• Title/Summary/Keyword: Experience Emotion

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An Analysis of the Factors that Change the Science Academic Emotion of Elementary Students in Storytelling Classes Using Fairy Tales Connected to Exhibits in Science Museum (과학관 전시물 연계 동화 활용 스토리텔링 수업이 초등학생의 과학학습정서에 변화를 가져온 요인 분석)

  • Choi, So-Young;Shin, Youngjoon
    • Journal of Science Education
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    • v.43 no.3
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    • pp.300-317
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    • 2019
  • This study aims to find how storytelling classes using fairy tales related to science museum exhibits have an effect on positive experience about science. For this study, the theoretical background and preceding studies on the relevance of science education and literature were collected and based on the characteristics of assimilation and the educational value of assimilation, naturally connected to the exhibits in relation to their own life, so that individuals could explore science even out-of-school. Four types of activities were developed by linking four fairy tales mentioned in elementary school textbooks to the G science museum exhibits. Seven elementary school teachers verified the validity of the activity materials. Classes through the developed activity materials were conducted four times in a row, one and a half hours at every turn for 10 students. A positive experience about science test was conducted on the students in a study to confirm that this activity has caused significant changes in science academic emotion among sub-domains of positive experience about science. In order to find the factors that affected the science academic emotion, we interviewed the students in the study and their parents. The results of this study show that the use of fairy tales related to science museum exhibits has led to a significant change in science academic emotion by reducing the burden of learning through the exhibition experience at the science museum, which creates scientific curiosity and recognizes them as a playground.

Effect of Emotional Expression and Maladaptive Emotion Regulation Strategies for Loss Experience in Adolescence among College Students in Depression : With Mediating Effect of Self-esteem (대학생의 청소년기 상실경험에 대한 정서표현과 부정적 정서조절 방략이 우울에 미치는 영향: 자존감의 매개효과)

  • Yoon, Un-young
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.315-325
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    • 2019
  • Loss experience can bring more negative impact to the person, if experienced in a younger period. This study examined how self-esteem mediates the effect of emotional expression and maladaptive emotion regulation strategies regarding one's loss during adolescence among college students on depression. The data of 380 college students entails what kind of loss was experienced, how the level of self-esteem mediated the effect of emotional expression and maladaptive emotion regulation strategy after loss experience on depression; and it was analyzed with SPSS 21.0 and Amos 21.0. The results showed that emotional expression about loss experiences was negatively correlated with depression (${\beta}=-.180$, p<.01), and maladaptive emotion regulation strategies showed a positive correlation with depression (${\beta}=.266$, p<.001). The emotional expression of loss experiences decreased the level of depression by increasing the level of self - esteem, and maladaptive emotion regulation strategy of loss experience increased depression level by lowering self-esteem level. Therefore, it is conceivable to assume that the more people articulate on various emotional experiences after their loss and think positively about themselves, and the less they criticize for themselves, the less likely they are to experience depression while maintaining high self-esteem.

An Experiential Research on a Confucianism Treatment Model - Focusing on an emotion experience program, A Confucianism thinking - (체험적 연구를 통한 덕(德) 철학치유 구조 - 유가의 철학적 사려방법인 「정감체험」 프로그램을 통하여 -)

  • Choi, Yeoung-chan;Choi, Yeon-ja
    • Journal of Korean Philosophical Society
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    • v.126
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    • pp.423-461
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    • 2013
  • The researcher conducted this study to investigate what special meaning does an emotion experience program, a Confucianism philosophical thinking, has for Sunwoo(善友), and based on what structure it unveils a good clue of Sunwoo(善友); and to reveal the structure of philosophical counselling treatment simultaneously. Thus, the researcher performed an "emotion experience program for 3 weeks, targeting 22 research subjects and collected the data of their experience. As for date analysis, a phenomenological analytic method of Colaizzi (1978), one of qualitative research methods was used. It was because the phenomenological analytic method of Colaizzi was suggested to derive common properties of whole research subjects rather than those of individual research subject, which could help develop the theories of philosophical counselling treatment. The finding of the analysis revealed the intrinsic structure of the phenomenon which the research subjects experienced through "an emotion experience program" was reborn as 'unfamiliarity and suspicion', 'burden', 'recognition of a method and a need', 'self-reflection', 'awareness of nature and the correct behavior', 'joy and pleasure', and 'rebirth as a valuable existence'. These were categorized to examine the structure of philosophical counselling treatment. The findings revealed the treatment went through the precesses: 'the start of learning and intentional guidance', 'reflection', 'enlightenment', 'Sugichiin(修己治人)', 'freedom', and 'transcendence. Considering the purpose of Confucian philosophy is living valuable life and the accomplishment of objectives is based on the transcendence, realizing preallotment and putting it into practice, the structure of emotion experience by the research subjects is appropriate for the purpose of Confucian philosophy and the process of objective accomplishment.

