• Title/Summary/Keyword: 탐구대상

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The Learning Effect of Test that Worked Examples Used as Options (풀이 과정을 답지로 이용한 시험 방식의 학습 효과)

  • Lim, Jeong-Man;Park, Joo-Yong
    • Korean Journal of Cognitive Science
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    • v.21 no.4
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    • pp.627-653
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    • 2010
  • The present study proposes and examines a new type of multiple-choice math test. In this format, the options are the intermediate derivatives of the math problem solution process rather than the final answers. This idea originates from the studies on the effect of worked-out examples. In these studies, it has been shown that students learn better when they were presented with worked-out examples than when presented with final answers by themselves. In line with these findings, we introduced the intermediate derivatives of the solution process as the options of multiple-choice items so that the test-taker will have a chance to examine the solution process. The test was implemented as a computerized test in which students can solve problems in a short answer format, and then pick a multiple-choice option which appears when requested. The experimental group had multiple-choice options which were intermediate derivatives of the solution process, and the control group had the final answers as the options as in most multiple-choice tests. The participants were 6th graders in elementary school. The posttest results revealed that the average score of the experimental group was higher than that of the control group. The results suggest that tests that use intermediate derivatives of the problem solution process as options can be used as learning tools in the classrooms. Finally, directions for further studies were discussed.

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A Classification of Korean Traditional Materials Focused on Visual Texture (시각적 질감을 중심으로 한 한국 전통소재의 체계적 분류)

  • 박영순;김영인;이현주;신인호;최선미;최희승
    • Archives of design research
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    • v.14 no.2
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    • pp.197-207
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    • 2001
  • A designed object reveals its meaning and image through form, color and material. Among these three elements, material has more powerful influence with its tactile and visual characteristics. In Korea, traditionally materials itself were mainly used to design artifacts rather than various color or formal decoration. The purpose of this study is to investigate the Korean traditional materials, and to classify them by the characteristics of their texture. For this study, the pictures of Korean traditional artifacts were collected from the national museums and literature. Those are architectural and interior elements, furniture, cloths and textiles, arts and crafts. Total of 533 collected artifacts were classified into seven categories, metal, day, stone, paper, wood, straw, fabric things. : 59 metal things, 115 clay things, 62 stone things, 73 paper things, 80 wood things, 47 straw things, 97 fabric things. Each materials were classified into its forming methods and surface treatment focused on the he characteristics of their surface texture. Throughout this study, the uniqueness of forming method and surface treatment of each materials in Korea has been clarified. And furthermore the classification by this various traditional methods of materials will provide plentiful information and ideas to today's designers of the world.

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Trend and Implications of the Academic Research on the Digital Comics (디지털만화에 대한 학술연구의 동향과 함의)

  • Jeon, Gyongran;Park, Sung Dae
    • Cartoon and Animation Studies
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    • s.32
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    • pp.159-187
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    • 2013
  • The purpose of this study is to verify the status of current digital comics research trends and the characteristics in Korea. For this purpose, 87 articles and dissertations published between 19900 to 2012 were analysed by a meta-analysis methods. Digital comics platforms, topics, methods were examined to understand the landscape of the digital comics in Korean context. The main results of this study are as follow. First of all, the number of researches on the digital comics has been in the rise, and the various academic journals have published articles to understand the digital comics on the basis of their own academic background. Despite of the short history of digital comics researches, the range of research subjects has been broaden, and more integrated approaches have been taken from the various research fields. The content of articles, however, was skewed to a certain platform, topic and the method such as the website based comics, the text analysis, and the qualitative methodology. Thus, the more systematic and integrated approaches are needed to understand the digital comics issues and to build up the digital comics studies.

