• Title/Summary/Keyword: 아동영어교육

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Analysis on Children's Response Depending on Teaching Assistant Robots' Styles (교사 보조 로봇 스타일에 따른 아동 반응 분석)

  • Jung, Jae-Gyeong;Choi, Jong-Hong;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.11 no.2
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    • pp.195-203
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    • 2007
  • Together with the development of ubiquitous computing technology and robot technology, intelligent type robots are being utilized in many areas and the range is expected to become wider and wider. Among many service robots, the educational robots are being diversely studied in the field with the concept of r-Learning. Presently, teaching assistant robots require a lot of HRI studies prior to their practical use in the very near future and are not sufficient yet. Especially, the reactions of students based of the styles of robots (e.g. serious robot, playful robot) are very important in producing robot contents but there has been no case study on them. Therefore, in this study, the appearance of the IROBI was changed to become a teaching assistant robot and was used to test and compare elementary school students' interest, achievement and concentration depending on the styles of robot (playful, serious). The results showed that the interest was high in the group that had studied with the playful robot. The achievement however, did not show significant relations with the style of robot and that the concentration was high in the group that had studied with the serious robot.

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Effectiveness of e-Sports Online Training Program for Relieving Youth Game Over-flow: Focusing on 'Online LoL(League of Legends) Game School' (청소년 게임 과몰입 해소를 위한 e-스포츠 온라인 수련활동 프로그램 효과성 연구 : '온라인 롤(League of Legends: LoL) 게임학교'를 중심으로)

  • Choi, Junghye Fran;Bang, Seungho
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.133-142
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    • 2021
  • This study investigated the effectiveness of 'League of Legends (LoL) game school', an e-sports online training program for relieving youth game over-flow. The Seoul Metropolitan Office of Education's Student Education Institute ran the program. Through this study, it was found that various activities to learn an e-sports game professionally and to explore career paths regarding game had positive effects on students' affections and intrinsic motivation. This study may contribute to helping youth as generation Z understand a healthy game culture.

Narrative Inquiry Research on the Experience of Married Middle-aged Women (기혼 중년 여성의 박사 과정 수행 경험에 관한 내러티브 탐구)

  • Sea, Hyun;Yun, Kyeong Ah;Kim, Yun Joo
    • Korean Journal of Child Education & Care
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    • v.19 no.2
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    • pp.35-55
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    • 2019
  • Objective: In this study, I explored the difficulties and rewards of the experience of married middle-aged five women with jobs through narrative inquiry. The graduate course work of married women with jobs is accompanied by more difficulties due to the multiple roles of wife, mother, worker, and student. Methods: Data from this study were collected through in-depth interviews. It took 15 weeks from September 1, 2017 to December 20, 2017. Six in - depth interviews were conducted for each of the five participants, and 60 to 120 minutes were required for one meeting. Results: The researchers gathered stories of married middle-aged women who had undergone doctoral studies and divided them into three categories: 'motivation for entry, difficulty during doctoral study, and rewarding during doctoral study'. Conclusion/Implications: This is expected to be a concrete resource for supporting married middle-aged women in doctoral programs.

Music for Pediatric Patients in Medical Settings: A Systematic Review of Randomized Controlled Trials (소아환자를 위한 음악: 무작위 임상연구의 체계적인 문헌고찰)

  • Lee, Jin Hyung
    • Journal of Music and Human Behavior
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    • v.10 no.2
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    • pp.1-33
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    • 2013
  • The aim of this study was to systematically review the latest clinical trials in music medicine and medical music therapy for pediatric patients. Thirteen databases were searched to obtain randomized controlled/crossover design studies published between the year 2000 and 2012 in English language. Out of 1012 articles retrieved in the initial search, fifteen studies were identified based on an exclusion criteria. Overall, selected articles involved children 1 month to 18 years, sample size of 11 to 150, and total participants of 987. Studies were classified and compared as music medicine or music therapy studies through a systematic synthesis assessing general characteristics, methodological quality, measured outcomes, types of interventions and the study results. Seven music medicine and eight music therapy studies measured seven dependent variables using thirty-six different measurement tools with a large heterogeneity in the selection, type, and method of music interventions. Evaluation of the methodological quality revealed that many studies did not provide a full report of the research method, and did not meet some or most methodological standards, such as randomization, allocation concealment, double or partial blinding, and intention to treat analysis. Although overall research results were positive if not significant, poor methodological quality and heterogeneity in design and intervention strategies raise the question of research bias and trustworthiness issues. The systematic review concluded that music may have a valuable clinical effect in addressing the physical and psychosocial needs of hospitalized children, although more rigorous, homogeneous and replicable studies are greatly needed.