A Characteristic of Emotional Word According to Experience Using and Preference of Product (제품 사용 경험과 선호도에 따른 감성어휘의 표현 특성)

  • Heo, Seong-Cheol
    • Science of Emotion and Sensibility
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    • v.11 no.3
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    • pp.375-385
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    • 2008
  • This study intended to grasp image association on human's product and cognition response characteristic, and analyze their correlation with product preference. For this, photos of mobile phones and proposal-type products were selected for experiment stimuli, and an experiment expressing associated word and an experiment evaluating preference of each product's photo were made. With the experiments, two results were derived. First, in linguistic cognition response on product with use experience, application of emotional expression increased as the level of preference increased by mixing expressions of metaphor languages and emotional image. Second, non-use experience of product induces response corresponding to understanding on the object of cognition only perceptually and considering similarities with general experience information.

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The Influence of Train Driver's Accident Experience on the Negative Spillover of Work : Mediating Effect of Fear and Anxiety and Moderating Effect of Self-Efficacy (철도기관사의 사고경험이 일의 부정적 전이에 미치는 영향 : 공포불안 정서의 매개효과와 자기효능감의 조절효과)

  • Kim, Jung Gon;Shin, Tack Hyun;Yusupova, Zaynab
    • Journal of the Korea Safety Management & Science
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    • v.17 no.3
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    • pp.53-63
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    • 2015
  • This study highlights empirically the relationship among major constructs such as accident, fear and anxiety emotion, self-efficacy, and negative spillover of work, focused on the railway drivers. The differentiated factor of this study is in that the experience of accident was posed as exogenous variable. The main statistical tool was Regression. Hypothesis tests based on 201 samples verified that the experience of accidents showed a significant effect on negative spillover of work mediated by fear and anxiety, with moderating effect of self-efficacy between fear and anxiety and negative spillover of work. However, the moderating effect was shown as increasing the degree of negative spillover of work, since the drivers recognized their fear and anxiety accrued by accident experience as uncontrollable. This findings suggest the need for mitigating driver's negative emotion - fear and anxiety - through an introduction of practice such as exemption of settlement obligation in accident site and lowering of the penalty for accident responsibility.

Relationship among professional baseball stadium servicescape, control perception, consumer emotion, and revisit intention (프로야구경기장 서비스스케이프와 통제지각, 소비감정, 재방문 의도의 관계)

  • Ma, Yoon-Sung;Ko, Kyong-Jin;Lee, Kwang-Yong
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.389-401
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    • 2019
  • The purpose of this study is to clarify the relationship between servicescape experience of visitors to professional baseball stadium, control perception on the spot, consumption emotion, and revisit intention. A total of 273 questionnaires were analyzed using SPSS 20.0 and AMOS 20.0. The validity of the data was verified through frequency analysis, reliability analysis, confirmatory factor analysis, and correlation analysis. The hypothesis was verified by structural equation model analysis. First, servicescape has a statistically significant effect on control perception. Second, the control perception in the servicescape has a significant effect on the consumption emotion. Third, servicescape effected consumption emotion. Fourth, consumption emotion had a significant influence on the revisit intention. The results of this study suggest that visitors to baseball stadiums can induce revisit intention through positive experience of servicescape. The specific discussions and implications are described in the text.

