In recent years, various activities have been carried out in terms of talent donation for community together. This study suggests curriculum model about talent donation program centered on beauty majors. The key elements revealed in previous literature studies were used as educational contents of this study. The program presented in this study can be used to expand talent donations by beauty talent. The curriculum of the program for community together consisted of talent donation goals, teaching and learning methods, and evaluation items. This training program is divided into understanding area of talent donation and technique area of skin beauty.
Purpose: The purpose of this study was to apply intervention mapping (IM) to develop a community-based disease self-management support program for patients with osteoarthritis. Methods: IM was applied as follows: i) a needs assessment has been carried out by a literature review, survey and interview with osteoarthritis patients; ii) on the basis of the needs assessment, identification of expected outcomes and change objectives for the target population; iii) selection of theory-based methods and practical applications to influence self-management and the determinants of behavior; iv) design of the intervention by developing activities and materials such as osteoarthritis self-management guide and smart patient pocket book. The activities were integrated into an existing healthcare activities; v) implementation and evaluation plan has been developed. Results: The program is aimed at improving health status through activating patients by a patient-centered and tailored intervention for patients with osteoarthritis; consists of 8 sessions with coaching and cognitive emotional psychological skills; includes smart patient, communication, osteoarthritis, medication adherence, pain control, depressive mood control, physical activity and healthy diet. Conclusion: The IM is a systematic and feasible method for developing the program. The next step is to evaluate the impact of the intervention on activation, and health status.
The city means not only a geographical area as a role of the spatial boundary, but also a socio-economic place to communicate with each area. It requires various functions to get the income and economic-activities. But city has a limitation of a available land to provide the required functions and a sufficient space to supply the urban activity. Therefore, the development trend of city has not been to spread to the horizontal area any more and considered the vertical area. In addition, various functions put into a massive building because many people want to solve the daily requirements without spending time and cost in outer area. In this paper, it aimed at classifying the mixed-use building into function, circulation, relation according to the public and private space and the building shape to provide the design information such as land area, functional complex, accessibility, etc.. The classification of the mixed-use buildings is divided into four areas. The data are collected with foreign countries in Japan, Europe and US. Results of the study are as follows; First, the commercial function is mainly centered with other functions. Second, after studied the development scale, accessibility, building form, the commercial and residential area overwhelmly share at the total area.
In this study, a normative script was designed for service design of coffee shop based on user's current and expected script. 1) Activities contained in current and expected script were identified. 2) High frequency activities were selected from current and expected script. Then they were combined and sorted by scene. 3) Importance of the integrated scenes and activities was assessed. 4) According to certain rules, unnecessary activities were deleted, or excluded as optional activities. Then, the remaining activities were classified by scene and listed in order to complete one normative script. Each activity belonging to each scene became a service encounter. Scenes consisted of 'Entering', 'Settling', 'Ordering', 'Waiting for drinks', 'Receiving drinks', 'Spending time drinking beverages', 'Go to the toilet', and 'Get out'. There were 2 activities in 'Entering', 6 activities in 'Settling', 11 activities in 'Ordering', 2 activities in 'Waiting for drinks', 4 activities in 'Receiving drinks', 6 activities in 'Spending time drinking beverages', 3 activities in 'Go to the toilet', and 4 activities in 'Get out'. Specific points were discussed along with these results, and the significance and limitations of the study were added at the end.
The BAUHAUS started as the purpose of training the people who are designers in the industnal society or who have artistic talent as architect, handicraftman, sculptor, and in the construction, it was based for entire organizational training for every handicrafts in the aspect of the art and form. The preliminary course that became the generative power of the human training that have possessed creativity was studied and put in to practice through the formative activity of dIverse form and method according to the educational idea and the educational method of the teachers who are in charge of such edudation, and common access method that forms the fundamental basis was centered not only human being as a formative principle, and analyzed thoroughly with biological function and further until mental and philosophical part but served and thought synthetically and took principal objects at the formative practice. Together with this, the characteristic structure of the BA UHA US's formative education was taking the grouptherapy educational method where there was not distinguish teacher and student and through the liberal criticism and they realize by experience themselves that how to solve the certain subject and pursue the form by compare each other's solutions.
Recently, 'Emotion' has attracted public attention socially and continuously in the fields such as construction, environment, design and products. Also, phenomenological concept of space through the physique in the viewpoint of the human-oriented aspect, namely, body, has been managed as a planned measure suitable for a new era and space. In this study, the author examined and analyzed the verbs and emotional vocabulary about the human body's behavior. The phenomenological space conception through body, i.e, flesh in this human centered point of view is being treated as the suitable planning measure on the new era and space. Though the epochal issue for Emotion is being attempted in many ways in various field such as product and marketing, the approach through the relationship between human and space. Therefore, we would like to see how the Emotion related to the movement that occurs in the space by analyzing the human body movement which is the subject of experiencing the space experimentally and research the characteristic of Emotion and space movement. SPSS 12.0 was used for the analysis to perform the analysis of basic statistics and Factor Analysis, and then to analyze the characteristic and emotional attribute for the experimental analysis. Comparing the activity for the 2 groups' behavior through the analyzed result with the test, active behavior was found to be higher than inactive behavior in the emotional value, and their bodies' motion showed averagely positive value in the emotional aspect; their bodies' motion was presented differently according to the attributes and amount of the people who would experience a specific space. However, the author found that affirmative and active behavior showed emotional aspect more than inactive behavior.
