• Title/Summary/Keyword: Learning with Media

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Perspective of Juvenile Problems by Musical (브로드웨이 뮤지컬 를 통하여 본 청소년 문제)

  • Kim, Hye-Jin
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.204-210
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    • 2016
  • The reason to research the musical is it has a lot of useful things for the various studies department not only Korea Musical Theatre own although it has been a successful musical theater on the Off-Broadway by Reboot culture era. Even though does not release on Korea, the popular of the show and powerful results of environments have delivered through the international magazines and Youtube channels to Korea. To study of Musical will be lead us to the world which adopted to the social problems as the youth school violence, family communication hurdle, and religion missing by script not only the musical drama but the interpretation for Teen-agers social problem. There are many kinds of Neo educations are proved by smart learning as STEAM. The students who have been studied with the smartphone, I-pad, personal computer, or laptop as smart tools for class are familliar as feedback processing speedly. It would make them learn the skill for their knowledge of a digital age, but it should not let them how to understand other people's emotion as real although STEAM has emtion part. Besides they have communicated on the social network not the ordinary man but the special ego by themselves, as mention or retweet as like their amusements and make the gossip group. This study would show the perspective for understanding Teen-agers Social Problem and who is the victims today's juvenile problems though the musical based on Jim Taulli's directing.

A Study on the difference of school life adaptation of adolescent according to the clothing behavior conformity and the attitude toward the name-brand: In case of Gwangju metropolitan area (청소년의 의복동조 준거특성 및 유명브랜드에 대한 태도에 따른 학교생활적응의 차이연구: 광주지역을 중심으로)

  • Sin, Sun Mi;Wee, Eun Hah
    • Journal of Korean Home Economics Education Association
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    • v.26 no.2
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    • pp.15-30
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    • 2014
  • The purpose of this study is to provide basic information on clothing preference to help teachers suggest clothes that help students adapt better to school life, and to get basic data specific to Home Economics curricula and how teenagers' attitude toward clothes correlate with their conformity to school as a whole. The survey of 587 students was conducted between December 17-24, 2012 in Gwangju. The data was analyzed using the SPSS 18.0 for window program: frequency, means, factor analysis, cluster analysis, Chronbach's ${\alpha}$, t-test, and ANOVA. There were significant differences in the many adolescents's adapted to school life based on the clothing behavior conformity and the attitude toward the name-brand. The results showed that, if it is not extreme, adolescents had the more the clothing behavior conformity on peer & mass media than less, they did well adapt on school life. And the group of more preference for the name-brand clothing result in low school discipline adaptation but high peer and teacher relationship. In adaptation of learning, they were not different significantly based on attitudes toward the name brand.

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Effects of Geography Class Using Taboo Games on Student's Learning (터부 게임을 활용한 지리수업이 학습에 미치는 영향)

  • Choi, Jung-Sook;Cho, Chul-Ki
    • Journal of the Korean association of regional geographers
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    • v.20 no.2
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    • pp.230-244
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    • 2014
  • This study is to analyze the effects of geography class using taboo games on developing student's ability to think. After playing taboo games in which students explain keyword without using presented taboo words, worksheets of participants were analyzed with interviews to demonstrate what kind of thinking skills are working. The results of the analyses are as follows. First, while divergent thinking is applied to students who explain keyword in taboo games, convergent thinking is applied to students who listen to and guess them. Second, as groups play a role as explainer or answerer in turn, they can learn divergent and convergent thinking together. Third, students seem to improve high-order thinking ability like decision-making, critical thinking, metacogniton through taboo games. Fourth, students have a tendency to use a variety of direct and/or indirect experiences (especially, from media) as well as cross curricular knowledge in order to explain keyword without using taboo words.

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A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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A Review on the Analysis of the Equatorial Current System and the Variability during the El Niño Period: Focusing on the Misconceptions in the Field of Secondary Education (적도 해류계 분석 및 엘니뇨 시기의 변동에 관한 논의: 중등 교육 현장의 관련 오개념을 중심으로)

  • Chang, You-Soon
    • Journal of the Korean earth science society
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    • v.42 no.3
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    • pp.296-310
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    • 2021
  • El Niño is a typical ocean and atmospheric interaction phenomenon that causes climate variability on a global scale, so it has been used as a very important teaching and learning material in the field of earth science. This study summarized the distribution and dynamics of the equatorial current system. The variability of the equatorial current system during the El Niño period and the associated misconceptions were also investigated. The North Equatorial Current, South Equatorial Current, and Equatorial Under Current significantly weaken during El Niño years. However, the variability of the North Equatorial Counter Current (NECC) during the El Niño period cannot be generalized because the NECC shows southward movement with weakening in the northern area and strengthening in the southern area, along its central axis. In the western Pacific, the NECC is further south during El Niño years, and thus, it has an eastward flow in the equatorial western Pacific. Our analysis of a mass media science article, a secondary school exam, and a survey for incumbent teachers confirmed disparate ideas about the equatorial current system's variability during El Niño periods. This is likely due to inaccurate interpretations of the existing El Niño schematic diagram and insufficient understanding of the equatorial current and wave dynamics.

