• Title/Summary/Keyword: 학습의 전이

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Management of Visitors in the Seonunsan Provincial Park through an Analysis on Visitors' Travel Motivations (탐방객 방문 동기 분석을 통한 선운산도립공원 관리 방안)

  • Sung, Chan Yong;Kim, Dong Pil;Cho, Woo
    • Korean Journal of Environment and Ecology
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    • v.30 no.6
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    • pp.1047-1056
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    • 2016
  • This study aims to provide managerial implications for provincial parks through an analysis on visitors' characteristics and motivational factors. The information was collected by surveying 290 visitors. The survey questionnaire consisted of questions regarding visitors' socioeconomic characteristics, characteristics of their travel behavior, visitors' motivation to visit the park, and the degree of satisfaction derived from visiting the park. Results show that most respondents appeared not to collect any information on the park prior to their visit. It was also seen that most visitors do not visit other tourist sites nearby, and are not aware of the Gochang UNESCO biosphere, which indicates that Gochang-gun, which is responsible for park management, needs to make more efforts to promote the park. A factor analysis on the visitors' motivation to visit the park extracted three factors to visit the Seonunsan Provincial Park: 'to hike,' 'to experience and observe nature,' i.e., nature learning field trip and camping, and 'to build and nurture bonding with family and friends.' To examine the effect of these various motivational factors had on the visitors' satisfaction level upon visiting the park, we conducted a multiple regression analysis with the three extracted factors to visit the park and the respondents' socioeconomic characteristics as independent variables, and the degree of recommendation of visiting the park as a dependent variable. The result shows found that, of the three travel factors, only the 'hiking' factor statistically significantly affected the degree of recommendation of visiting the park. This result suggests that the Seonunsan Provincial Park only satisfied hikers and failed to meet the demands for nature experience and observation. It is therefore suggested that the park managers develop new experience-based tourism programs, such as guided tours conducted by professional eco-interpreters.

A Study on the Evaluation of Wide-scale Site Suitability for Water-friendly Recreation Area Planning (친수 휴양활동공간 계획을 위한 광역수준의 부지 적합성 평가)

  • Cho, Hyun-Ju;Ra, Jung-Hwa;Lee, Hyun-Taek;Ku, Ji-Na
    • Journal of the Korean Institute of Landscape Architecture
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    • v.37 no.2
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    • pp.1-13
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    • 2009
  • The purpose of this study was to look into the feasibility of site suitability focused on the potential for environmentally- and water-friendly recreation area development in a wide area(Nakdong River 35km) and to study new methods for providing basic data in regard to the recreation planning over a wide area as well as in application to other sites. The results of this study are as follows. Through classification by mesh method, the site of this study was classified into 42 grids, and by means of the analysis of evaluation indicators, 20 indicators were established and sorted into 4 types of significant recreation activity. According to the results of the analysis for each recreation activity type, there were 8 essentials for water-friendly recreation activity types based on water use while water-friendly recreation types for static activity included 12 sub-essentials. As a result of the first evaluation(the minimum required evaluation) by each classified grid, 32 of the 42 total grids were implemented by the minimum requirements. These grids were usually distributed evenly through the whole site. In terms of the second evaluation(specific site evaluation) results, 6 grids were highly suitable for recreational nature experiences and landscape ecological learning, 4 grids for developing water-friendly recreation for exercise, 1 grid for building water-friendly recreation based on water use, and 4 grids for planning water-friendly recreation for static activity. The results of the grid evaluation of this study could be extended to contiguous grids or reduced. Actual planning for a water-friendly recreation area must change the grid shape or size through boundary adjustments.

Development and Application of STEAM Education Program for Informal Science Learning in Elementary School: Focused on Theme of 'Light' (초등학교 비형식 과학 교육을 위한 융합인재교육(STEAM) 프로그램의 개발 및 적용 - '빛' 주제를 중심으로)

  • Lee, Hyonyong;Baek, Soyeon;Lee, Hyundong
    • Journal of the Korean Society of Earth Science Education
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    • v.10 no.2
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    • pp.122-139
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    • 2017
  • The purposes of this study are to develop the STEAM program grounded on curriculum and to investigate educational effects of the developed program on students' attitude of science and science self-efficacy by application to elementary informal science education environment. In order to develop this program, the literature reviews were conducted and then STEAM education program based on the theme 'light' is developed. The developed program was revised and complemented through preliminary applications and consulting with experts, and applied to 65 students. A single group pre-post paired t-test was conducted through the students' attitude of science and science self-efficacy test. The semi-structure interviews were used to gather focused and additional data. The results of this study were as follows: firstly, STEAM education program was developed with the theme 'light' for elementary students in order to increase their interest related to real life. Secondly, the results indicated that the program was statistically significant on the attitude of science for the group of third and fourth graders. However, the effects of science self-efficacy did not appear a significant result for the third and fourth graders. They expressed one possible reason. The theme of light was not familiar with them because the theme was scheduled to teach in the second semester of the fourth graders. Some of students in this group did have a chance to learn the theme. Thirdly, the program was very effective for the fifth and sixth graders on their attitude of science and science self-efficacy. In conclusion, STEAM education program developed with the theme of light is contributed to elementary students' attitude of science in the informal science education. Students' learning experiences of relevant concepts can influence on students' science self-efficacy. It could be very important factor to consider students' grade level and previous learning experiences when the educational programs develop.

