• Title/Summary/Keyword: Craft Activity

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Elementary Teachers' Perceptions on the Experiment of Making a Model of Volcanic Activity ('화산 활동 모형 만들기' 실험에 대한 초등 교사의 인식)

  • Lee, Gyuho
    • Journal of the Korean earth science society
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    • v.39 no.6
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    • pp.617-629
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    • 2018
  • The purpose of this study was to explore the elementary school teachers' perceptions about making a model of volcanic activity. Thirty elementary teachers participated in the study after they in which they conducted the experiment of "Making a Model of Volcanic activity". A questionnaire was used to investigate how the teachers understood the strengths and weaknesses of the experiment in terms of the goals of school science inquiry. The results showed that 50-60% of the teachers were able to conduct the experiment as guided in the textbook regardless of their career or area of concentration. The teachers perceived that the experiment of current textbook was safe and useful for students to develop their creativity. However, they pointed out three major weaknesses of the textbook experiment: First, the textbook experiment does not clearly present the main purpose of the activity. Second, it does not appropriately reflect the natural volcanic activity. Third, it is a merely simple craft activity. In addition, the teachers agreed that the main goals of school science inquiry are the application of scientific knowledge, development of inquiry skills and cultivation of student's curiosity. However, the teachers perceived that the experiment of current textbook did not meet these three goals. They suggest that the experiment reflect the nature of real volcanic activities.

The Effects of Handicraft Activities on Hand Promptness and Grasp in the Elderly

  • Lee, Jung-Sook;Noh, Kyung-Ok;Kim, Bo-Kyoung;Choi, Wan-Suk;Lee, Sang-Min;Moon, Ok-Kon;Park, Joo-Hyun;Kim, Sung-Won
    • Journal of International Academy of Physical Therapy Research
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    • v.2 no.2
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    • pp.308-317
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    • 2011
  • The purpose of this study was to investigate the influence of handicraft activities on hand promptness and grasp in the elderly. Subjects were comprised of 14 senior citizens between the ages of 70-85, with 7 subjects in the experiment group and 7 in the control group. Subjects in the experiment group practiced various handicrafts twice a day, while those in the control group did not participate in any special activity. The Jebsen Taylor Hand Function Test was used to evaluate the results, while a dynamometer and pinch gauge were used to measure hand promptness and grasp. The 7 senior citizens in the experiment group were able to increase their hand promptness and grasping skills. Conclusively, handicrafts can help improve hand promptness and grasp in the elderly. Furthermore, the development and improvement of such skills can have a positive influence on the daily lives of senior citizens. Such skills are expected to improve the overall neuro-function in the elderly population.

Probabilistic Analysis of Code-Reuse Attacks and Defenses in IoT

  • Ho, Jun-Won
    • International Journal of Internet, Broadcasting and Communication
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    • v.9 no.1
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    • pp.24-28
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    • 2017
  • In the Internet of Things (IoT), resource-limited smart devices communicate with each other while performing sensing and computation tasks. Thus, these devices can be exposed to various attacks being launched and spread through network. For instance, attacker can reuse the codes of IoT devices for malicious activity executions. In the sense that attacker can craft malicious codes by skillfully reusing codes stored in IoT devices, code-reuse attacks are generally considered to be dangerous. Although a variety of schemes have been proposed to defend against code-reuse attacks, code randomization is regarded as a representative defense technique against code-reuse attacks. Indeed, many research have been done on code randomization technique, however, there are little work on analysis of the interactions between code randomization defenses and code-reuse attacks although it is imperative problem to be explored. To provide the better understanding of these interactions in IoT, we analyze how code randomization defends against code-reuse attacks in IoT and perform simulation on it. Both analysis and simulation results show that the more frequently code randomizations occur, the less frequently code-reuse attacks succeed.