Converged Research on the Difference of Learning Style According to Sasang Constitution and Major and Brain Dominance (사상체질과 전공에 따른 학습스타일의 차이 및 뇌의 우세성에 관한 융합 연구)

  • Lee, Mi-kyung;Kim, Yun-Joo;Noh, Byoung Ho;Park, Young-MI
    • Journal of the Korea Convergence Society
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    • v.7 no.1
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    • pp.145-153
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    • 2016
  • The purpose of this study is to suggest a suitable learning style for 300 college students who are attending Duniversity in Jeonnam providence according to QSSC(Questionnaire of Sasang Contribution Classification), major and brain dominance after finding out the difference of learning style according to Sasang constitution and major and brain dominance according to major. First, Soyangin's learning style was found out extroversion -type, but soeumin's learning style was found out introvert type. There was difference on physical type on learning style according to major. Third, there were found difference for a few questionnaire of the dominance of brain. According to above findings, The results of study suggest that we need to develop a unique teaching method which based on learners constitution and major instead of uniform teaching method.

Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.93-99
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    • 2020
  • With the development of digital technology and the increasing demand for learning how to improve one's ability to solve problems through play and participation interactions, a variety of edutainment game contents are being developed. The edutainment game contents developed until recently have received a large number of contents for intelligence development and transfer of knowledge such as Korean and English mathematics for children and children. Recently, there have been various researches on the necessity and effect of STEAM education that foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit through the fusion education method among the subjects including science, technology, engineering, mathematics, And there is a growing need for the development of a parish suitable for STEAM education. However, there is a lack of STEAM educational content development that incorporates the technology of creative convergence talent training to develop talented people who can think and solve problems by crossing various academic boundaries. Therefore, this study develops game contents for early childhood education by combining STEAM education which foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit. And we designed and implemented STEAM game contents for infant learning education which can induce the interest of children and have fun by using gyroscope sensor of smartphone.

A Study on College Students' Experiences for UCC Assignment in a Character Education Class (교양 인성 수업에서 대학생들의 인성을 주제로 한 UCC 과제 경험에 관한 현상학적 연구)

  • Kim, Byung-Sun;Son, Eun-Kyoung;Lee, Jun-Gil
    • Journal of the Korea Convergence Society
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    • v.13 no.3
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    • pp.239-253
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    • 2022
  • The purpose of this study is to have college students who took 'University Character Education Using YouTube Videos', which was opened as a liberal arts course in college, directly produce UCC assignments with the theme of personality. Despite the recent paradigm shift in learner-centered education, teacher-centered education still hinders learners' motivation to participate in classes. To solve this problem, a learner-led UCC production process is necessary for the practice of effective learner-centered education. For this purpose, a phenomenological research method was applied. The research participants were 10 students, in-depth interview was used for data collection, and Colaizzi's research method was selected for data analysis. As a result of the analysis, 9 themes, 4 theme clusters, and 2 categories were derived. The results are as follows. First, they recognized that the UCC assignments were a field of maturity, such as practicing the right thoughts and actions, and re-establishing the concept of character. Second, they said that the UCC production process was an opportunity to increase their self-esteem. Third, they showed a more mature personality by recognizing that the UCC assignments became a chance to pay attention to others beyond themselves. Fourth, they had the greatest difficulty in selecting a topic while carrying out the UCC project, and they were experiencing the limitations of high-quality projects due to the technical immaturity of UCC production. Finally, this study was concluded by discussing the educational implications based on the results. These results provide a suggestion that more effective character education can be expected when tasks led by learners will be developed and an interactive arena where students can be shared are provided.