Pre-Service Teachers' Perception about the Geological Heritage and the Necessity for its Education (예비 교사들의 지질유산에 대한 인식과 교육의 필요성)

  • Kim, Tae Hyeong;Kong, Dal-Yong;Lim, Jong-Deock
    • Korean Journal of Heritage: History & Science
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    • v.47 no.2
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    • pp.32-45
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    • 2014
  • The aim of this study is to raise a cognition and necessity of effective geoheritage education for pre-service teachers. We conducted a survey research of 190 elementary and secondary pre-service teachers in Chung-buk province, 2013. The survey showed that pre-service teachers did not recognize and explain geoheritatges well due to lack of education even though they have heard about 'geoheritages' through broadcast media. Although most pre-service teachers were not trained for geoheritage courses, some of them were educated from their elementary and middle school teachers. However, even the trained pre-service teachers have insufficient cognition for geoheritages, either. Some of pre-service teachers recognized the significance of geoheritages and responded to a necessity of geoheritage education. The pre-service teachers recognized that education for geoheritages is not included in present elementary and secondary curriculum, even though education of geoheritages by teachers at school would be the most effective approach. Furthermore, the pre-service teachers answered that elementary school curriculum should raise much curiosity and provide effective learning for geoheritage education even though negative views are present such that students may have to spend considerable time for geoheritage education. Finally, the pre-service teachers expect to experience with field activities for geoheritage education as a present curriculum, and responded that they would prefer video aids for education provided from professional geoheritage organization. As a result of this investigation we provide strategy for introducing to Pre-service teachers about value and preciousness of geoheritage.

Application and Development of Convergence Program for Congruence and Symmetry Teaching (합동과 대칭의 지도를 위한 융합 프로그램 개발 및 적용)

  • Lee, Ji Hae;Sihn, Hang Gyun
    • Journal of Elementary Mathematics Education in Korea
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    • v.22 no.3
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    • pp.267-282
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    • 2018
  • The purpose of this study is to develop and apply a Convergence program for teaching of congruence and symmetry and to investigate the effects of the mathematical creativity and convergence talent. For these purposes, research questions were set up as follows: 1. How is a Convergence program for teaching of congruence and symmetry developed? 2. How does a Convergence program affect the mathematics creativity and convergence talent of fifth grade student in elementary school? The subjects in this study were 16 students in fifth-grade class in elementary school located in Songpa-gu, Seoul. A Convergence program was developed using the integrated unit design process chose the concept of congruence and symmetryas its topic. The developed program consisted of a total 12 class activities plan, lesson plans for 5 activities. Mathematics creativity test, a test on affective domain related with convergence talent measurement were carried out before and after the application of the developed program so as to analyze the its effects. In addition, students' satisfaction for the developed program was investigated by a questionnaire. The results of this study were as follows: First, A convergence program should be developed using the integrated unit design process to avoid focusing on the content of any one subject area. The program for teaching of congruence and symmetry should be considered students' learning style and their preferences for media. Second, the convergence program improved the students' mathematical creativity and convergence talent. Among the sub-factors of mathematical creativity, originality was especially improved by this program. Students thought that the program is good for their creativity. Plus, this program use two subject class, Math and Art, so student do not think about one subject but focus on topic 'congruence and symmetry'. It help students to develop their convergence talent.

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Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

Possibility of Intergenerational Exchange in Corporations: A Case Study of Reverse Mentoring on its Purpose and Success Factors (기업 내 세대 교류의 가능성: 국내외 리버스멘토링 (Reverse Mentoring)프로그램 도입 및 성공요소 사례연구)

  • Kim, Ju Hyun;Lee, Ahyoung;Chung, Soondool
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.457-475
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    • 2021
  • As Korean society enters an aged society, there is an increasing situation in which various generations coexist in the workplace. This study aimed to analyze corporate reverse mentoring in light of generational exchange. Through the case study methods using literature research and interviews, we categorized the objectives of starting reverse mentoring programs in domestic and foreign companies, and analyzed the possibility of generational exchange with the cases of company A in the US and B in Korea extracted by purposive sampling. Based on social exchange theory, organizational age theory, and generational solidarity theory, the analysis framework presented three propositions: 1) mutual benefit 2) balanced contribution, and 3) sustainability. As a result of the case analyses, there were three main objectives of introducing reverse mentoring: learning IT/social media, promoting corporate diversity, and understanding new trends in the younger generation. In the case of A company in the US and B company in Korea, there was a similarity in mutual benefit and balanced contribution. However, regarding sustainability, there was room for improvement in company B in Korea unlike company A in the US. We expect that reverse mentoring will provide important criteria for success in terms of generational exchange within organizations where various generations coexist in the future.

Comparison of Artificial Intelligence Multitask Performance using Object Detection and Foreground Image (물체탐색과 전경영상을 이용한 인공지능 멀티태스크 성능 비교)

  • Jeong, Min Hyuk;Kim, Sang-Kyun;Lee, Jin Young;Choo, Hyon-Gon;Lee, HeeKyung;Cheong, Won-Sik
    • Journal of Broadcast Engineering
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    • v.27 no.3
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    • pp.308-317
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    • 2022
  • Researches are underway to efficiently reduce the size of video data transmitted and stored in the image analysis process using deep learning-based machine vision technology. MPEG (Moving Picture Expert Group) has newly established a standardization project called VCM (Video Coding for Machine) and is conducting research on video encoding for machines rather than video encoding for humans. We are researching a multitask that performs various tasks with one image input. The proposed pipeline does not perform all object detection of each task that should precede object detection, but precedes it only once and uses the result as an input for each task. In this paper, we propose a pipeline for efficient multitasking and perform comparative experiments on compression efficiency, execution time, and result accuracy of the input image to check the efficiency. As a result of the experiment, the capacity of the input image decreased by more than 97.5%, while the accuracy of the result decreased slightly, confirming the possibility of efficient multitasking.