• Title/Summary/Keyword: Life skills

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The Influence of Learning App Inventor Programming of LT Collaborative Learning based on Children's Motivation (LT 협동학습 기반의 앱 인벤터 프로그래밍 교육이 초등학생들의 학습 동기에 미치는 영향)

  • Jeon, SeongKyun;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.1-9
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    • 2015
  • Excessive cognitive burdens caused by learning grammar should be reduced to cultivate high-level thinking skills in students through programing education. To this end, various educational programing languages have been developed. In recent years, block-based App Inventor that can used in real life have been introduced. This study intends to suggest an educational environment in which programing can be utilized as a leading problem solving tool by designing and producing an app that can be easily used by students in their real life. In particular, given the developmental phase of elementary school students, specific operational activities are important. For this reason, an App Inventor that can be proposed to enable dynamic interactions with the real world based on various smartphone sensors during the process of programing has significance as an educational programing language for elementary school students. In this regard, this study designed App Inventor programing education for elementary school students, which can be used in their daily life. The results of applying the education in fifth graders showed its positive effects on learning programing. LT collaborative learning where the students cooperated with each other, the theme of learning, which enables the utilization of various smartphone sensors in real life, and the app inventor may have generated and sustained the students' interest and attention.

A Study on the Proposal of the Customized Package through the Priority Analysis of Agricultural Environment Conservation Practices (농업환경보전 실천기술 우선순위 분석을 통한 맞춤형 실천기술 패키지 제안 연구)

  • Son, Min-Hui;Lee, Seul-Bi;Lee, Kyun-Sik;Kim, Tae-Young
    • Journal of agriculture & life science
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    • v.53 no.5
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    • pp.153-165
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    • 2019
  • This paper analyzes the priorities of introducing agricultural environmental conservation practices for the successful introduction of agricultural environmental conservation programs and promotes customized agricultural environment conservation practices packages suitable for the local environment. Agricultural environmental conservation practice consists of three fields: soil, water, and air, nine sub-fields, and 30 practice skills. Using the advantages of AHP and BWS appropriately for priority analysis, three areas and nine sub-fields are measured using AHP techniques, and the practical activities of each fields are measured by priorities using BWS techniques to enhance the differentiation and completeness of research. In addition, the criteria for evaluating priorities of practical activities used 'Environmental effectiveness' and 'Technical feasibility'. As a result of the priority evaluation, the 'Soil testing and reduction of fertilizer and livestock manure application' activities were evaluated as having the highest priority. Based on the results of the priorities for these practical activities, examples of customized practical activity packages by farming type and environmental conditions were presented.

A Study on Companion People Experiencing Companion Culture During Their Pet's Life (반려동물 생애 동안 반려문화를 경험하는 반려인에 관한 연구)

  • ji-Eon Park;Jeong-Min Ko
    • Science of Emotion and Sensibility
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    • v.27 no.2
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    • pp.37-48
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    • 2024
  • The purpose of this study was to investigate how companion people who raise companion animals experience companion culture from this adoption throughout their lives. So far, studies have focused on viewing pets as pets or for their utility or looking at the positive emotions that companion animals provide to humans. Accordingly, this study attempted to investigate the overall culture that companion animals and their family consistently experience together throughout the animal's life. Using Giorgi's phenomenological research method, in-depth interviews were conducted with 10 people with experience of raising companion animals. Six categories and 23 subcategories were found. The results are as follows. First, companion people who adopted pets for various reasons tried to improve their pets' social skills, took an interest in their nutrition, and experienced visits to pet culture spaces. Second, at the same time, they had a communal experience of raising a pet by using the SNS function, and they were able to study in depth by sharing the pet's diet. Third, with attention to social phenomena, they carried out large-scale protest activities aimed at relevant organizations when animals were placed in poor environments, and when the animals were transferred to shelters, etc., they did not give up their attention and continued to provide help such as follow-up donations and showed a sense of responsibility. Through this study, we were able to understand structurally the experiences of companion people who experience companion culture throughout their pet's life. It was concluded that it is necessary to improve related systems and laws, cultivate personal order and consciousness, and increase elements of companion culture in life overall.

