• Title/Summary/Keyword: 체험이론

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Development and Evaluation of UX Design Centered STEAM Career Education Program Utilizing Personas Models (페르소나 모델을 통한 UX 디자인 STEAM 활용 진로교육 프로그램 개발 및 효과분석)

  • Jeon, Jinsoo;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.77-86
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    • 2015
  • The purpose of this paper is to give the opportunity to explore the career in UX(User Experience) designer and presents how to teach for UX design that is stressed in IT industry recently. We develop the textbook which is for 3 class periods for STEAM career exploration of UX designer for K-3 and K-4 students considering their students' intellectual level, prior knowledge and interests. We will offer this program to K-3 and K-4 students, soon. It will be expected that students can accept the knowledge about UX design and explore the career for UX designer.

Preschoolers' Empathy and Prosocial Behavior: Conceptual and Methodological Issues (유아의 감정이입과 친사회적 행동과의 관계 : 연구의 개념적, 방법론적 문제 분석)

  • Cho, Eun Jin
    • Korean Journal of Child Studies
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    • v.14 no.2
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    • pp.137-147
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    • 1993
  • 감정이입은 친사회적 행동의 잠재적 동기요인으로서 발달심리학자들 (e.g., Feshbach, 1978 ; Hoffman, 1975)로부터 지대한 관심을 받아왔다. 어려움에 처한 다른 사람에 대해 감정이입적으로 자극된 사람은 상호 체험하는 심적 고통(distress)으로부터 벗어난다는 기대에 의해서, 또는 지원적 행위 후에 대리체험할 수 있는 긍정적인 감정에 대한 기대에 의해서, 그 사람을 지원하도록 동기유발 되어질 수 있다(Barnett & Thompson, 1985; Hoffman, 1975). 감정이입과 친사회적 행동 사이의 긍정적 관계에 대한 충분한 이론적 근거에도 불구하고, 그 관련성을 실증하는데 실패한 많은 연구들에서 나타난 개념적, 방법론적 문제들이 본 논문에서 분석되었다. 성인의 감정이입과 친사회적 행동과의 관계에 대한 연구들은 상당히 일관된 긍정적 결과를 제시해온 반면, 아동들, 특히 어린 유아들을 대상으로 한 경우, 명백하거나 쉽게 해석할 수 있는 패턴의 관련성이 확립되지 못했다. 이러한 종전 연구에서의 문제점은 감정이입에 대한 개념적 논쟁 및 측정방법의 어려움에 기인할 수 있다. 감정이입과 친사회적 행동 사이의 실험적인 관련성의 강도는 이 변인들을 측정하기 위해 사용된 방법들의 특성과 제한성에 다분히 의존하는 것으로 보인다. 친사회적 반응에 영향을 미치는 것으로 가정되어지는 다양한 상황적, 동기적 요소들을 감안하여, 유아의 감정이입 능력이 구체적인 사회적 상황에서 작용되는 과정이 보다 면밀하게 연구되어져야 한다.

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Lived Experience of Considering Tomorrow among North Korean Refugees (새터민의 내일을 향한 삶의 체험 - Parse의 인간되어감 연구방법론 적용 -)

  • Lee, Ok-Ja;Kim, Hyun-Kyoung
    • Journal of Korean Academy of Nursing
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    • v.37 no.7
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    • pp.1212-1222
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    • 2007
  • Purpose: The present study was done to discover the structure of universal actual experiences 'Considering tomorrow' of health and quality of life among North Korean refugees in terms of the socio-cultural context of South Korea. Method: The research question was 'what is the structure of the actual experience of 'Considering tomorrow?', which was examined based on the Parse's human becoming research method. Five North Korean adult refugees were recruited from a National Reconciliation Committee in Seoul/Incheon. The data was gathered from dialogues and collected from February, 2006 to November, 2006. Results: The structures found in this study were: 'hope for future life by taking responsibility and having harmony with South Koreans, by forming an integrated identification; having a chance for positive engagement, by attaining human freedom and hope; feeling respected, by assimilating self to the new world; getting freedom back, by facing a new challenge and preparing self for a new social role; overcoming cultural differences with fortified hardiness for survival, by making a decision for a life course with individual growth. In addition, conceptual integration was that 'Considering tomorrow is transforming the enabling-limiting values'. Conclusion: Health professionals need to know North Korean refugees' psychological difficulties, expectations of treatment, help seeking behavior, and expectations from mainstream culture. Additionally, understanding North Korean refugees' needs for reality, health education and a multi-disciplinary team approach are necessary to improve their health.

