• Title/Summary/Keyword: 탐구 요소

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A Study of Theatre without its Three Elements : Focused on Performance and Experiment (연극의 3요소가 없는 연극에 대한 연구 : 공연과 실험을 중심으로)

  • Park, Yi-Seul
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.83-97
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    • 2021
  • This study started with curiosity about theatre without its three elements and would reveal its possibility through performance and experiment and promote the expansion of each element and the development of a new form at the same time. After the occurrence of COVID-19, theatre has come up against a big limitation of contact-free, untact communication due to its inherent characteristic of 'presence.' For the survival of theatre in the rapidly changing world, it is desperately necessary to check the existing performance method and to be concerned about its development for the future. Thus, this researcher started from a more fundamental exploration of theatre focused on an "experiment of theatre without its three elements" and would sort out the three elements (actors, audience, and a play) from a macroscopic perspective. Also, the researcher would investigate the impacts of these elements on the performance and the possibility of theatre even after removing the elements through performance and experiment. This study consists of one performance and two experiments and is based on the interviews and progress details conducted by the planner and experimenter and the survey with the experiment participants. The significance of this study is its reflection on the essence of the genre, theatre, and the roles of all elements constituting that, not from a narrow perspective that would simply define the concepts of the elements but through the expansion and change of them. Furthermore, hopefully, it will be connected to the discovery of a new theatrical format that has not been considered through its combination with another genre.

Analysis of Achievement Standards, Activities, and Assessment Items in Integrated Science, Chemistry I, Chemistry II Textbooks on Science Core Competency: Focusing on Acid·Base·Neutralization and Oxidation·Reduction (통합과학, 화학 I, 화학 II의 성취기준과 교과서 활동 및 평가 문항의 과학과 핵심역량 분석: '산·염기·중화반응'과 '산화·환원'을 중심으로)

  • Ko, EunAh;Choi, Aeran
    • Journal of the Korean Chemical Society
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    • v.63 no.6
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    • pp.486-504
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    • 2019
  • This study analyzed achievement standards in the 2015 Science Education Standards as well as activities and assessment items in the Integrated Science, Chemistry I, and Chemistry II textbooks using science core competencies and subcomponents. All five scientific core competencies, in order of scientific thinking capacity, scientific inquiry capacity, scientific communication capacity, scientific problem solving capacity, and scientific participation and lifelong learning capacity, were included in the achievement standards of Integrated Science. Scientific thinking capacity, scientific inquiry capacity, and scientific communication capacity were included in the achievement standards of Chemistry I. The achievement standards of Chemistry II only included scientific thinking capacity. All five scientific core competencies were involved in activities of Integrated Science, Chemistry I, and Chemistry II textbooks and the highest propotion was scientific thinking capacity and scientific inquiry capacity. All five scientific core competencies were involved in assessment items of Integrated Science, Chemistry I, and Chemistry II textbooks and the highest proportion was scientific thinking capacity.

A Study on the Teaching Method for Activities Justify of Paper Folding by Given Size Colored Paper (최대 넓이의 정다각형 종이접기 정당화 활동을 위한 영재학급에서의 교수·학습 방법 개선에 관한 연구)

  • Lee, Seung Hwan;Song, Sang Hun
    • Journal of Elementary Mathematics Education in Korea
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    • v.20 no.4
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    • pp.695-715
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    • 2016
  • This study is on the teaching method for the students who belong to the same school (one, the gifted class, passed gifted education of Science High school ), 1-1, face-to-face learning (two, good students in regular classroom) with a teacher, paired learning teams (4 people, gifted classes), and group lessons (20 people, gifted classes) and using the justification analysis framework tool(PIRSO) of Kim(2010) analyzes the justification element of the students in the group classes regular polygons paper was to explore ways to improve the justification of the folding maps activities. As a result, the width of the largest polygon difficulty level appropriate to the class for gifted elementary school classes but the individual learning style of the 1-1 face-to-face with a teacher or discussion with colleagues and cooperative approach is justified, rather than the material of the study of origami activities it turned out to be more effective in improving the level of justification. Unlike the individual learning activities, the exploration for class is the need to strain in parallel to the student is selected as needed, rather than serial manner was confirmed that it is necessary to clearly present problems even from the beginning. Development of teaching through the implications obtained from this method of reconstruction activities and proposed improvement measures for questioning.