An Efficient Estimation of Place Brand Image Power Based on Text Mining Technology (텍스트마이닝 기반의 효율적인 장소 브랜드 이미지 강도 측정 방법)

  • Choi, Sukjae;Jeon, Jongshik;Subrata, Biswas;Kwon, Ohbyung
    • Journal of Intelligence and Information Systems
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    • v.21 no.2
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    • pp.113-129
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    • 2015
  • Location branding is a very important income making activity, by giving special meanings to a specific location while producing identity and communal value which are based around the understanding of a place's location branding concept methodology. Many other areas, such as marketing, architecture, and city construction, exert an influence creating an impressive brand image. A place brand which shows great recognition to both native people of S. Korea and foreigners creates significant economic effects. There has been research on creating a strategically and detailed place brand image, and the representative research has been carried out by Anholt who surveyed two million people from 50 different countries. However, the investigation, including survey research, required a great deal of effort from the workforce and required significant expense. As a result, there is a need to make more affordable, objective and effective research methods. The purpose of this paper is to find a way to measure the intensity of the image of the brand objective and at a low cost through text mining purposes. The proposed method extracts the keyword and the factors constructing the location brand image from the related web documents. In this way, we can measure the brand image intensity of the specific location. The performance of the proposed methodology was verified through comparison with Anholt's 50 city image consistency index ranking around the world. Four methods are applied to the test. First, RNADOM method artificially ranks the cities included in the experiment. HUMAN method firstly makes a questionnaire and selects 9 volunteers who are well acquainted with brand management and at the same time cities to evaluate. Then they are requested to rank the cities and compared with the Anholt's evaluation results. TM method applies the proposed method to evaluate the cities with all evaluation criteria. TM-LEARN, which is the extended method of TM, selects significant evaluation items from the items in every criterion. Then the method evaluates the cities with all selected evaluation criteria. RMSE is used to as a metric to compare the evaluation results. Experimental results suggested by this paper's methodology are as follows: Firstly, compared to the evaluation method that targets ordinary people, this method appeared to be more accurate. Secondly, compared to the traditional survey method, the time and the cost are much less because in this research we used automated means. Thirdly, this proposed methodology is very timely because it can be evaluated from time to time. Fourthly, compared to Anholt's method which evaluated only for an already specified city, this proposed methodology is applicable to any location. Finally, this proposed methodology has a relatively high objectivity because our research was conducted based on open source data. As a result, our city image evaluation text mining approach has found validity in terms of accuracy, cost-effectiveness, timeliness, scalability, and reliability. The proposed method provides managers with clear guidelines regarding brand management in public and private sectors. As public sectors such as local officers, the proposed method could be used to formulate strategies and enhance the image of their places in an efficient manner. Rather than conducting heavy questionnaires, the local officers could monitor the current place image very shortly a priori, than may make decisions to go over the formal place image test only if the evaluation results from the proposed method are not ordinary no matter what the results indicate opportunity or threat to the place. Moreover, with co-using the morphological analysis, extracting meaningful facets of place brand from text, sentiment analysis and more with the proposed method, marketing strategy planners or civil engineering professionals may obtain deeper and more abundant insights for better place rand images. In the future, a prototype system will be implemented to show the feasibility of the idea proposed in this paper.