Development of Coding Education Subjects for University Students (대학생을 위한 코딩 교양교과목 개발 연구)

  • Choi, Dea-Hun;Byon, Kil-Hee;Cho, Woo-Hong;Jang, Young-Eun;Kim, Mee-Kyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.355-356
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    • 2022
  • 본 연구는 IT 비전공 대학생을 위한 코딩교과목 개발을 목표로 한다. 이를 위해 선행연구 및 이론탐색을 통해 대학교양 교과목으로서 코딩교육을 탐색하고, 적용 가능한 수업모형 및 교육내용을 선정하여 기초내용을 구성한 후 3인의 교육공학 전문가와 3인의 코딩교과목 개발 유경험 대학교수를 대상으로 FGI 인터뷰 방법을 통하여 연구결과를 도출한다. 대학교양 교과목으로서 코딩교육의 필요성이 대두되고 있음에도 불구하고 현재 운영 중인 코딩교과목은 프로그래밍이 중심으로 구성되어 비전공 대학생들에게는 환영받지 못하고 있다. 이에 본 연구에서는 코딩교과목의 방향을 컴퓨팅사고 및 SW 기초교육을 목표로 메타버스 등의 플랫폼을 활용한 체험중심 수업설계를 통해, 실행 가능한 수업모형을 개발하고 대상자 인터뷰와 분석을 통해 이를 위한 교수학습방법을 설정할 것이다. 본 연구를 통해 제시될 메타버스 플랫폼을 활용한 체험중심 코딩교육은 이후 고등교육기관의 교딩교육 교과목 개발을 위한 기초자료로 활용될 것이다

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The development of CAI systems for an efficient education of image processing (효율적인 영상처리 교육을 위한 통합 환경 개발에 관한 연구)

  • 이정헌;안용학;채옥삼
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.6
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    • pp.127-135
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    • 2004
  • With the wide-spread use of multimedia technology, the demand for the image processing engineer is increasing in various fields. But there are few engineers who can develop practical applications in the image processing area. To teach practical image processing techniques, we need an integrated education environment which can efficiently present the image processing theory and, at the same time, provide interactive experiments for the theory presented. In this paper, we propose an integrated education environment for the image processing, which is called MTES. It consists of the theory presentation systems and the experiment systems. The theory presentation systems support multimedia data, web document and Microsoft Powerpoint$^{TM}$ file. It is tightly integrated with the experiment systems which are developed based on the integrated image processing algorithm development system, called Hello-Vision.n.

A Case of Development of Experiential Game Tourism Program Using Korean Classical Literature (한국고전문학을 활용한 체험형 게임 관광프로그램 개발 사례 : 중인가객 김수장과 『해동가요』를 대상으로)

  • Park, Bo-Yeon;Kim, Tai-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.748-756
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    • 2021
  • In this study, as the first attempt to develop an experiential game tourism program using Korean classical literature, the primary research was conducted on Kim Soo-Jang and his anthology "Hae Dong Ga Yo". To this end, a theoretical review of the value of hands-on games and Korean classical literature as tourism content was conducted first. Afterwards, the consumers for the program were set up into three categories: family unit, MZ generation including lovers, and foreigners. A survey was conducted to confirm the program preference of each group. According to the analysis framework, the main value of each historical and cultural resource in "Hae Dong Ga Yo" and seven sijo pieces created by Kim Soo-Jang was discovered and, based on the survey, the preferences of the consumer related to the target were analyzed. Accordingly, the narrative structures were organized differently for each group. An adventure plot was designed for the family unit, a love plot for MZ generation and lovers, and a mixture of adventure and love for foreigners. Utilizing stories from Kim Soo-Jang and his works, which are rarely used despite their value, this study attempted to develop them into hands-on game tourism programs to create new outlets in terms of both Korean classical literature and the tourism area. In the future, if various Joseon literati are discovered and their storytelling is continued, we can expect the vitalization of the travel product line with the concept of classical literature travel.