An analysis of daily lives of children in Korea, Japan and China (한국, 중국, 일본 유아들의 일상생활에 대한 비교연구)

  • Kisook Lee;Mira Chung;Hyunjung Kim
    • Korean Journal of Culture and Social Issue
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    • v.12 no.5_spc
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    • pp.81-98
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    • 2006
  • The objective of this research is to do a cultural comparison on the daily lives of the children of Korea, Japan and China. To achieve this objective, the questionnares were distributed to the 2940 mothers of children from the ages of 3 to 6 in the countries of Korea, Japan and China. The target audience consisted of 941 mothers living in Seoul and Kyunggi area for Korea, 1007 mothers living in Tokyo for Japan, and 992 mothers living in Beijing for China. As a result of the research, we found out that firstly, although children in general got up anytime between 7:00am to 9:00am and went to bed between 8:00pm and 11:00pm, 61.5% of the Korean children went to bed after 10pm and 16.8% after 11pm. Besides that, we found that compared to 3.51% of Korean children who got up before 6am, 13.41% of Japanese children and 17.24% of Chinese children got up before 6:00am. So we could see that the Korean children got up later and went to bed later than their Japanese and Chinese counterpart. This pattern could also be seen in the average rising time and bed time. Korean children went to bed at 10:00pm and woke up at 7:75am whereas the Japanese children went to bed at 9:28pm and woke up at 7:39am, and the Chinese children went to bed at 9:05pm and woke up at 7:05am. The average sleeping hours for Japanese children was 10.12 hours, 9.50 hours for the Chinese and 9.75 hours for the Korean. As a result, we could see that the Korean children went to bed later, got up later and slept fewer hours than their Japanese and Chinese counterparts. Also, since the rising time and bedtime of the Korean children was later than those of the Chinese and Japanese counterparts, the former s' breakfast and dinner time was also much later. Secondly, we looked at the time children went off to and came back from institutes such as kindergarten and child care centers. The Chinese were earliest at going with average attendance at 7:83am, the Japanese came next at 8:59am and the Korean children were last at 8:90am, whereas the Japanese came first in coming back home at 3:36pm, Korean next at 3:91pm and the Chinese last at 5:46pm. Next when we looked at the hours spent at the kindergartens and child care centers, Japan spent 6.76 hours, Korea 7.01 hours and China spent the longest hours with 9.63 hours. Excluding China where all preschool institutes are centralized into kindergartens, we nest looked at time children went to and came back from the institutes as well as the time spent there. In the case of kindergarten, there was not much difference but in the case of child care centers, the Japanese children went to the child care centers mach earlier and came home later than the Korean children. Also, the time spent at the child care center was much longer for the Japanese than the Korean children. This fact coincides with the Korean mothers' number one wish to the kindergartens and child care centers i.e. for the institutes to prolong their school hours. Thus, the time spent at child care centers for Korea was 7.75 hours, 9.39 hours for Japan and 9.63 hours for China. The time for Korea was comparatively much shorter than that of Japan and China but if we consider the fact that 50% of the target audience was working mothers, we could easily presume that the working parents who usually use the child care centers would want the child care centers to prolong the hours looked after their children. Besides this, the next most wanted wish mothers have towards the child care centers and kindergartens was for those institutes to "look after their children when sick". This item showed high marks in all three countries, and the marks in Korea was especially higher when compared to Japan and China. Thirdly, we looked at the private extracurricular activities of the children. We found that 72.6% of the Korean children, 61.7% of the Japanese children, and 64.6% of the Chinese children were doing private extracurricular activities after attending kindergarten or day care centers. Amongst the private extracurricular activities done by Korean children, the most popular one was worksheet with 51.9% of the children doing it. Drawing (15.20%) and English (11.6%) came next. Swimming (21.95%) was the most popular activity for Japan, with English (17.48%), music (15,79%) and sports (14.70%) coming next. For China, art (30.95%) was first with English (22.08%) and music (19.96%) following next. All three countries had English as the most popular activity related to art and physical activities after school hours, but the rate for worksheet studies was much higher for Korea compared to Japan China. The reason Koreans universally use worksheet in because the parents who buy the worksheet are mothers who have easy access to advertisement or salespeople selling those products. The price is also relatively cheap, the worksheet helps the children to grow the basic learning ability in preparation for elementary school, and it is thought to help the children to build the habit of studying everyday. Not only that but it is estimated that the worksheet education is being conducted because parents can share the responsibility of the children's learning with the worksheet-teacher who make home visits. Looking at the expenses spent on private extracurricular activities as compared to income, we found that China spent 5% of income for activities outside of regular education, Korea 3% and Japan 2%. Fourthly, we looked at the amount of time children spent on using multimedia. The majority of the children in Korea, Japan and China watch television almost every day. In terms of video games, the Japanese children played the games the most, with Korea and China following next. The Korean children used the computer the most, with Japan and China next. The Korean children used about 21.17% of their daily time on computers which is much more than the Japanese who used 20.62% of their time 3 or 4 times a week, or the Chinese. The Chinese children were found to use considerably less time on multimedia compared to the Korean of Japanese.