• Title/Summary/Keyword: 체험행동

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A study on undergraduate students' self-growth experiences in a counseling skills training course (상담실습 수업을 통한 대학생들의 자기성장 경험 연구 : 융합적 교육방법을 활용한 수업사례 연구)

  • Kim, Youngeun;Lee, Hyun-Jung
    • Journal of the Korea Convergence Society
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    • v.6 no.5
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    • pp.315-328
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    • 2015
  • The purpose of this study is to explore undergraduate students' self-growth experiences in a counseling skills training course. Participants of this study were seven students who completed the counseling skills course in a university. The analysis was done on the weekly reflective journals they had written during the course using Colaizzi's phenomenological qualitative method. As a result, 26 themes and 11 theme clusters which emerged: projecting oneself onto client, exploring interpersonal dynamics, approaching one's emotions, discovering oneself that he was not conscious of, examining connection between the present and the past, experiencing difficulties due to facing self, feeling concerned about performing a role as counselor, increasing growth motive, finding value of self-awareness, trying new actions, expanding acceptance of oneself and others. Likewise, undergraduate students were experiencing self-growth in a variety of aspects. This study has implications in that it shed a rich light on the self-growth of a counselor that has not received much attention so far. In the future, this study can be utilized in the development of holistic counseling training programs that would systematically facilitate counselors' self-growth.

Select the Properties of Storytelling Effects on the Festival of Brand Equity and Reactive (스토리텔링 선택속성이 축제의 브랜드 자산과 사후 행동의도에 미치는 영향)

  • Kim, Hyun-Cheo;Jeon, In-Oh
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.480-494
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    • 2013
  • Globally branded culture festival in the region as a key component to the originality and distinction and with local residents and visitors to share experience and has succeeded in branding through Mind. Than mimics festivals in competitive and differentiated cultures containing festivals create a unique festival brand, and through the cultural and economic competitiveness, as well as the phase of the World Festival and preserve local culture and identity. Developing The best areas will be an asset. In order to build this world-class festival brand differentiation strategy above all, must be a top priority, Discrimination discovery and development of the local culture and sensibility in the age of the most powerful marketing tool that is being presented through storytelling brand assets to be passed on to visitors should. Thus the creation of storytelling festivals. Sensitivity of the festival right direction and in an era of paradigm key drivers of the local economy, such as image enhancement, and building long-term regional development and differentiation based on quality of life by creating a local culture can improve will Region's cultural and economic areas, the most important resource for the success of the festival is uniformly short-term planning and configuration, tube-driven operating as a one-sided non-participation. Sharing. Communication with an emphasis on the application of storytelling that is essential is considered.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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A Change in Tourism Environmental Attitudes through Ecotourism Activities - Focusing on Ecotourism Participants in Upo Wetlands - (생태관광활동 참여에 따른 관광환경태도의 변화 - 우포늪 습지 방문객을 중심으로 -)

  • Kim, Jin;Ko, Dong-Wan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.39 no.1
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    • pp.56-64
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    • 2011
  • Ecotourism is an alternative tourism which can be defined as responsible tourism in natural areas. This study deals with changing the tourists' environmental attitudes of ecotourism activities based on the elaboration likelihood model(ELM). The surveys were conducted based on the same participants to clearly measure the differences of environmental attitudes between pre and post-participation ecotourism activities. A total of 183 samples were collected in Upo Wetlands. The results showed that there were significant differences in the tourists' environmental attitudes between pre and post-participation ecotourism activities. This indicates that ecotourism participants delicately reinforce their eco-friendly attitudes through various ecotourism experiences and educational programs. The most significant finding is that anti-environmental behavior can be relieved with eco-friendliness through participation in ecotourism.