The Importance of Reflection on the Middle School Science Experiment Class for Teaching the Nature of Science (과학의 본성 지도를 위한 중학교 과학 실험수업에서 '반성'의 중요성)

  • Do, Songhee;Hwang, Yohan;Park, Jongseok
    • Journal of Science Education
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    • v.33 no.2
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    • pp.184-192
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    • 2009
  • Understanding about the Nature of Science (NOS) is element of scientific literacy. Its importance is emphasized, especially understanding about NOS was presented as goal of science education on the fifth curriculum in Korea. Attempt of teaching NOS has been continuous in school, that was limited by method of using History of Science. Except method of using History of Science, Experimenting is appropriate for method of teaching NOS. We expected that is effective to apply reflective approach method for understanding the NOS and composite lesson to emphasize reflection and discussion to general experiment class in the school. We applied experiment class to emphasize reflection and discussion to second grade students in the middle school and researched whether positive reflection and discussion is helpful understanding the NOS in science experiment class or not, through questionnaire about NOS and analysis of observation and interview. As a result, experiment class to emphasize reflection and discussion was effective for scientific inquiry skills and sociality of scientific inquiry, particularly for relation observation with deduction and possibility of variable analysis to experiment result. Therefore, experiment class to emphasize reflection and discussion is effective for understanding the NOS.

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The Study on the Game World Experience and Peer Interaction of Students with Disabilities in the Community : With Giorgi's Phenomenological Research Method (지역사회 장애학생의 게임세계 경험과 또래상호작용 탐구: Giorgi의 현상학적 연구방법을 활용하여)

  • Yoo, Doo-Han;Jeon, Byoung-Jin;Hong, Deok-Gi
    • The Journal of Korean society of community based occupational therapy
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    • v.2 no.2
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    • pp.1-13
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    • 2012
  • Objective : The purpose of this study was to understand the game world experience and peer interaction of students with disabilities in the community. Method : In this study, Giorgi's phenomenological method was used to understand the game world experience and peer interaction of two students with disabilities in the community. The data collection about the situation and the context of the subjects was conducted over three times of interviews, until no new data. Meaning units through the four steps for Giorgi's scientific phenomenology were analyzed in the context of the overall data. Result : Two students with disabilities in the community had to spend time at home with physical limitation and alienation, and their leisure activities was mainly using the computer and television. Restrictions of leisure activities wad the cause of difficulties of social accessibility, and they need the correct thinking and self-control in the use of the time. Due to the game for fun, they have no interact with peers. On the other hand, most of conversation about the game were with families. Conclusion : Students with disabilities had a physical and psychological difficulties were feeling pleasure through the game. They need the correct thinking and self-control in the use of the time, and need an alternative solution for a reckless game use.

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A Study on the Illustration Content Used in Secondary School Textbooks : Focusing on the 'Society.Culture' Textbooks (중등학교 교과서에서 삽화 콘텐츠 활용 연구 : 고등학교 '사회.문화' 교과서를 중심으로)

  • Min, Il-Hong
    • Cartoon and Animation Studies
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    • s.18
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    • pp.57-72
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    • 2010
  • Textbooks used in Information Society need to use many illustrations and pictures which have positive effect in motivating and triggering students to study. "Pictures mean more than thousands of the word" says that it is significant to use media in class through visual materials. To meet the needs of the times, I examined one of the units, "IV Understanding Humans and Cultural Phenomena", among 7 authorized 'Society Culture' textbooks, so that there are 123 illustrations and 342 pictures that the percentage of them was 35.65% totally in the unit. On the examination of the frequency of using contents in each category, the illustrations are used 59 times (47.96%) in the research activity and the pictures 145 times (42.4%) in the context, which are most frequently used. Also on the examination into the actual states using contents among 'Society Culture' teachers by in-depth interviewing, they often use them when their class starts. And they require more increase in the illustrations than the pictures for easy and clear understanding and need more contents offering in the research activity to help students to study more interesting. Finally, on the result of the analysis of contents used in textbooks, exemplary cases were available to convey enough information without reading the context in the textbook because the proposed illustrations expressed the research activity's subject and the context's subject effectively. Even more, one illustration was able to indicate the sub-unit's subject while also presenting the content to be learned in the unit. However, improper cases included illustrations which are somewhat unrealistic or difficult to understand. Further, there are also some illustrations which are not related to the context. If these points are revised in the future, textbooks would be better.