An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

Activity-Based Costing and Management Applied to Occupational and Environmental Health (산업보건 및 환경분야에 대한 활동기준원가계산 및 관리의 응용)

  • Park, Doo Yong;Brandt, Michael T.;Levine, Steven P.;Paik, Nam Won
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.6 no.1
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    • pp.144-155
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    • 1996
  • During the 1990s the workplace has grown more complex and business competition has increased world-wide. All organizations, whether for-profit or non-profit have been forced to respond to market changes. More advanced information and technology, greater product diversity, shorter product life cycles, increased quality requirements, more regulation oversight, decreasing productivity, more competitors, and increasing overhead costs have motivated organizations to focus on ways to deliver products cheaper, better, and faster. Many organizations are searching for ways to reduce costs through downsizing, reengineering business processes, implementing quality management, outsourcing, and improving cost management. Support departments that provide services internal to an organization such as human resources, legal, and environmental, safety, and health (ES&H) are often the first organization targeted for cost reduction and cost control initiatives because these functions are part of a rapidly increasing overhead cost. Recently, ES&H functions are incresingly being integrated into the business of business to contribute value to organization beyond mere compliance with ES&H regulations. The discussions and development of the ISO compatible Environmental Management Standards or Occupational Safety and Health Management Standards is another impetus to integrate ES&H function into the business of business. Thus, ES&H professional need new skills to analyze the cost of their function and communicate the value of the products and services they provide. In recent years, the need for and the importance developing cost management and business skills by ES&H professionals have been emphasized in the literature. Communicating with decision makers in terms of cost and value to the organization, and by using business language and business arguments is the first step toward effectively integrating ES&H activities into the business of business. Activity-based costing (ABC) is a cost management method that measures the cost of a product or service based on the actual use of resources by activities, and based on the actual amount of activities used to produce a product or service. ABC is recommended as a tool for managers of ES&H organizations to determine the cost of developing and providing ES&H products within a for-profit firm or non-profit agency. This paper discusses the trend of integration of ES&H functions into the mainstream of business activities within an organization. The general principles of treditional cost accounting are presented as a bases for understandging why and how ABC will provide more accurate estimates of cost. The principles and concepts of ABS are presented as a tool for determining more accurately the true cost of ES&H products and services.

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Assessing the skills of CMIP5 GCMs in reproducing spatial climatology of precipitation over the coastal area in East Asia (CMIP5 GCM의 동아시아 해안지역에 대한 공간적 강우특성 재현성 평가)

  • Hwang, Syewoon;Cho, Jeapil;Yoon, Kwang Sik
    • Journal of Korea Water Resources Association
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    • v.51 no.8
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    • pp.629-642
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    • 2018
  • Future variability of the spatial patterns of rainfall events is the point of water-related risks and impacts of climate change. Recent related researches are mostly conducted based on the outcomes from General Circulation Models (GCMs), especially Coupled Model Intercomparison Project, phase 5 (CMIP5) GCMs which are the most advanced version of climate modeling system. GCM data have been widely used for various studies as the data utility keep getting improved. Meanwhile the model performances especially for raw GCM outputs are rarely evaluated prior to the applications although the process would essential for reasonable use of model forecasts. This study attempt to quantitatively evaluate the skills of 29 CMIP5 GCMs in reproducing spatial climatologies of precipitation in East Asia. We used 3 different gridded observational data as the references available over the study area and calculated correlation and errors of spatial patterns simulated by GCMs. As a result, the study presented diversity of the GCM evaluation in the performance, rank, or accuracy by different configurations, such as target area, evaluation method, and observation data. Yet, we found that Hadley-centre affiliated models comparatively performs better for the meso-scale area in East Asia and MPI_ESM_MR and CMCC family showed better performance specifically for the korean peninsula. We expect that the results and thoughts of this study would be considered in screening suitable GCMs for specific area, and finally contribute to extensive utilization of the results from climate change related researches.