Development of a Simulator by Assimilating Survey Approach with Computational Theory for the Research of Organizational Activities

  • Nakamura, Yoshiki
    • Industrial Engineering and Management Systems
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    • v.9 no.4
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    • pp.312-322
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    • 2010
  • An enterprise must achieve both a sound organizational management and effective development of individual members while maintaining a balanced approach. Relative to this, there is a research field dubbed as Organizational Activation. However, there is a necessity to clarify various factors required for organizational activation and to propose a methodology for organization management. This study is an attempt to create a model from an organization-a University Seminar Class-and agents therein-the Students and the Teacher-with an assumed goal of advancing together toward the students' self-growth. The model is expressed on two dimensional planes with vectors through a computer. Vectors are composed of the growth, demand, member, hindrance and student vectors. These vectors provide data to the mathematical model for a simulation. Each agent provided the individual information from the questionnaire-conducted to 169 university students. From the analysis data and extrapolations, this study was able to craft a guideline for future seminar activity. It also examines the possibility of assimilation of the Questionnaire Approach and that of the Computational Organization Theory approach. Finally, this study discusses the future possibility of application of the Assimilated Method for research and development, and for project management.

A Study on the Participants' Perception in the Built Environment Education Programs for Children (어린이 기초건축교육 참가자 인식에 관한 연구)

  • Lee, Seung-Jae
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.5
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    • pp.51-59
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    • 2019
  • The purpose of this study was to analyze the perception among participants in the Built Environment Education(BEE) programs for children. And also, hopefully, we would get some strategies for development of BEE program through post-evaluation. The survey was conducted by the students and the parents who were participated in the four BEE programs. The key results are as follows: 1) The way of participation in the programs was limited. We should consider public relation strategies and its sustainable curriculum. 2) The students felt easy to learn from the lecture, but we need to consider the students' ability in craft activities and the level of school grades. 3) Most of the participants was satisfied with the programs. For students, the 'Educational Environment(Hours & Facilities)' was highly correlated with overall satisfaction. On the other hand, in the case of parents, the 'Teacher' was highly correlated with overall satisfaction. 4) Parents were aware of the need to link the BEE program to school education such as a subject of 'Creative Activity.' The BEE as an integrated program would be a school curriculum or contents of STEAM education. At the end of this paper, the meaning of this study was discussed.

A Study on characteristics and techniques of 20C Modernism ceramist Lucie Rie's works and activity. (20C모더니즘 기(器)의 도예가 루시 리(Lucie Rie)의 작품 특성과 제작 기법에 대한 연구)

  • Jeong, Hee-Jyun
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.179-190
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    • 2007
  • Lucie Rie as an individual ceramist in terms of contemporary meaning was influenced by early 20th century's academic education and the ideology of modern formative arts. Modernity in her ceramic works has had a dramatic exert on numerous potters. Also, she is highly required to be studied in the history of modern pottery as a potter who took the initiative of studio pottery by the individual artistic handicraft. This paper considered an analysis of characteristics and techniques of 20C Modernistic ceramist Lucie Rie's works and activities. The body of this research investigated classification by chronicles and stylistic characteristics of her activity in the background of early 20th century European Modernism which influenced her formative arts. In addition, this article attempted to build up more specific comprehension on Lucie Rie's works and production process through an analysis of her techniques and artistic know-how..

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Development and Application of a Subject Substitute STEAM Lesson in Elementary School Science Education (초등과학교육에서 차시대체형 STEAM 수업 개발 및 적용)

  • Chae, Dong-Hyun;Moon, Byoung-Chan;Kim, Eun-Jeong
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.3
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    • 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.

