• Title/Summary/Keyword: Experience of Learning

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The Forest Experience Program and Improvement of Depression, Anxiety, and Self-concept in Adolescents (산림 체험 프로그램이 청소년의 우울감, 불안감, 자아상에 미치는 영향)

  • Chang, Jisoon;Kim, Nam Young;Lee, Suk Hee;Kim, Bongseog
    • Journal of Korean Society of Forest Science
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    • v.104 no.1
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    • pp.127-132
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    • 2015
  • Aim of this study was to investigate the influence of forest experience program on depression, anxiety, and self concept in adolescents living in urban area. A total of 47 adolescents living in Seoul, South Korea were recruited for the study and participated in a series of forest experience programs that the Korea National Park Service had developed. Before and after applying the program, their depression, anxiety, and self concept were evaluated using Children's Depression Inventory (CDI), Revised Child Manifest Anxiety Scale (RCMAS), and Offer Self Image Questionnaire-Revised (OSIQ). The outcome measures were analyzed using paired-t tests. CDI score was significantly reduced after the program (before:$12.41{\pm}8.34$, after:$8.65{\pm}9.48$). Excluding 16 participants whose scores of Lie Scale in the RCMAS were more than 8 on the analysis, the total RCMAS score showed significant reduction after the program (before:$14.87{\pm}7.30$, after:$10.81{\pm}7.81$). There was no significant difference in the total score of the total self-image scale in the OSIQ. However, the Self-confidence (SC) which was used as subscale of the OSIQ was significantly higher after the program (before:$29.94{\pm}3.71$, after:$38.11{\pm}6.45$), and the Idealism scale (I) in the OSIQ increased significantly after the program (before:$21.03{\pm}3.80$, after:$23.17{\pm}3.89$). On our analysis, the forest experience program showed considerable positive effects on depression and anxiety in adolescents. This result leads the postulation that the program might be helpful for adolescents to adapt to their surrounding experiences and to achieve improvement in interpersonal relationship.

Infocommunication Technologies In Education: Problems Of Implementation

  • Rebenok, Vadym;Al-Namri, Roza;Butko, Oleksandr;Fedorenko, Viktoriia;Tereshchenko, Olha;Tsimokh, Nataliia
    • International Journal of Computer Science & Network Security
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    • v.21 no.12
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    • pp.41-44
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    • 2021
  • This article proposes to consider the experience of using information and communication technologies in educational processes and social practices of Ukrainian universities. The history of the introduction of information and communication technologies in the development of the higher education system is considered, the system of organizing the information space of universities is investigated. The distinctive features of the structure of a single information space, as well as distance e-learning technologies are highlighted. Empirical material obtained in the course of sociological research is used to discuss specific examples of the use of ICT in universities.

Education in Cyberspace: University as Universality

  • Shapoval, Oksana;Kotlyaria, Svitlana;Medvedieva, Alla;Lishafai, Oleksandr;Barabash, Oleh;Oleksyuk, Oksana
    • International Journal of Computer Science & Network Security
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    • v.21 no.11
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    • pp.333-337
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    • 2021
  • The article reveals the essence of cyber socialization influencing the process of education and development. The general and potential possibilities of cyber socialization in the process of using the cyberspace of the Internet environment are presented. The sudden transition to distance learning in the spring of 2020 put the pedagogical community in the face of problems related to the content, organizational and methodological basis of the educational process. During the training in distance mode, a rich experience was gained in the use of information and communication technologies. The article discusses the techniques and methods of teaching using the capabilities of information and communication and digital technologies.

Modelling issues in the development of a simulation game for teaching construction management

  • Saad Al-Jibouri;Michael Mawdesley
    • International conference on construction engineering and project management
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    • 2009.05a
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    • pp.774-780
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    • 2009
  • Simulation is becoming increasingly popular in construction for training, planning and for assessment of projects. There are, however, significant problems inherent in simulating construction which are not common to other simulations. This paper describes the development and use of computer-based game for teaching and learning of some aspects of construction project management. It is concerned with the development of a model used to simulate the construction of a rock- and clay-fill dam. It includes detailed physical modelling of the performance of individual pieces of equipment and their interaction with the ground, the geography of the project and the weather in which the equipment operates. The behaviour of all of the individual pieces of equipment when acting as fleets is also discussed. The paper also describes the modelling issues of non-technical aspects of earthmoving operations. These include environmental impact, safety, quality and risks. The problems of integrating these with the physics-based models of the equipment performance are discussed. The paper also draws on real experience of using the game in classes in three universities in different countries.

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Analysis of Visual Art Elements of Game Characters Illustrated by the Case of Glory of Kings

  • He, Yangyang;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.213-219
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    • 2020
  • Visual art elements can most intuitively express the information expressed by a game character and play an important role in shaping a successful game character. We compares and analyzes the role design in the skins of the "Five Tiger-like Generals" series in Glory of Kings in terms of color, line, graphic and other visual elements. Different visual elements form different visual impacts and influences, which brings people different psychological feelings and presents different emotional colors. The reasonable use of visual elements gives people a refined visual experience and a comfortable psychological feeling, adding more influencing factors to the "immersion" of the game. It not only can strongly attract the attention and love of players, but also spreads traditional culture of the nation and the country. Therefore, whether the visual art elements of a game character can be appropriately used is an important part of the success of the game work. The analysis of visual art elements of game characters has important learning and research value.