Learning the Civilization of Modern Science and Technology through Animation Film: Focusing on Michel Ocelot's (애니메이션 감상을 통한 근대 과학기술 문명 탐구 - 미셸 오슬로의 <세 명의 발명가>를 중심으로)

  • Youn, Kyung Hee;Choi, Jeongyoon;Park, Yooshin
    • Cartoon and Animation Studies
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    • s.49
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    • pp.267-297
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    • 2017
  • This paper attempts a close-reading of Michel Ocelot's short animation film, (1979), and proposes it as an available text in art appreciation class for young students. stimulates the students' attention and intellectual curiosity thanks to the exotic and fantastic atmosphere, beautiful mise en scene, and intriguing plot. Ocelot's technique of decoupage used in this film rejuvenates both the traditional folk art and Lotte Reiniger's early experiments in the history of animation film. Ocelot subverts the ideal of modern male adult subject as unique possessor of scientific knowledge and technology, by adopting a female figure and a young child, who is also female, as main characters. The imaginative and subversive power of animation contributes to creating posthuman beings beyond the homocentric figure of Vitruvian Man. The posthuman condition supposes that human beings have the equal relationship of continuum with not only other humans but also non-human beings like all living things and inanimate matters. In order to teach and learn the posthuman condition, it is necessary to conceive an interdisciplinary and integrated curriculum including art, science, philosophy, history, and social sciences. Animation film serves excellently as educational text for the integrated curriculum of the posthuman.

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

An analysis of effect for grouping methods corresponding to ecological niche overlap of 7th graders' photosynthesis concepts (7학년 광합성 개념의 지위 중복 변화에 따른 소집단 구성의 효과 분석)

  • Jang, Hye-ji;Kim, Youngshin
    • Journal of Science Education
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    • v.41 no.2
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    • pp.195-212
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    • 2017
  • Small group learning is an educational approach to allow students to solve the problems and to achieve a common goal. Especially, small group learning in science education is one of the most important educational approaches and effective to ensure understanding of a topic. Small group learning consisting of three students in science education maximize student understanding and learning efficiency. However, It is reported that the effects of small group learning on achievement show different results, corresponding to different grouping methods(homogeneous/heterogeneous). This study investigated the effects of grouping method on difference of ecological niche of photosynthesis concepts. To achieve this, 1107 7th students were composed of homogeneous and heterogeneous groups classified into top, middle, and bottom levels. The photosynthesis units were divided into four categories: the photosynthesizing place, the substances of photosynthesis, required materials for the photosynthesizing, and environmental factors affecting photosynthesis. A questionnaire was composed by selecting concepts having a frequency of 4% or more based on prior studies on the change of the ecological status of photosynthesis. The questionnaire was scored in terms of relativity and understanding on each of the proposed concepts in the four categories. The result of this study is as set forth below. 1) There was an enhancement of learning the concept of science in small group classes consisting of 3 students. 2) To enhance the average upon composing of a group, it is proposed that the group should be formed homogeneously, and to reduce the deviation between the members, it is proposed that the group should be formed heterogeneously. Through this study, it is expected that specific studies verifying the difference or effect on the duplicity of results are conducted based on the composition of groups.

Public Attitude Survey on Traffic Fine Policy (교통과태료제도에 대한 국민의식조사 분석)

  • Kim, Yeon-Soo
    • Korean Security Journal
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    • no.37
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    • pp.51-82
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    • 2013
  • Traffic safety has been dramatically enhanced thanks to recent improvements in traffic environment. Nonetheless, many traffic accidents occur due to unchanging driving practices. Therefore, this study addresses the issues of traffic fine and penalty fine policies, and seek appropriate levels of traffic fines through a public attitude survey. For this purpose, a survey was conducted on 905 adult drivers over 20 years of age from 15 provinces and metropolitan cities. Analysis results are as follows. First, traffic environment in South Korea is generally not safe. Respondents perceive violation of traffic laws such as reckless driving, speeding and drunk and driving as an important cause. Second, 61.6% of respondents experienced over one speeding annually, but only 15.2% of respondents were caught in the last three years. Third, opposition to levels of traffic fines has decreased over the past, and responses were more positive when more information was provided. Fourth, to deter moral hazard of paying traffic fines to avoid traffic penalty points, traffic fines should be at least 50,000~70,000 won higher than penalty fines. Fifth, there was less opposition to implementation of accumulated penalty policy compared to income-based differential fine levels. Sixth, traffic fines for different types of traffic violations need to be reorganized. In conclusion, this study suggests the following policy improvements for the current traffic fine and penalty fine policies for violation of traffic laws. First, enough understanding and consensus must be developed for policy improvements. Second, administrative sanctions such as giving penalty points should be considered rather than financial sanctions. Third, there should be policy improvement for accumulative penalty. Current acts of traffic law violation should be reorganized.