Korea's Design Prototypetyle (한국 디자인 원형 연구)

  • Kim, Bok-Kyung
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.175-181
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    • 2007
  • Design prototype is described from the stately aspect as a principle of formative art, and from the shapeable aspect of physical feature. The prototype can be a common denominator which is contained in one nation's culture, art and life, as the thing which corresponds to the daily industrial craft, architecture and art's production intention and activity with the thought and background of the culture. We have formed the design prototypes with time and space in the process which absorbs and integrates the new culture. Modern Korean design's prototype can be seen in the late Chosun. As the upper culture and sub-culture were combined, the active culture was developed. Nobody can deny that Chosun's culture and art becomes a basis of today's design and Korea's beauty. In creating the design prototype, the natural environmental factors such as topography and climate are the most important. Such natural environmental factor led the design recognition of art and craft art, as well as an architecture and indoor environment's form. Korea design produced the artisan sprite which is devoted to a moral duty and instinct as our nation's nature and emotion, and ensured the emotional process not the rational process. So, it created naturalism which accepted the material and shape. Our design prototype's path tracking as an energy of future society's new design identity, can be the important theme for our design development.

The Development and Validation of a Children's Play Disposition Scale (아동 놀이성향척도 개발 및 타당화 연구)

  • Sung, Jihyun;Byun, Hye-weon;Nam, Ji-hae
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.606-620
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    • 2017
  • The purpose of this study was to develop and validate a Children's Play Disposition Scale(CPDS) which could be used to evaluate children's play patterns and preferences. The participants of this study were parents of 437 5-7-year-old children (age range from 51months to 106months). Preliminary items were developed through a review of relevant research, multiple intelligence theory and scales, confirmation of item adequacy and content validity. After the content validity was confirmed by experts, these items were edited down to a final list of 27 items representing 6 factors identified by exploratory factor analysis. The 6 factors of the scale consists of initiative, linguistic activity, logical-mathematical activity, art and craft, physical activity, and sensitivity respectively. Concurrent validity was established by using correlations between each factor of the CPDS and sub-factors and the total scores of Multiple Intelligence Checklist for preschoolers (Multiple Intelligence Institute Co., Ltd, 2008) and Multiple Intelligence Checklist for elementary schoolers (Multiple Intelligence Institute Co., Ltd, 2007). In addition, the reliability of each factor, as measured by Cronbach's ${\alpha}$, ranged from .53 to .79. The CPDS provides the developmental and educational information for strengthening children's developmental forte and for supporting children's developmental weakness. This scale can be used on developing children's play contents and guiding play methods in the future.

Finding on Preventive Intervention of Fatal Occupational Injuries Through Empirical Analysis of Accident Death (사고사망자의 심층적 실증분석을 통한 예방적 개입점 발견 연구)

  • Yi, Kwan Hyung;Rhee, Hong Suk
    • Journal of the Korean Society of Safety
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    • v.34 no.3
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    • pp.83-88
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    • 2019
  • The 7,993 cases of Survey Report of Fatal Industrial Accidents conducted jointly by the MEOL and the KOSHA for the recent seven years(2007-2013) were categorized according to personal and occupational characteristics, industry types, business sizes, job types, activities at the time accident, types of accidents, material agents(assailing materials), unsafe conditions, and unsafe acts. And it is found that among the 72.2 percent of fatal occupational accidents in the construction and manufacturing industries are caused by falling, sticking, bumping and being caught under objects & overturning. For this study, through the empirical analysis on causes of fatal industrial accidents, was used to identity high risk groups based on total data of 7,993 victims of occupational accidents. An annual fatal occupational injury (FOI) rate per 10,000 workers was about 0.47‱. The middle-aged group and the elderly group showed the highest FOI rates per 10,000 workers (0.73‱, 0.80‱), and the daily workers showed the highest FOI rate (1.46‱), and the craft and related trades workers showed the highest FOI rate (2.17‱). In case of industry type the mining industry (7.26‱) showed the highest FOI rate, followed by the sewerage, waste management, materials recovery and remediation activity industry (3.91‱) and the construction industry (2.71‱). The primary high risk target group that requires a strategy designed to reduce fatal occupation injuries caused by falling and bumping & contact(collision) is the construction industry, and the secondary high risk target group in the construction industry is classified as the equipment, machine operating and assembling workers in the construction industry, those aged 50 years old and above need the prevention measures against bumping & contact(collision) and being caught under an object & falling(objects), while those aged less than 50 years old need prevention measures against falling(persons).