A Method for Measuring the Difficulty of Music Scores

  • Song, Yang-Eui;Lee, Yong Kyu
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.4
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    • pp.39-46
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    • 2016
  • While the difficulty of the music can be classified by a variety of standard, conventional methods are classified by the subjective judgment based on the experience of many musicians or conductors. Music score is difficult to evaluate as there is no quantitative criterion to determine the degree of difficulty. In this paper, we propose a new classification method for determining the degree of difficulty of the music. In order to determine the degree of difficulty, we convert the score, which is expressed as a traditional music score, into electronic music sheet. Moreover, we calculate information about the elements needed to play sheet music by distance of notes, tempo, and quantifying the ease of interpretation. Calculating a degree of difficulty of the entire music via the numerical data, we suggest the difficulty evaluation of the score, and show the difficulty of music through experiments.

Exploration of Meaning of Curriculum Reconstruction of Narrative (내러티브가 교육과정 재구성에 주는 의미에 대한 소고)

  • CHOO, Kap-Sik
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.6
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    • pp.1673-1682
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    • 2016
  • The paper is the principle of a curriculum, a recent method of teaching-learning in pedagogy, and intended for the exploration of the meaning of which reconstructs curriculum by narrative through practical exploration and narrative being discussed as the form of exploration. To date, Korean education showed an inclination of the traditional paradigm centered thinking and has emphasized the results by the method of scientific investigation. Even a curriculum reconstruction demonstrates documents that produce results without actually demonstrating the actual school setting. With communication one another is becoming increasingly important, we need the conversion of cognitive thinking that can express dilemma, contradictions, and complexities of the human world of which unexplainable by traditional paradigm mindset. Ultimately, the exploration of the direction that reflects a series of verbal, symbolic, and spiritual activities, which analyze lives of students, understanding and composing the meaning by using narrative, which talks about the experience of the human world in curriculums, is an important task for us.

Analysis of Teachers' Demands about Improving Factors of the Middle School Facilities based on the Variation Type (교과교실형 운영에 따른 중학교 시설 개선요인에 대한 교사들의 요구 분석)

  • Jeong, Joo-Seong;Kim, Jeong-Gyu
    • Journal of the Korean Institute of Educational Facilities
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    • v.12 no.3
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    • pp.5-12
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    • 2005
  • The purpose of this study is to understand and analyze characteristics of using pattern on the physical facilities and fundamental demands about improving factors associated with management of variation type. The teachers of four middle schools are participated through questionnaires with this survey. According to the results, supplemental factors of learning activities, convenient facilities for students, factors with space utilization, moving class and arrangement of similar subject blocks are influential in order on the awareness of teachers for correspondence of variation type. In the analysis of variance based on the sampling factors, significant differences were shown in the factors of attached group, gender, age and managemental experience of variation type. Especially, the factors with moving class and convenient facilities for students are analytically more differential than the other factors, therefore, these factors must be considered in detail.

Basic principles and applications of $^{18}F$-FDG-PET/CT in oral and maxillofacial imaging: A pictorial essay

  • Omami, Galal;Tamimi, Dania;Branstetter, Barton F.
    • Imaging Science in Dentistry
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    • v.44 no.4
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    • pp.325-332
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    • 2014
  • A combination of positron emission tomography (PET) with $^{18}F$-labeled fluoro-2-deoxyglucose ($^{18}F$-FDG) and computed tomography ($^{18}F$-FDG-PET/CT) has increasingly become a widely used imaging modality for the diagnosis and management of head and neck cancer. On the basis of both recent literature and our professional experience, we present a set of principles with pictorial illustrations and clinical applications of FDG-PET/CT in the evaluation and management planning of squamous cell carcinoma of the oral cavity and oropharynx. We feel that this paper will be of interest and will aid the learning of oral and maxillofacial radiology trainees and practitioners.

Research on the Way to Promote the Value Chain of Animation Digital Publishing in the Context of AI

  • Zhang, Tiemo;Zhang, Mengze;Bae, Ki-Hyung
    • International Journal of Contents
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    • v.15 no.4
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    • pp.107-112
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    • 2019
  • With the development of AI (artificial intelligence), animation digital publishing has been integrated with intellectualization. This paper adopts the theory of the global value chain, and analyzes the basic structure of the animation publishing value chain. Then focuses on the analysis of digital technology and artificial intelligence technology to play an active role in the topic selection and content customization of animation digital publishing products, optimization of publishing platforms, and user experience of publishing products. Finally, it proposes the use of artificial intelligence data analysis and deep learning technology. The purpose of this paper is to realize the upgrading of animation digital publishing, product upgrading, industrial chain upgrading, and identify some promotion methods for the value chain, such as copyright protection.