A Study on the Filial Story - Focusing on the Communication with the Actor and Target in the 『三國遺事』(Memorabilia of the Three Kingdoms), 『三國史記』(Historical Records of the Three Kingdoms) (효행 설화 연구 - 『삼국사기』, 『삼국유사』에 나타나는 효행 양상을 중심으로 -)

  • Kang, Sung-Sook
    • (The)Study of the Eastern Classic
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    • no.48
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    • pp.7-39
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    • 2012
  • This study is prepared to understand the filial story's communicative meaning from the aspects of Character's behavior. The filial story have typically didactic theme and it is not have enough room for another interpretations. But if we carefully analyze the filial story from the point of view of (1)the target of the filial duty[father/ mother]. (2) the actor of the filial duty[son/ daughter]. (3) the evaluator of the filial duty[witness/ recorder], we can understand the filial story's connotation. In "三國遺事"(Memorabilia of the Three Kingdoms) and "三國史記"(Historical Records of the Three Kingdoms), the target of the filial duty plays an important part and communicates with the actor of the filial duty but there's no more communication in "高麗史"(History of Corea). As the character's communication is lessened, the meaning of edification is emphasized.

Service Quality Recognition and Satisfaction of Art Museum Visitors: The Case of Gwangju Museum of Art (미술관 관람객의 서비스품질 인식과 만족도 분석 : 광주시립미술관을 중심으로)

  • Byun, Gil-Hyun;Lee, Hae-Jin;Kang, Shin-Kyum
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.137-159
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    • 2014
  • The items currently used in museum service evaluations fail to offer satisfactory suggestions that could aid in the improvement of museum services. This study aims to identify and develop items that take into consideration the unique nature of art museum services. This study also identifies factors that determine visitor satisfaction and decisions to revisit with the end of offering methods to improve art museum service. The research conducted was based on an on-site survey of visitors of the Gwangju Art Museum. 223 questionnaires were collected, 211 of which were used in the data analysis. Factor analysis was applied to identify service factors to be considered at art museums. Regression analysis was then applied to estimate the influence of each factor in visitor satisfaction and revisit intention. This study first identifies five service quality factors of art museums: display method, employers, content, facilities, and supplemental programs. Results of the regression analysis showed that content is the most important factor in raising customer satisfaction and revisit intention. Supplemental programs were also significant in raising young and family customer satisfaction. The results also showed that various supplemental services such as education and experiential programs were necessary. Service facilities were also statistically significant factors in customer satisfaction and revisit intention. This study contributes in identifying five factors that could better measure art museum service quality. It also suggests a method to improve museum service quality based on the results of empirical investigations. This information could be of great help to art museum operators and other researchers.

Development of Climate Change Education Program in High School Based on CLAMP Inquiry of Fossil Leaves (잎화석의 CLAMP 탐구를 통한 고등학교 기후변화 교육 프로그램 개발)

  • Yoon, Mabyong
    • Journal of the Korean Society of Earth Science Education
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    • v.12 no.1
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    • pp.27-39
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    • 2019
  • The purpose of this study is to develop a STEAM program for teaching climate change through CLAMP (Climate-Leaf Analysis Multivariate Program) paleoclimate inquiry in connection with high school 'Integrated Science' subject. In order to do so, we analyzed the 2015 revised national curriculum and science textbook in terms of the PDIE instructional design model, and developed the teaching-learning materials for 10 class hours through expert panel discussion and pilot test. According to the STEAM class procedure, in the situation presentation stage, the fossil leaves were collected from the dicotyledon plants near school, and the LMA (Leaf Margin Analysis) climate inquiry activity. was presented as the learning goal. During the creative design stage, students were taught about geology and leaf fossils in the study region, and CLAMP input data (31 characteristics of morphotype and leaf architectural of fossil leaves) were given. In the emotional experience and new challenge stage, we collected leaf fossils for outdoor learning, explored paleoclimate with CLAMP method, and promoted climatic literacy in the process of discussing tendencies and causes of Cenozoic's climate change. The validity of the development program was assessed (CVI .84) as being suitable for development purpose in all items through the process of establishing reliability among expert panel. In order to apply the program to the high school, a pilot test was conducted to supplement the discrepancies and to review the suitability. The satisfaction rate of the participants was 4.48, and the program was complemented with their opinions. This study will enable high school students to have practical knowledge and reacting volition for climate change, and contribute to fostering students' climate literacy.

