Journal of The Korean Association For Science Education
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v.40
no.2
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pp.203-216
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2020
The purpose of this study is to explore the effects of a VR(virtual reality)-based biology class on both the cognitive and affective domains by developing and applying a VR-based biology program for 6th-grade elementary school students. For this research, we developed a VR teaching material about 'digestion' reflecting virtual reality characteristics and one hundred five students in an elementary school in an urban area participated in this study and took three VR-based lessons. To examine the cognitive effects of a VR-based biology class, the study subjects were divided into two groups. The experimental group was composed of 50 individuals who participated in VR-based biology lessons, while 55 students of a control group learned through general lessons. We collected data using drawing tasks for measuring students' modeling performance level from these groups and analyzed the cognitive effect of VR-based instruction. We also recorded 21 interviews of students after the intervention, which were transcribed to verify the students' perception of cognitive and affective effects. The key results are as follows: First, we demonstrated the possibility of applying a VR program reflecting VR characteristics (manipulation, multi-sensory, and interaction). Second, we found out that a VR-based biology class significantly enhances higher levels of thinking (spatial, abstract, and reflective thinking). Third, we examined students' perceptions on this program and came to the conclusion that VR characteristics positively affected cognitive and affective domains. This study may be able to contribute to offering guidelines on how to apply VR-programs to future science education effectively.
This study was designed to investigate and analyze children's preference on animation characters according to age and gender of the subjects, by surveying 255 children aged from 3 to 5. The animation characters were represented in pictures, and the reasons of preference were collected through individual interview with the children. The $x^2$ verification of SPSS 18.0 Window statistic program was used to verify the difference in preference. As a result, children aged from 3 to 5 showed higher preference on animations produced in foreign countries than the ones produced in Korea, as Korean animations and foreign-country animations had preference rate of 35.7% and 64.3%, and Korean characters and foreign-country characters had preference rate of 22.4% and 77.6% respectively. Depending on the age of children, there was significant difference among animation characters that the children prefer ($x^2=302.474^{***}$, P<.001), and it was shown that children at the age of 3 showed preference on 'Pororo' of Pororo the Little Penguin, children at the age of 4 on 'Tayo' of Tayo the Little Bus and 'Amu' of Shugo Chara, and children at the age of 5 on 'Shin Chan' of Crayon Shin Chan. It was also revealed that there was significant difference among animation characters according to the gender of children ($x^2=120.864^{***}$, P<.001); boys preferred 'Pororo' of Pororo the Little Penguin the most, followed by 'Doraemon' of Doraemon, 'Thomas' of Thomas and Friends and 'Tayo' of Tayo the Little Bus, and girls preferred 'Pororo' of Pororo the Little Penguin the most, followed by 'Apple' of Little Princess, 'Amu' of Shugo Chara and 'Loopy' of Pororo the Little Penguin. Through this study, it is hoped that the development of children animation would advance further, and that this study could be used as the preliminary resource.
The purpose of this study is to draw guidelines on how to select traditional games that would efficiently help and develop multiple intelligences in children. Guidelines standard of section inquiries were prepared through a Delphi survey targeting twenty experts in early childhood education and traditional games. As a result, linguistic intelligence questions regarding writing, listening, speaking and vocabulary acquisition were selected. logical-mathematical intelligence questions regarding strategy, counting, patterns, hypothesis, verification, and comparing, contrasting, calculating ability were selected. Spatial intelligence questions regarding drawing, coloring, representation activities, operating and creating were selected, physical performance intelligence questions regarding global muscles, eye-hand coordination, flexibility, accommodation force, balance, agility and muscular strength were selected. Musical intelligence included questions about singing, and playing musical instruments. Interpersonal intelligence included perspective-taking, role-sharing, cooperation and discussion. For intrapersonal intelligence questions regarding personal significance-ties, planning-decision making, emotional expression and problem solving were selected. Finally, in relation to naturalist intelligence, questions regarding living organisms, inanimate objects and seasons were selected. In addition, traditional games were analyzed based on the finalized guidelines, and the results showed that each of the traditional games would not only work with one intelligence at a time but with other different intelligence as well. In the light of that, the study confirmed the validity of the guidelines on how to select traditional games that would develop multiple intelligences in children.
Journal of The Korean Association For Science Education
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v.34
no.8
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pp.787-794
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2014
The purpose of this study was to examine the science writing and perception of students who experienced the argument-based claim and evidence writing approach. One hundred and eight grade 11 students were assigned to an experimental group, while 99 grade 12 students were assigned to a comparative group in their earth science classes. Students' science writings on two science topics were scored using an analytic rubric developed in this study. The comparison of experimental and comparative groups in science writing was carried out using an independent two samples t-test. Students' perception on the instruction was examined using an open-ended survey. Science writing by the experimental group scored significantly higher than that by the comparative group, except for the big idea of 'green energy'. For six concepts in 'green energy' and four concepts in 'plate tectonics, there were more students in the experimental group than the comparative group who indicated them in their science writing. Students' perception on the instruction was positive in that they mentioned planning and conducting inquiry, citing of claims and evidence, and developing inquiry questions were helpful in science learning. The results of this study imply that the argument-based claim and evidence writing approach should be implemented in science classrooms for students to develop a conceptual framework for science.