Middle School Home Economics Teachers' Recognition of the Importance and the Level of Teaching Performance regarding the Contents of Morality Education in Home Economics Instruction (중학교 가정과교사의 가정교과에서의 도덕성 교육에 대한 중요도와 지도수행 정도)

  • Cho Mi Ok;Chae Jung Hyun
    • Journal of Korean Home Economics Education Association
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    • v.17 no.2
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    • pp.257-272
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    • 2005
  • The purpose of this study is to provide the basic data for morality of education in home economics education. Through research on the state of morality of education, the following criteria can be achieved ; recognition of the importance, and the level of teaching performance regarding the contents of morality education in home economics instruction. The basic data were obtained by looking at the differences between the recognized importance and the level of teaching performance. Data were collected from the survey mailed to the teachers responsible for home economics area in $\lceil$Technology${\cdot}$Home Economics$\rfloor$ in middle schools in Korea. The 335 questionnaires collected were used for final analysis. SPSS/WIN 10.0program was used for calculating and analysis the frequency, percentage, average. standard deviation. Firstly, most of the home economics teachers show that they continually try to implement morality education through each home economics lesson plan. They focus their attention on the main theme of the lesson of a particular nit, that deals with family life. For example, an excerpt from a particular unit may be the 'Understanding of myself and family members'. Most home economics teachers believe that a family setting and/or schools, whether private or public institutions, are appropriate places for productive education. As well, each of these educational settings, should take complete responsibility for teaching morality of education. As a way to activate the morality education, teachers believe that working with the students and understanding the needs of their students, along with the cooperation of parents, are key factors in the teaming process. Another way is the change of teacher's perceptions and educational conditions or environment. Secondly. home economics teachers in middle school. are showing a higher level of understanding on the importance regarding the contents of morality education, which can be noticed through the high level of their teaching performances. Regarding the importance of morality education, the first priority goes to showing respect for parents and the elderly, as well as sexual ethics and respect for life must always be taken into consideration. In regards to the level of teaching performance, the first priority goes to responsibility and co-operation. Secondly. showing respect for parents and the elderly and sexual ethics will be the third. Through data achieved through this study, the majority of home economics education teachers believe that morality education in home economics education is very important and a key factor in their teaching practices.

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The Strategy for the Environmental Education through the Practical Arts(TechnologyㆍHome economics) Subject in a viewpoint of the Clothing & Textiles resources (의생활자원 관점에서의 실과(기술ㆍ가정) 환경교육방안에 관한 연구)

  • Chung Mee-Kyung
    • Journal of Korean Home Economics Education Association
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    • v.16 no.3
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    • pp.131-146
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    • 2004
  • The Purpose of this study is to suggest strategies for environmental education through the Practical Arts(TechnologyㆍHome economics) Subject in a viewpoint of the clothing & textiles resources to resolve problems in the clothing life area. For this, this study was carried out through review of literature which is related with the consumption, the environmental problems, the environmental policies, and regulations of the government and new environmental technologies, of clothing & textiles industries and environmental education. The major findings of the study were as follows; 1) The environmental education system model in a viewpoint of the Clothing & Textiles resources was developed. This model system is consisted with interactions on school, government, industry, home and non-government organizations. Thus, the fact that Practical Arts(TechnologyㆍHome economics) Subject were the most effective subject to teaching the environmental education viewpoint of the Clothing & Textiles resources was confirmed. 2) The standards were analysed out to analyse the contents in the clothing area of the Practical Arts(TechnologyㆍHome economics) Subject. It were consist of 4 factors and 12 elements under the factors: Awareness of clothing & textile resources(clothing consumption, production of clothing & textile and environmental problems). Planning and buying of clothing(planning, buying), Management of clothing(understand of textile. human body & environment, laundering and Environmental pollution, arrangement & conservation) Recycling & exhaust of clothing(contribution, redesign, recycling, exhaust) 3) Analysing the current Practical Arts (TechnologyㆍHome economics) subject from the Environmental education in the clothing section, the environmental education related with clothing were taught the most in the middle school course, and environmental contents were concentrated in the recycling factors. but not so much on other factors. 4) After analysing the Practical Arts (TechnologyㆍHome economics) subject, the strategies were suggested for reinforcing the environmental education in the clothing of the Practical Arts(TechnologyㆍHome economics) subject.

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Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

Exploratory Study on the Phenomena of Entrepreneurship Education in Food and Agriculture Sectors Based on the Grounded Theory Approach (근거이론접근법에 기반한 농식품분야 창업교육현상에 관한 탐색적 연구)

  • Seol, Byung Moon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.3
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    • pp.33-46
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    • 2020
  • This study analyzes the entrepreneurship education phenomena for agri-food entrepreneurs whose main business is the production of agricultural products and the sale of processed products, using the qualitative study Strauss & Corbin(1998)'s evidence theory approach. From the entrepreneur's point of view, I would like to summarize the phenomena that appear in education, and to prepare a theoretical basis for explaining the phenomena. The importance of entrepreneurship education is emphasized to cultivate the ability to develop and provide products tailored to customers. The necessity of education leads to an increase in demand according to the situational awareness of the founders, and the quantitative increase in entrepreneurship education in the agri-food sector is a clear trend. Inevitably, the need for various discussions on systematic and effective entrepreneurship education is raised. For the study, an interview was conducted with preliminary or entrepreneur who have experienced entrepreneurship education in the agri-food sector. As a research method, I use Strauss & Corbin(1998)'s approach and analyze qualitative data using QSR's NVIVO 12 program. Through this study, it was found that contextual and systematic entrepreneurship education in the agri-food sector has the effect of strengthening competitiveness and strengthening sales. There is a need for follow-up management of trainees. Strengthening the competitiveness of start-ups is based on training professional manpower through education and linking regions with cities. Strengthening sales is based on product planning and market development. This study explores entrepreneurship education in the agri-food sector, which has not been actively conducted in the past. Exploratory analysis on the experiences of the founders of agri-food sector as education demanders has an important meaning for understanding the phenomenon of start-up education.