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영재교육을 위한 물리과 수업 및 평가의 실제

  • 최정곤;박수경;이병세
    • Proceedings of the Korean Society for the Gifted Conference
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    • 2003.11a
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    • pp.185-186
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    • 2003
  • 영재교육 프로그램 개발의 핵심적인 부분은 영재들에게 적절한 교육과정이며, 대표적인 영재교육과정모형으로 삼부심화학습모형(Enrichment Triad Model: ETM), 학교단위 심화학습모형(Schoolwide Enrichment Model: SEM), 자기주도적 학습모형 (Self-Directed Learning Model), 퍼듀 3단계 심화학습 모형(Purdue Three-Stage Enrichment Model) 등이 있다. 이들 모형에 대한 적용 연구가 일부 초등학교냐 중학교의 시범적인 속진 및 심화 프로그램 실시로 적용된 바는 있으나 정규 교육과정에서는 실시될 기회가 없었다. 국내에서도 2002년 영재교육법 시행령 적용 이후 과학영재학교가 지정되어 운영되고 있기에, 영재교육을 위한 모형을 정규 교육과정 및 교수-학습 과정에 적용하고 그 효과를 밝히는 연구가 필요하다. 이에 본 연구에서는 삼부심화학습모형을 적용하기 위한 구체적인 교수·학습 과정안을 개발하고, 이를 과학영재학교 물리수업에 적용하여 그 과정과 학생들의 인식을 분석하고자 한다. 본 연구의 대상은 과학영재고등학교 1학년 72명이며 검사결과 지능지수, 추리력, 수리력, 지각력 면에서 매우 우수한 집단으로 나타났다. 삼부심화학습모형을 실시한 기간은, 1단계 활동을 2주간 실시하였고, 2단계 활동은 4개월간 진행하고 있으며, 3단계 활동은 겨울방학을 이용하여 실시할 계획이다. 삼부심화학습모형에 의하면 1단계는‘일반 탐색 활동을 통한 심화 학습’단계로 정규 교육과정 속에 포함되어 있지 않은 새롭고, 흥미로운 주제나 지식 영역들에 학생들이 접할 수 있도록 설계된 일반적 탐구 혹은 탐색 경험들을 제공하는 것으로 구성된다. 점수를 종속변인으로 하여 회귀분석을 한 결과 TTCT 도형과 언어 검사 모두 WAIS 소검사중의 기본지식문제가 TTCT 전체점수에 가장 높은 영향력을 미쳤다. 지능이 높은 그룹과 낮은 그룹에 대해 WAIS 11개 소검사와 TTCT 전체점수와의 상관을 구한 결과, 지능이 높은 그룹에서는 유의미한 상관을 의미는 소검사가 거의 없었던 것과는 달리, 지능이 낮은 그룹에서는 결정성지능을 대표하는 소 검사와 TTCT 도형검사 점수간의 상관이 유의미하게 나타났다. 이상의 결과를 통해 TTCT는 도형과 언어 검사 모두 유동성지능 보다는 결정성지능과 상관이 있음을 알 수 있는데, 이는 창의력 검사가 문제 해결 상황에 기존의 지식을 이용하는 능력을 측정하고 있기 때문으로 추정된다. 또한 지능이 낮은 그룹에서 높은 그룹에 비해 창의력 검사와 지능 검사 사이의 상관의 정도가 높았는데, 이는 일정 수준까지는 창의적 능력이 결정성 지능에 의해 제한을 받으나 일정 수준 이상의 결정성 지능을 갖게 되면 더 이상 결정성 지능이 창의적 능력을 제한하지 않기 때문인 것으로 해석된다.circ}C$에서 2.5~8.2mg$CO_2$/kg.hr로 일반적으로 보고되고 있는 토마토 호흡속도와 일치하는 결과를 나타내었다.다.환원당인 sucrose 함량은 계속 증가하였고 fructose, glucose, sorbitol의 함량(추황의 sorbitol을 제외)은 생장이 촉진됨에 따라 증가하다가 다시 점차적으로 감소하였다. 이러한 결과는 총당과 환원당의 측정결과와 일치한 것으로 나타났다. 결론적으로 배의 성장에 따라 산 함량은 감소하였고 당 함량은 증가하였다.luco-pyranoside, quercetin 7-O