Case Study of Elementary School Classes based on Artificial Intelligence Education (인공지능 교육 기반 초등학교 수업 사례 분석)

  • Lee, Seungmin
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.733-740
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    • 2021
  • The purpose of this study is to present the direction of elementary school AI education by analyzing cases of classes related to AI education in actual school settings. For this purpose, 19 classes were collected as elementary school class cases based on AI education. According to the result of analyzing the class case, it was confirmed that the class was designed in a hybrid aspect of learning content and method using AI. As a result of analyzing the achievement standards and learning goals, action verbs related to memory, understanding, and application were found in 8 classes using AI from a tool perspective. When class was divided into introduction, development, and rearrangement stages, the AI education element appeared the most in the development stage. On the other hand, when looking at the ratio of learning content and learning method of AI education elements in the development stage, the learning time for approaching AI education as a learning method was overwhelmingly high. Based on this, the following implications were derived. First, when designing the curriculum for schools and grades, it should be designed to comprehensively deal with AI as a learning content and method. Second, to supplement the understanding of AI, in the short term, it is necessary to secure the number of hours in practical subjects or creative experience activities, and in the long term, it is necessary to secure information subjects.

The Research on Oral Health Behavior and Oral Health Education according to Gender of Health and Non-health Related College Students in Some Areas of Busan (부산 일부지역 보건계열과 비보건계열 대학생의 성별에 따른 구강보건행태와 구강보건교육에 대한 견해)

  • Kim, Min-Ji;Jeong, Mi-Ae
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.373-382
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    • 2021
  • This study conducted a survey to find out the opinions on oral health behavior and oral health education according to gender in health and non-health college students. According to the research results, there were many girls in the health-realted field and boys in the non-health-related college students. Among the oral health behaviors, brushing in school was common in both boys and girls in the health-related college students, and professional oral health education experiences were also found in the health-related college students. The need for oral health education among male students was 76.4% for healh-related college students, 48.3% for non-health-related college students, whereas female health-related college students showed 80.3%, and non-health -related college students were 60.4%. Participation in oral health education in order of male health-related students, male non-health-related students, female health-related students, and female non-health-related students were 81.9%, 68.1%, 84.8% and 73.3% respectively. The preferred method of oral health education was experiential education such as brushing for both male and female in the health-related college students, and lectures by dentists or dental hygienist were the highest reponse for non-health-related college students. The preferred location for oral health education was highest in schools. Through the results of this study, it was considered necessary to develop and disseminate appropriate oral health education programs according to college students' majors and gender, and to form correct oral health knowledge, attitudes and behaviors for oral health through oral health education.

Entertainers' Conceptual Perception and Behavioral Pattern on their "Positive Influence" ('선한 영향력'에 관한 엔터테이너들의 개념 인식과 발현 양태)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.199-209
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    • 2020
  • "Positive Influence(PI)" of popular star has recently emerged as a social concern, but the lack of prior research has led to confusion over its concept and range of activity. On this point, this study carried out to lay the groundwork for discussions on the systematization of related theories, focused on identifying the current situations by analyzing articles for 15 months from January 2019 to March 2020 when related reports were in full swing. As a result of the analysis of the remarks from the entertainers mentioned in the articles, they were not clearly aware of the concept while doing good deeds under the name of PI in light of the study outcome by Aegean and Singer(2013). The motivations for good deed were classified into six types, including difficulty empathy, fandom reward, participation urge, nidana emphasis, experience subjugation, and memory evocation in the order of frequency of cases. Specific behaviors of PI were followed by donations of money and valuables for 54.4 percent, participation of social agendas for 14.0 percent, volunteering for 13.2 percent, joining campaign for 11.4 percent, other good deeds for 4.0 percent, and philanthropy for 3.0 percent. In occupational analysis, the concentration of donations was also evident. Their activities in the fields of human rights sensitivity, environmental protection and self-management, which are expected to have great effects with their influence, have been extremely poor. The results of the study first require academia to establish a interdisciplinary concept for PI. It also suggests that entertainers and their agencies should take far more strategic approach to evolve the PI event in a way that utilizes the advantages of each job group, such as actors, singers and comedians, and expands the diversity of areas.