The Influence of Dark Tourism Visitors' Motivation, Authenticity, Emotion, Satisfaction and Attitude Change: Focus on Seodaemun Prison History Hall (다크투어리즘 방문동기가 진정성, 감정, 만족 및 태도변화에 미치는 영향: 서대문형무소역사관을 중심으로)

  • Kim, Ju-Yeon;Choi, Hyun-Joo
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.194-204
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    • 2021
  • The purposes of the study were two-folded: to identify visitors' motivations for the history-based dark tourism and to test empirically the relationships among visitors' motivations, authenticity, emotion, satisfaction and attitude change. The online survey was conducted, from August 3rd to 20th of 2020, on visitors over 15 years old with previous experience with dark tourism within last three years. 347 individuals responded to the online survey. The study results were as follows: first, among four dark tourism visiting motivation including, motivation to research, historicalness, deviation, and self-examination, first two variables motivation to research and historicalness showed positive effect on authenticity and emotion. Second, the study found that visitors' satisfaction influenced positively towards attitude change. Finally, authenticity and emotion positively influenced attitude change. This study empirically suggests a change in attitude toward history due to the dark tour. Since historicality has been shown to have a significant influence on the attitude of history through authenticity and emotion, it is necessary to strengthen story-based experience programs at historical sites.

1/f-LIKE FREQUENCY FLUCTUATION IN FRONTAL ALPHA WAVE AS AN INDICATOR OF EMOTION

  • Yoshida, Tomoyuki
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.99-103
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    • 2000
  • There are two approaches in the study of emotion in the physiological psychology. The first is to clarify the brain mechanism of emotion, and the second is to evaluate objectively emotions using physiological responses along with our feeling experience. The method presented here belongs to the second one. Our method is based on the "level-crossing point detection" method. which involves the analysis of frequency fluctuations of EEG and is characterized by estimation of emotionality using coefficients of slopes in the log-power spectra of frequency fluctuation in alpha waves on both the left and right frontal lobe. In this paper we introduce a new theory of estimation on an individual's emotional state by using our non-invasive and easy measurement apparatus.

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Scale of Positive and Negative Experience (SPANE): Factor Structure and Measurement Invariance Across Gender in Korea (한국판 긍정적 및 부정적 경험 척도(SPANE): 요인구조 및 성별 측정 동일성)

  • Koo, Jaisun
    • Science of Emotion and Sensibility
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    • v.21 no.3
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    • pp.103-114
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    • 2018
  • The Scale of Positive and Negative Experience (SPANE) is a newly developed emotional scale to measure well-being that was designed to overcome the limitations of the previous emotional scales (Diener et al., 2010). It comprises 12 items that measure positive and negative emotional experiences, including general (e.g., positive, negative) and specific (e.g., joyful, sad) items. It also reflects all levels of arousal. This study examined the factor structure and gender invariance of the Korean version of the SPANE. For this purpose, responses to the scale of a sample of 551 Korean college students (276 males and 275 females) were analyzed. The results exhibited high internal consistency reliability and construct validity for a Korean population. Furthermore, the configural, metric, and scalar invariance of the SPANE held across gender. These results suggest that the Korean version of the SPANE is a valid scale for measuring the emotional experiences of Korean students, and it is appropriate to use in future studies of gender difference in emotional well-being.

A Study on Utilization of Facial Recognition-based Emotion Measurement Technology for Quantifying Game Experience (게임 경험 정량화를 위한 안면인식 기반 감정측정 기술 활용에 대한 연구)

  • Kim, Jae Beom;Jeong, Hong Kyu;Park, Chang Hoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.9
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    • pp.215-223
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    • 2017
  • Various methods for creating interesting games are used in the development process. Because the empirical part is difficult to measure and analyze, it usually only measures and analyzes the parts where data are easy to quantify. This is a clear limit to the fact that the experience of the game is important.This study proposes a system that recognizes the face of a game user and measures the emotion change from the recognized information in order to easily quantify the experience of the user who is playing the game. The system recognizes emotions and records them in real time from the face of the user who is playing the game. These recorded data include time and figures related to the progress of the game, and numerical values for emotions recognized from the face. Using the recorded data, it is possible to judge what kind of emotion the game induces to the user at a certain point in time. Numerical data on the recorded empirical part using the system of this study is expected to help develop the game according to the developer 's intention.