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The Development of STEAM Project Learning Program for Creative Problem-solving of the Science Gifted in Elementary School (초등과학영재의 창의적 문제해결력 향상을 위한 융합인재교육(STEAM) 프로그램 개발)

  • Kang, Ho-Kam;Kim, Tae-Hoon
    • Journal of Gifted/Talented Education
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    • v.24 no.6
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    • pp.1025-1038
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    • 2014
  • The purpose of this study the creative problem-solving of gifted children for elementary school science in order to improve and develop learning programs and STEAM projects by applying that effect would be to provide. To develop this STEAM program, we utilized the steps of the Project Learning method and the KOrea Foundation for the Advancement of science and Creativity(KOFAC) proposed STEAM program, learning the principles and criteria in configuration, the methodology. In order to verify the effectiveness of the developed STEAM program Elementary Science for gifted students with creative problemsolving Questionnaire were used. The program was developed a total of 18 classes, consists of first project to create a solar car, second project to create elastic car. The primary project was selected as one of the topics with the students and selected topics related to previous activities in accordance with articles examining the actual quest, consultation, representation activities in class and finishing with the deliverables and evaluation consisted of 12 classes. The second project is the first project based on a given problem to generate a deliverable by outlining a solution which consists of 6 classes. All of this project was composed by teachers and students to select a common topic on the subject of themselves through a process of problematization, the student-led science, technology, engineering and arts of the area so that the content can be made convergence. The results of the study indicate that this developed STEAM program has a positive effection creative problem solving in a gifted students.

Phenomenological Research on Burnout Experience of Hospital Occupational Therapists (병원급 의료기관에서 근무하는 작업치료사의 소진 경험에 대한 현상학적 연구)

  • Hwang, Na-Kyoung;Jung, Min-Ye
    • Therapeutic Science for Rehabilitation
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    • v.9 no.4
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    • pp.55-67
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    • 2020
  • Objective : This study aimed to understand the burnout experience of hospital occupational therapists through phenomenological research. Methods : We conducted in-depth interviews with 6 occupational therapists working at hospital for 8 weeks. The data were analyzed using the Palangsae 2.0 software to derive meaning through the process of transcription and data entry, coding, and topic creation. Results : From the collected data, 14 sub-themes, 9 theme clusters, 3 categories were identified. The cause of burnout was confirmed as being due to therapy-related work and workplace conditions. The impacts of burnout on individual life were psychological in nature and also included being an adverse, influence on others. The coping strategies to deal with burnout were enrichment of personal life, self-awareness and philosophy, conscious approach, social support, and setting new goals for life. Conclusion : We suggest that spontaneous efforts are needed by occupational therapists in order to alleviate the conflicts of job identity. In addition, organizational regulations and programs and the establishment of horizontal organizational cultures are required to overcome and prevent burnout of occupational therapists.