Journal of the Korean Society of Earth Science Education
/
v.7
no.3
/
pp.327-337
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2014
In this research, a subject substitute STEAM program was developed in context of a trend of STEAM education and a new science contents in a 2009 revised curriculum, which can replace the 2009 revised curriculum contents of 'Sound' unit in the third and the fourth grade. The developed program was taught to the 4th graders in a field. After applying the program, how students acknowledge the subject substitute STEAM program was analyzed through questionnaire. The research results were as follows. First, the subject substitute STEAM program of 3 sub programs was developed with centered around 'sound' unit for 4th graders. Second, students made a positive estimation of the STEAM program because of various activities and learning subject related to daily life. Third, they considered difficult term, necessary craft skills in creative design, understanding scientific principle and a lot of necessary time as difficulties of the STEAM program. And they also recognized that making stuff activity and learning aid material like activity sheet, picture and video helped to understand a lesson. Lastly, students had a positive thinking or negative thinking about STEAM program before they learn. But after learning the STEAM program, all of them showed their positive attitude to the STEAM program.
This study aimed to verify how a multisensory storytelling-based activity-based intervention affects social interaction in children with cerebral palsy. As a quasi-experimental investigation, this study used a single-blind, two-group pre-post test design. This study comprised 24 children aged 7 to 8 y who had been diagnosed with spastic cerebral palsy and were classified as having GMFCS stages I to III. Twelve children were randomly assigned to experimental and control groups, with neither the children nor their guardians knowing which group they were placed in. The group program comprised 16 sessions of 60 min each, twice a week for eight weeks. The experimental group engaged in an activity-centered intervention centered on multisensory storytelling, whereas the control group engaged in structured physical activity. The activities were assessed using the peer relations skills scale to determine the extent to which social interaction had changed prior to and during the child's intervention. The SPSS 25.0 for Windows (IBM Corp, USA) application was used to analyze the data, and the significance level (α) for statistical verification was set to 0.05. Furthermore, the Wilcoxon Signed-Rank and Mann-Whitney U tests were used to assess the differences in social interaction between the experimental and control groups. Significant differences were observed in the total of the peer relationship skill scale and cooperation and empathy areas of the subtest in the intragroup change of the peer relationship skill scale between the experimental and control groups. However, the experimental group demonstrated a significant difference in the initiative area, whereas the control group demonstrated no significant difference. A significant difference was observed in the amount of change between the two groups in the initiative area and total of the subtest of peer relationship skills but no significant difference in the collaboration and empathy areas. We gave a multisensory storytelling-based activity-based intervention based on multisensory storytelling to children with cerebral palsy and saw a significant improvement in peer relationship skills. It may be proposed as an effective intervention strategy for children with cerebral palsy who struggle with social contact.
Journal of The Korean Association of Information Education
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v.14
no.1
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pp.69-77
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2010
As the knowledge and information society has emerged, paradigm of school education has moved to improvement of creativity and problem-solving skills of a learner. However, up to the present, ICT education in schools has shown distorted features, which are focusing on the use of application programs, out of its original purpose. This study also allows digital technology to be displayed in analog ways by applying the paper prototyping technique, which can be substituted for the programming phase that elementary school students feel difficulty to handle with. In addition, It enables practical and useful ideas to be designed, constructed and evaluated as a system, based on User Centered Design (UCD), which encourages users actively to participate in the development, rather than focus on developer. To verify the effects of education, we evaluated and analyzed concept models of a learner before and after the application development activity by applying the mental model theory. The framework suggested in this study can be applied to courseware of programming in elementary schools.
The purpose of this study is to find out how the otherness philosophy reveals itself in the principle of F.O.A construction space creation. The traditional philosophy of totality is self-centered and thoughts are based on the subject. It couldn't escape from the world associated with the self, and has subordinated the other to the main body. But the philosophy of otherness transcends the subject, to the open, creative way of thinking which acknowledges deconstruction, decentralization, and non-hierarchy. This is very similar to contemporary architecture, which pursuits change, and also to the current state of society. In construction by the construction group F.O.A, which is doing notable activity this generation, there is an attempt to transcend the fixed subject which is seen in the otherness discussion, and realize recategorization by overcoming the boundaries of subject and object. First, by the realization of landscape architecture using a topographical folding technique, boundaries of the subject and object are demolished in the relationship of the landscape construction, and recategorization. Second, by breaking up the meaning of the surface which is a visual and physical boundary for both the internal and external, recategorization is being done. Third, by making the boundary between the interior and exterior indistinct, cognitive threshold is dissolved, and the relationship between the subject and object is being recategorization. In conclusion, we can see that the many recategorization phenomenons that are happening in the F.O.A construction show the otherness that escapes from the conventional and stationary relationship, and recognizes each other at the same time, forming new relationships.
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