Animation Education as VCAE in the Digital Age (시각문화교육과 디지털 미디어 시대의 애니메이션 교육의 방향)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.35
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    • pp.29-65
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    • 2014
  • Visual culture art education (VCAE) seems to be the new paradigm for art education after postmodernism. Getting beyond the traditional art education, VCAE has expanded its scope of interest to include the visual environment that surrounds our life, thus pushing the boundary of art education beyond the traditional fine arts to cover pop culture and visual art. VCAE shares the issues as well as a lot of elements of culture and art education and in fact serves as a major theoretic background for culture and art education, in that it pays attention to the sociocultural context of images and emphasizes visual literacy and constructionist learning. In this paper, I have reviewed the theoretical background and related issues of VCAE with a view to presenting a direction for animation education, which is gaining in importance coming into the Age of Digital Media. VCAE was born in the progressive cultural atmosphere from the 1970s and thereafter, and its gist consists in figuring out visual artifacts and their action in order to improve individual and social life. Yet, VCAE continues with its development according to the changing aspects of visual culture, and currently, it is expanding its scope of interest to cover the esthetic, experiential education in visual culture and construction of meaning through digital story-telling. In the visual environment of the Digital Age, animation is establishing itself as the center of the visual culture, being a form that goes beyond an art genre or technology to realize images throughout the visual culture. Also, VCAE, which has so far emphasized visual communication and critical reading of culture, would need to reflect the new aspects of the visual culture in digital animation across the entire gamut from experiencing to understanding and appreciating art education. In this paper, I emphasize on Cross-Curricula, social reconstruction, the expansion of animation education, interests in animation as a digital media, and animation literacy. A study of animation education from the perspective of VCAE will not only provide a theoretical basis for establishing animation education, but also enrich the content of VCAE, traditionally focused on critical text reading, and promote its contemporary and futuristic orientation.

Features of sample concepts in the probability and statistics chapters of Korean mathematics textbooks of grades 1-12 (초.중.고등학교 확률과 통계 단원에 나타난 표본개념에 대한 분석)

  • Lee, Young-Ha;Shin, Sou-Yeong
    • Journal of Educational Research in Mathematics
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    • v.21 no.4
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    • pp.327-344
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    • 2011
  • This study is the first step for us toward improving high school students' capability of statistical inferences, such as obtaining and interpreting the confidence interval on the population mean that is currently learned in high school. We suggest 5 underlying concepts of 'discretion of contingency and inevitability', 'discretion of induction and deduction', 'likelihood principle', 'variability of a statistic' and 'statistical model', those are necessary to appreciate statistical inferences as a reliable arguing tools in spite of its occasional erroneous conclusions. We assume those 5 concepts above are to be gradually developing in their school periods and Korean mathematics textbooks of grades 1-12 were analyzed. Followings were found. For the right choice of solving methodology of the given problem, no elementary textbook but a few high school textbooks describe its difference between the contingent circumstance and the inevitable one. Formal definitions of population and sample are not introduced until high school grades, so that the developments of critical thoughts on the reliability of inductive reasoning could not be observed. On the contrary of it, strong emphasis lies on the calculation stuff of the sample data without any inference on the population prospective based upon the sample. Instead of the representative properties of a random sample, more emphasis lies on how to get a random sample. As a result of it, the fact that 'the random variability of the value of a statistic which is calculated from the sample ought to be inherited from the randomness of the sample' could neither be noticed nor be explained as well. No comparative descriptions on the statistical inferences against the mathematical(deductive) reasoning were found. Few explanations on the likelihood principle and its probabilistic applications in accordance with students' cognitive developmental growth were found. It was hard to find the explanation of a random variability of statistics and on the existence of its sampling distribution. It is worthwhile to explain it because, nevertheless obtaining the sampling distribution of a particular statistic, like a sample mean, is a very difficult job, mere noticing its existence may cause a drastic change of understanding in a statistical inference.

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