    • /
    • pp.103-120
    • /
    • 2020
  • This study reviewed the literature on the self-distancing method for emotion regulation. Self-distancing refers to taking a step back in dealing with one's own experiences and interpreting them in a relatively objective manner. Studies have indicated that self-distancing affects cognitive and emotional processes, which are particularly beneficial in regulating negative emotions. Therefore, this study focused on organizing previous results to summarize their meaning, assess means of measurement, and analyze possible effects. Above all, the related concepts of an observer's rational perspective and self-reflection were presented to clarify the definition of self-distancing, followed by a discussion of its measurement. Based on this, the effects of self-distancing were introduced according to their emotional, cognitive, physiological, developmental, and behavioral aspects. However, despite repeated verification of the positive effects of self-distancing, there are several inconsistencies that require consideration. Finally, we suggested the study's academic and practical implications and recommended directions for further research.

A Study on Internet Addiction of Teenagers and College Students, and Development of Therapeutic Techniques (청소년과 대학생의 인터넷 중독 실태 및 치료기법 개발에 관한 연구)

  • Lee, Hun-Jae
    • Journal of the Korea Society of Computer and Information
    • /
    • v.17 no.3
    • /
    • pp.157-165
    • /
    • 2012
  • The purpose of this study is to treat the students addicted to the internet by implementing a program using computers. In order to accomplish the purpose, the program was created by combining the game making activities using scratch programming, self-examination activities, and future occupation search activities. This treatment program will have major positive effects on the students who are addicted to the internet. First, it will be effective for reducing the time for using the internet and it will also improve the addictiveness such as being immersed in playing games. Second, there will be a change in attitude toward the internet and an improvement in intellectual capacity of the students. They will realize the fun of making and sharing the programs with friends, and their thinking skills will be improved by getting training for algorithmic and creative thinking. Third, this treatment program will have positive effects on the students' affective domain. They will have deeper and wider perspective on occupation by searching their future occupation, and discover the meta-ego through self-examination., which in turn, help them gain confidence and feel a sense of accomplishment.

A Research on Effect of Motion Modality on Aspects of Genre and Medium (모션의 양태성이 매체·장르에 미치는 효과 연구)

  • Lee, Yong-Soo
    • Cartoon and Animation Studies
    • /
    • s.28
    • /
    • pp.125-153
    • /
    • 2012
  • This study is regarding what motion modality has influences on aspects of genre and media. Nowadays, motion modality becomes an element which is actively manipulated in live actions as well as animations. And, it has been generally accepted that a strategy on manipulation of motion depends on matters of genre or medium. As respected, can we say the premise is correct? if it is, can we refine the premise more theoretically, without using the words, 'genre' or 'media' which have not been are not been defined on an academic aspect. I intend to discuss on this issue. I will speculate the issue of manipulation of motion modality on theoretical bases. According to McLuhan's hot/cool media theory and Bolter's oscillation theory, the effect of it turns out to be same as manipulation of sentience ratio of media readers, and the ideal result will be examined by an example analysis. In the analysis, I will explore what effects manipulation of motion has on several examples. Then, by examining what kind of correlation these effects has with media/genre positioning, I ultimately will evaluate the genre/medium-based determinism of motion modality, which is represented by a typical premise like "Animation is most realistic when it has the most animation-like movement." Conclusively I suggest a refined premise like the following. Modality of motion is a strategy depending on issues of genre, with no regard to issues of medium, and the issue of genre is a category which is positioned considering mixture ratio of sentience. With this reason, A strategy of modality of motion depends to sentience a certain sequence needs. So, motion modality becomes a strategy which has to be approached in functionality of genre rather than economic values which spring from technical devices like a motion capture.

The Effects of STEAM Program on Preservice Science Teachers' Communication Competency: Their Experiences and Reflection on STEAM Education (STEAM 프로그램이 예비 과학교사의 의사소통역량에 미치는 영향: STEAM 교육에 대한 경험과 성찰)

  • Kim, Sun Young;Jeon, Jae Hyeong
    • Journal of Science Education
    • /
    • v.43 no.1
    • /
    • pp.136-156
    • /
    • 2019
  • This study examined the effects of STEAM program on preservice science teachers' communication competency and further explored their experiences of and reflection on STEAM program. The study design is one group pretest-posttest with mixed methodology using both quantitative and qualitative data. The STEAM program consists of three stages: introduction of STEAM, participation in STEAM activities, and reflection on the STEAM program. The preservice science teachers improved their communication competency after the STEAM program (p < .01). The preservice science teachers represented statistically higher scores on the three subscales of communication competency: Interpretation ability, self-presenting ability, and understanding others' viewpoints. In addition, the preservice science teachers reflected on their STEAM experiences. During the first stage of 'Presentation of the Problem Situation,' the preservice science teachers mentioned that they roused their curiosity due to everyday experience-related, social issues or present issues. In the stage of 'Creative Design,' the preservice science teachers mentioned that they selected the final idea through mutual consent of the members, the practical possibility of everyday life, the previous experience-based decisions, or persuasive power. Further, about 87.5% of preservice science teachers mentioned that they were fully engaged in the 'Emotional Learning' stages due to the application of integrated thinking, everyday related issues, and communication among group members. About 85% of the preservice science teachers mentioned that they could challenge new problems in future situations.

Learning Experiences of the Project Approach in Early Childhood Preservice Teachers (예비유아교사가 경험한 프로젝트 접근법)

  • Yang, Jung-Eun
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.8
    • /
    • pp.457-467
    • /
    • 2019
  • The purpose of this study is to find out how those taking early childhood preservice teachers experience their learning through learner-centered education and the meaning given by such experiences to grasp their values. Especially, to look into experiences of learning the project approach theory studied and directly experienced, which is one of the early childhood educational approach methods, data on participatory observation, personal interviews, personal reflective journals, activity reports and ect. were collected and analyzed by the current writer, who fully participated in the class. The meaning of early childhood preservice teacher'experiences in the project approach was analyzed from the two aspects of 'my' learning activities and 'teacher's teaching activities. In the aspect of 'my' learning activities, they got indulged through purposeful practices in the process of tackling problems that originated from personal interest and wanted to share the joy of learning they'd had with others. Aware of themselves as doers of behavior and thinking, they were found to be able to focus an 'my' own learning activities based on these learning experiences of theirs. In the aspect of 'teacher's teaching activities, project theories and practices done at the same time helped them internalize the project and they learned possible changes ign the project by experiencing actual cases. To sum up, the project approach has its meaning in that it not only helps teachers learn theoretical knowledge but also have reflective thinking through their experiences as doers of learning and form practical knowledge. Accordingly, it indicates th need for intensive discussion on the project approach as a way to educate pre-teachers or current ones.