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A Case Study on Teaching Solutions Exploration of Wythoff's Game through Using the Analogy for the Elementary Gifted Class (초등학교 영재학급에서 유추를 활용한 위도프 게임의 해법 탐구 지도 방법)

  • Bae, Sin Young;Song, Sang Hun
    • Journal of Educational Research in Mathematics
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    • v.25 no.1
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    • pp.95-111
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    • 2015
  • The purpose of this study is to analyze cases on teaching solutions exploration of Wythoff's game through using the analogy for the gifted elementary students, to suggest useful teaching methods. Students recognized structural similarity among problems on the basis of relevance of conditions of problems. The discovery of structural similarity improves the ability to solve problems. Although 2 groups-NIM game with surface similarity is not helpful in solving Wythoff's game, Queen's move game with structural similarity makes it easier for students to solve Wythoff's game. Useful teaching methods to find solutions of Wythoff's game through using the analogy are as follow. Encoding process helps students make sense of the game. It is significant to help students realize how many stones are remained and how the location of Queen can be expressed by the ordered pair. Inferring process helps students find a solution of 2 groups-NIM game and Queen's move game. It is necessary to find a winning strategy through reversely solving method. Mapping process helps students discover surface similarity and structural similarity through identifying commonalities between the two games. It is crucial to recognize the relationship among the two games based on the teaching in the Encoding process. Application process encourages students to find a solution of Wythoff's game. It is more important to find a solution by using the structural similarity of the Queen's move game rather than reversely solving method.

A Case Study on the Relationship between Information Literacy Skills and Critical Thinking Dispositions of High School Students (고등학생의 정보활용능력과 비판적 사고성향의 관계에 대한 사례 연구)

  • Lim, JeongHoon;Lee, Jongwook
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.29 no.1
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    • pp.277-298
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    • 2018
  • This study aims to demonstrate the importance of information literacy instructions by showing effects of information literacy skills on critical thinking dispositions among high school students. We collected 761 survey responses from high school students and conducted multiple regression analysis to examine the relationships between the two variables. The findings show that (1) students' information search skills affect their pursuit of truth, openness, inquiring mind, and objectivity, (2) the information analytic skills influence the levels of pursuit of truth, openness, and objectivity, (3) the information presentation and delivery skills affect the levels of inquiring mind, organization, and self-trust, and, (4) the information evaluation skills influence the levels of pursuit of truth, openness, inquiring mind, organization, objectivity, and self-trust. However, students' synthesis and application skills of students did not affect their critical thinking dispositions. To sum up, we observed the influence of information literacy skills on critical thinking dispositions. The results of this study provide foundations for maintaining and developing information literacy instructions in school libraries.

The Strategic Collaborative Plans for Mobile Game : Focused on The Case of Collaboration (모바일 게임에서의 문화융합 사례 연구 - 콜라보레이션 활용 사례를 중심으로 -)

  • Baek, Jae-Yong;Kim, Young-Mann
    • Cartoon and Animation Studies
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    • s.39
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    • pp.365-391
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    • 2015
  • The purpose of this study is to comprehend the characteristics of collaborative examples in mobile games by analyzing the types of cultural fusion and their utilization in mobile game industry. The major examples of collaborations include the collaborative works utilizing artists, characters, and products by examining the practical collaborations within international mobile games between the years 2010 to 2014. The most typical kind of collaboration among them is the utilization of characters, composed of using characters between games, applying animation characters, borrowing cartoon or web-cartoon characters, hiring famous celebrities, or even including great men in their games. Therefore, the characteristics of mobile game's collaborative types are confirmed as below by studying the above examples. (1) There are many examples of collaborating between different types of businesses defined as 'conversion type fusion.' (2) The character utilization is the most sought after type of collaboration. (3) The applied content's target audience seems to share the same age groups of the game's audience. (4) The game industry always adopts the components that could be recognized instantly. (5) The status and influence of mobile game have risen greatly. Consequently, this research has important role in establishing the strategic collaborative plans for mobile game business by expanding the prospects of game related researches and industrial and academic theories.

The Exploration of the Usefulness of Comparative Educational Approach in Education Policy Studies (교육정책탐구에서의 비교교육학적 접근방법의 유용성 탐색)

  • Chung, Il-Hwan
    • Korean Journal of Comparative Education
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    • v.28 no.1
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    • pp.153-173
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    • 2018
  • The purpose of the study is to identify the usefulness of comparative educational research approach for rational educational policy development and operation through the analysis of the area, contents, methods, and so on that comparative educational research approach in educational policy studies is used. For achieving the purpose, the study examined as the follows. First, the study discussed the academic traits and research target of educational policy and comparative education using the academic trait of definition method and the academic trait of approach method. Second, the study examined the contents of the exploration of educational policy studies in comparative education. For this, the study analyzed previous research on the relationship between comparative education and general education. And using articles published in Journal of Comparative Education, the study analyzed the contents of educational policy research in comparative education. Based on the main results, the discussions and suggestions are provided.