Journal of the Korean Institute of Landscape Architecture
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v.41
no.2
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pp.1-10
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2013
This paper aims to make an aesthetic inquiry into representing modes of wilderness in western films. The western film was the first genre in earnest about natural landscape, covering vast areas of America from the East to the West. It adopted representative modes suited to physical characteristics of landscapes which produced aesthetic characteristics. In western films, wilderness was represented at a distance from the camera lens as a setting and an object of contemplation. In eastern forest landscapes, western films adopted the visual model of Hudson River School's landscape painting which expressed the transcendental sublime. The western semiarid region reproduced the warrior's gaze shot from a high angle, and, in this visual mode, wilderness was expressed as a demonic landscape derived from Burke's definition of the sublime. On one hand, the western desert was represented as a place of hardship shot at a low angle which expressed the vastness, unevenness and limitlessness of the desert owing to the absence of horizon. On the other hand, the mesas of Monument Valley have sublime characteristics of size and time. In western films, they play the role of an emblem by rising from the limitless desert on the horizon. The prospect-refuge relationship, the desire to see without being seen, is discovered in the representative mode of wilderness in western films. In this context, this study hopes to discover the archetype of landscape representation.
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.
This study deals with the visual quality in the future urban landscape and architectural environment, and as such, aims to identify a scientific and objective aesthetic and visual quality from the perspective of empirical aesthetics. The empirical aesthetics provides a framework that can be utilized in understanding human perception, consciousness, and behavior and a way to categorize the visual quality and to explain and predict its effect. The study examines various theories on environmental perception, cognition, and some new approaches to environmental aesthetics, and tries to present aesthetic properties that can be applied to environmental design. First, the aesthetic experience in visual perception can be defined as a combined effect of psychobiological properties and human activity, i.e. an interaction between the formal and symbolic signs in environment and the conceptual framework of man. The effect of visual quality differs and varies a great deal, depending on the sociocultural, personal and collective value system, so it is hard to define it in absolute terms. Second, the impact of visual quality and its aesthetic effect has to do with pleasure, preference, the aptitude for survival, and self regulation. Third, aesthetics is one of the areas that can benefit a great deal from an interdisciplinary approach. and an empirical study such as this can be used as a basis for design, planning, and evaluation.
Many companies and organizations are building a mobile office environment using the LTE network, the national disaster network and Air Force LTE network are built for public safety and national defense. However the recent threats on information security have been evolving from information leakage to DDoS attacks to neutralize the service. Especially, the type of device such as Smart phones, smart pad, tablet PC, and the numbers are growing exponentially and As performance of mobile device and speed of line develop rapidly, DDoS attacks in the mobile environment is becoming a threat. So far, universal countermeasure to DDoS attacks has been interception the network and server step, Yet problem regarding DDoS attack traffic on mobile network and expenditure of network resources still remains. Therefore, this paper analyzes the traffic type distributed in the private mobile network such as the National Disaster Network, and Air Force LTE network in order to preemptively detect DDoS attacks on terminal step. However, as direct analysis on traffic distributed in the National Disaster Network, and Air Force LTE network is restricted, transmission traffics in Minecraft and uploading video file upload which exhibit similar traffic information are analyzed in time series, thereby verifing its effectiveness through establishment of DDoS attacks standard in mobile network and application that detects and protects DDoS attacks
Journal of The Geomorphological Association of Korea
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v.21
no.4
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pp.149-164
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2014
The representative landscapes in Jeju Island called as Ten sceneries of Yeongju originates with Ten sceneries of Tamra which were organized in the late seventeenth century by Jeju governor Lee Iktae. In order to compose ten representative sceneries in Jeju Island, he selected four strongholds such as Jocheon, Byeolbang, Seogwi and Myeongwol and six places of scenic beauty such as Seongsan, Baekrokdam, Yeonggok, Cheonjiyeon, Sanbang and Chwibyeongdam, and made a painting named as Ten sceneries of Tamra. Since the scenes of strongholds also exhibit a lot of geomorphic landscapes, the painting could be considered a collection of representative landforms in Jeju Island. The painting depicts several types of landform such as volcano, crater, river, waterfall, pool, wetland, cavern, tor and rocky coast. The volcanic edifice appears most frequently in the painting, reflecting the particular emotion of Jeju people on Mt. Halla and oreums. However, another volcanic landform, a lava tube, was not highly evaluated due to its negative images. Three famous waterfalls in Jeju Island were included in Ten sceneries of Tamra, and it suggests that they are essentially outstanding landforms, and besides, there are few sites related with fresh water in Jeju Island. The ten sceneries were entirely organized in spite of the limitation of selecting places at that time. The landscape images of Jeju Island, which had been shared as collective representation by Jeju people, were firstly externalized through Lee Iktae's painting, and have long been passed down and established a kind of scenic stereotype.
The term 'myth' is modern terminology. It was introduced to the East Asia from late 19th century to early 20th century. Under the rule of Japanese imperialism, some Japanese historians insisted that Dangun(檀君) has no relation with Kochoson(古朝鮮). Some Korean historians have refuted their conjecture. The arguments between Japanese and Korean historians bring about the motives of making the concept of Shinwa(神話) The purpose of this study is to investigate the historical procedures of making myth of Homogeneous Korean as a case study of "teaching religion". For the scholar the historic beginning is to be distinguished from later myths of origins. The scholars, particularly among the historians of China, Japan and Korea take it as the beginning of the history to investigate myths, for the ending parts of narratives are in themselves involved in a social constructs in order to give legitimacy to the story. It is apparent to satisfy for the current social demands of the nation-states building. It is also an act of casting and projecting their national values into the far distant past which is considered to be authentic and authorative. The western term 'myth' had been made up in Japanese historical context in order to build "nation-state concept". In Korea, the myth of homogeneous ethnicity of Koreans had been also reconstructed as modern myth during the late 19th and the early 20th century. We can call it the invention of the tradition accordingly.
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