Design and Application of Artificial Intelligence Experience Education Class for Non-Majors (비전공자 대상 인공지능 체험교육 수업 설계 및 적용)

  • Su-Young Pi
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.529-538
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    • 2023
  • At the present time when the need for universal artificial intelligence education is expanding and job changes are being made, research and discussion on artificial intelligence liberal arts education for non-majors in universities who experience artificial intelligence as part of their job is insufficient. Although artificial intelligence education courses for non-majors are being operated, they are mainly operated as theory-oriented education on the concepts and principles of artificial intelligence. In order to understand the general concept of artificial intelligence for non-majors, it is necessary to proceed with experiential learning in parallel. Therefore, this study designs artificial intelligence experiential education learning contents of difficulty that can reduce the burden of artificial intelligence classes with interest in learning by considering the characteristics of non-majors. After, we will examine the learning effect of experiential education using App Inventor and the Orange artificial intelligence platform. As a result of analysis based on the learning-related data and survey data collected through the creation of AI-related projects by teams, positive changes in the perception of the need for AI education were found, and AI literacy skills improved. It is expected that it will serve as an opportunity for instructors to lay the groundwork for designing a learning model for artificial intelligence experiential education learning.

The Effects of Advertising Endorsers and Story Types in Storytelling Advertising (스토리텔링 광고에서 스토리유형에 따른 광고모델의 효과 분석)

  • Soh, Hyeonjin;Park, Pumsoon
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.74-83
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    • 2018
  • This study analyzed the differences in effectiveness between celebrity and consumer endorsers by type of story in storytelling ads. A $2{\times}2$ factorial design experiment was conducted: the type of advertising endorser (celebrity, consumer) and the type of story (life experience, brand myth). 200 women in their 30s and 40s participated in an online survey. Study shows that for a life-experience ad, the consumer model has higher advertising effectiveness than the celebrity endorser for all three dependent variables : ad attitude, brand attitude, and purchase intent. In the case of brand-myth ad, the celebrity endorser had more favorable ad attitude than the consumer endorser did, while there was no difference in brand attitude and purchase intent. The theoretical and practical implications of the study were discussed in the conclusion.

The Breach and Distance between Language and Experience (언어와 경험: 괴리와 거리)

  • Noh, Yang-jin
    • Journal of Korean Philosophical Society
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    • v.116
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    • pp.59-78
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    • 2010
  • The main purpose of this paper is to show how the notion of the language-experience correspondence is ill-grounded, and that the notion of 'literal meaning' based on it accordingly goes nowhere. Drawing on the experientialist view, I observed that language itself is a system of signs, and thus is given meaning only by way of symbolization. According to the experientialist account, the meaning of a signifier is given by means of "symbolic mapping." in which a certain portion of experience-content is mapped onto the signifier. And since symbolic mapping is partial by nature, there must come in some breach between the signifier and the experience-content mapped onto it. The partial nature of symbolic mapping repudiates the very notion of correspondence, and accordingly the notion of literal meaning. Rather, meanings are produced by means of the varied distances between the signifier and the mapped experience. In this perspective, the inquiry into the nature and structure of meaning should become part of one into that of symbolic experience. Such an inquiry may not be expected to reach the objectivity of linguistic meaning. Instead, we may be content with the relative stability in communication, which seems to be grounded in the commonality conspicuously observed at the bodily level of human experience.

Research on User Experience Under the New Retailing Mode: Using the interactive marketing mode of the Estee Lauder POP-UP store as an example (새 소매 모델 방식에서의 사용자 경험 연구: 에스티로더 팝업스토어에서 인터랙티브 마케팅을 예로 들어보자)

  • Liang, Lan;Pan, Young-Hwan
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.343-353
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    • 2021
  • The beauty industry of China POP-UP store service, has entered the peak development period. This paper takes China Estee Lauder POP-UP store as an example, based on the user experience of interactive marketing mode in Beauty POP-UP store under the new retailing model. The paper aims to establish a system interaction design process integrating online and offline to help enterprises complete the sustainable development of marketing services. To achieve this goal, this study uses questionnaires to investigate the key elements of user experience, customer journey map to determine the user pain points, and completes the design of the new system process. This process can provide designers with a new perspective through experimental verification, with high timeliness and practicability. It also promotes the collaborative optimisation and upgrading of physical retail and online retail and provides theoretical support and practical basis for other enterprises.