• Title/Summary/Keyword: Craft Education

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Effects of a Family Education Program for Families of Pathological Gamblers (병적도박자 가족교육 프로그램의 적용효과)

  • Hong, Jungah;Yang, Soo
    • Journal of Korean Academy of Nursing
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    • v.43 no.4
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    • pp.497-506
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    • 2013
  • Purpose: This study was done to examine the intervention effects on the family of a family education program for pathological gamblers based on Community Reinforcement and Family Training (CRAFT). Methods: A quasi-experimental, nonequivalent control group pretest-posttest design was used. The participants were 44 families of pathological gamblers from G center in Gyung-gi Province and 5 Gam-Anon groups in Seoul City and Gyung-gi Province. The experimental group (n=22) attended the 6 weekly 2 hour-long CRAFT family education program. The control group (n=22) attended the 12-step program of Gam-Anon. Data were collected from November, 2011 to May, 2012. Results: Compared with the control group, the experimental group showed significant decrease in depression (p=.001) and state anger (p=.039). There were no significant differences between groups in the level of interpersonal communication, trait anger, the mode of anger expression and self-esteem. Conclusion: Findings from this study suggest that the CRAFT family education program is effective in decreasing depression and state anger in families of pathological gamblers.

A Study on the Improvement of UI Design for Online Craft Learning Platform (온라인 공예 학습 플랫폼 UI디자인 개선 방향 연구)

  • Jang, Hui-Su;Nam, Won-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.145-156
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    • 2020
  • Recently, as a culture that values work-life balance has become more important in society as a whole, interest in hobbies and leisure activities that will enrich life is increasing. This phenomenon is due to an increase in platforms where people can enjoy and learn hobbies online. Among them, craft-related content is growing rapidly, and as offline education has been brought online, learning immersion has been reduced online. Therefore, in this study, we want to identify current problems in online and offline craft learning and seek ways to improve UI design to solve them. To this end, we conducted a literature survey on the online learning platform, online craft learning platform and UI design, and based on this, conducted case investigation and analysis to derive the third stage of the learning process of the online craft learning platform. Subsequent surveys showed that as a result, the online craft learning platform was able to find improvements in terms of differentiating the content exploration process, visualizing the craft progress stage, ease of working with video tools, and providing smooth feedback, and in addition to the need for a device for active learning. Through the results of this study, we hope to expand the craft content market by making it easier for users to enjoy the contents provided on the online craft learning platform.

A Study of Regional Culture related Events -Analysis focusing on Integrated Case Studies of Cheongju City and Cheongju University- (지자체와 대학의 융합적 접근에 의한 지역발전 연구 -지역문화행사를 통한 청주시와 청주대학교의 융합사례를 중심으로-)

  • Park, Jung-won;Lee, Ki-Hoon;Kim, Joon-Yong
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.387-395
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    • 2021
  • The study looks into the prospect of expanding interdisciplinary education by examining case studies related to the subject activating economy and understanding the nature of cultural potential of different regions around Korea. The objective is to integrate regional societal for co-existence of cultural events with university being the educational entity for development. The study analyzes the internationally recognized craft event known as the Cheongju International Craft Biennale founded in 1999. For twenty years the Cheongju Industry Cultural Promotion Foundation has organized the Cheongju Craft Biennale and the study researches on the collaborative aspect between the foundation and Cheongju University's Department of Craft and Design. The value of the event is predominant and the locality has clearly been shown.

A Qualitative Study on the Culture and Art Education Experiences of Adolescents with Developmental Disabilities - With a focus on craft education activities - (발달장애 청소년의 문화예술교육 경험에 관한 질적 연구 -공예교육활동을 중심으로-)

  • Lee, Min-hye;Heo, In-yeol
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.515-524
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    • 2016
  • The purpose of this study was to investigate the effects of a culture and art education program on adolescents with disabilities. Craft education oriented toward activities convergence education. The investigator conducted an in-depth interview with seven adolescents with developmental disabilities in a special high school class for a month after the educational sessions were over. The findings were as follows: first, the adolescents with developmental disabilities experienced the joy, pleasure, and interest of study, which they used to have a difficult time experiencing in a common class. Second, they became relaxed with their participation in lessons, felt comfortable through educational activities, and had a positive attitude. Third, they had a feeling of being together and coexistence through collaborative activities. Finally, they were able to share each other's ideas, listen carefully to their friends, talk about works they created, and experience close relationships with classmates.

A Study on the Improvement of the Education System of Craft Design according to Convergence (융복합에 따른 공예디자인의 교육시스템 개선에 관한 연구)

  • Chun, Jung-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.291-297
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    • 2021
  • The current formal and memorized design repetition training and practice is wandering in the uniform flat design thinking expression. To change these two-dimensional current issues into a three-dimensional design method, set the direction for each grade level under the integrated convergence educational goal and carry out projects step by step to understand design, the principle of spatial composition, the introduction of traditional design history, and the overall design of craft design. Creative and practical skills such as approach should be cultivated. Designers can only be produced through systematic education and training. In order to lead society and succeed, a designer who has experienced solutions and countermeasures on how to adapt themselves to the demands of various changes in the times must come to the field. Education experts insisted on innovation of the organizational structure and subject of the education system, and emphasized the importance of education in response to the rapid pace of change in the 21st century. This study aims to propose an educational system that combines academic research with a structural approach to tasks by setting a project that reflects the needs of society for convergence practice in which design and adjacent disciplines are linked through understanding and analysis of these issues.

Critical Discourse of Postmodern Aesthetics in Contemporary Furniture (I) - The background of New Design furniture in the postmodern era

  • Moon, Sun-Ok;Vesta A. H. Daniel
    • Journal of the Korea Furniture Society
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    • v.12 no.1
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    • pp.103-112
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    • 2001
  • This study explored the background of contemporary furniture design called New Design furniture, which newly expresses the aesthetics of communication in the postmodern era. Qualitative conceptual analysis as the principle methodology was used to explore the background of the decorative and meaningful contemporary furniture in postmodernism. Thereby, the postmodern concepts of Charles Jencks, Robert Venturi, and Michael Graves were analyzed in terms of their postmodern architecture and furniture. As initiatives of postmodern architecture and furniture, Jencks, Venturi, and Graves explored the pluralism and eclecticism, the decoration, the semantics, and the materials reestablished from the traditions of craft. As a result, their furniture was expressed by various wood and color; the furniture was beautiful, decorative, pluralistic, and eclectic for communicating symbol, metaphor, narrative, and/or humor with people; the furniture has influenced the communicative elements on the contemporary furniture design called New Design furniture design, which shows the blurring of fine arts and craft distinctions.

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Activation of the ceramic workshop in Operations Research (도자공방운영의 활성화 연구)

  • Kim, Sung-Min
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.507-512
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    • 2014
  • Because it is impossible to form a culture. To correctly read the code unless the consumer is considering skater that can be shared in the emotion of the characters and the consumer culture that supply. May be possible to force the active dissemination of education shall ceramic crafts culture. We need the ceramics craft culture in this sense also once again confirmed the importance of education and redevelopment. The workshop enabled to the Ceramic Study presented based on the importance of education in workshop operations Activation is required in order to plan the education and above all a culture of catheter positioned in the area of contemporary craft. Such as teaching methods and ways to activate.