A Comparison Between the Perceptions of Elementary Gifted Child and Science Teacher about the Good Science Class (좋은 과학 영재 수업에 대한 학생과 교사의 생각 비교)

  • Yang, Ilho;Choi, Hyun;Lim, Sungman
    • Journal of The Korean Association For Science Education
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    • v.34 no.1
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    • pp.10-20
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    • 2014
  • This study compares the perceptions of elementary gifted child and science teacher in a science class for the gifted. In order to explore the research problem, students and teachers answered a written semi-structured questionnaire and participated in interviews regarding the gifted science class. The data was collected and analyzed. Science teachers recognized the characteristics of a good science class, especially in terms of educational content and teaching methodology. First, they suggested promoting inquiry skills, presenting a challenging task in atypical topic selection, student-centered curriculum, and controlling the pace of learning to recognize individual differences. Second, in terms of the science class skills and attitudes category, teachers recommended raising mutual satisfaction through vigorous interaction within a permissible atmosphere. Finally, science teachers need to strive for continued professional growth. Gifted children, meanwhile, want to investigate a wide range of topics without time constraints. Additionally, they may have to explore challenging topics further. They prefer to act like scientists in that they enjoy group activities, communication and cooperation. In particular, they want to be evaluated by others in a totally embedded assessment. Gifted children also expect teachers to understand the life circumstances and needs of the students. In addition, they asked for teachers to respect individual experiments and to show them how to safely use new equipment or research methods. As a result, gifted children and science teachers have to recognize the differences of opinion concerning a good science class for the gifted. This study can help formulate strategies to establish quality management of materials in gifted science classes.

The Use of Analogy in Teaching and Learning Geography (효과적인 지리 교수.학습을 위한 유추의 이해와 활용)

  • Lee, Jong-Won;Harm, Kyung-Rim
    • Journal of the Korean Geographical Society
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    • v.46 no.4
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    • pp.534-553
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    • 2011
  • Analogical thinking is a problem-solving strategy to use a familiar problem (or base analog) to solve a novel problem of the same type (the target problem). The purpose of this study is to provide new insight into geography teaching and learning by connecting cognitive science research on analogical thinking with issues of geography education and suggest that teaching with analogies can be a productive instructional strategy for geography. In this study, using the various examples of analogical thinking used in geography we defined analogical thinking, addressed the theoretical models on analogical transfer, and discussed conditions that make an effective analogical transfer. The major research findings include the following: a) the spatial analogy, indicating skills to find places that may be far apart but have similar locations, and therefore have other similar conditions and/or connections, can provide a useful way to design contents for place learning; b) representational transfer, specifying a common representation for two problems, can play a key role in solving geographic problems requiring data visualization and spatialization processes; and c) either asking learners to compare/analyze similar examples sharing common structure or providing them examples bridging the gap between concrete, real-life phenomena and the ideas and models can contribute to learning in geographic concepts and skills. The spatial analogy requiring both geographic content knowledge and visual/spatial thinking has the potential to become a content-specific problem-solving strategy. We ended with recommendations for future research on analogy that is important in geography education.

Effect of Sensory Integration Group Therapy on Sensory Processing, Peer Interaction and Task Performance of Children With Intellectual Disabilities (그룹감각통합치료가 지적장애아동의 감각처리와 또래상호작용, 과제수행에 미치는 영향)

  • Choi, Ji-Hyon;Kim, Hee;Lee, Jae-Shin;Yoo, Doo-Han
    • Korean Journal of Occupational Therapy
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    • v.26 no.4
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    • pp.111-125
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    • 2018
  • Objective : This study was designed to determine the effects of sensory integration group therapy with regard to the sensory processing, peer interactions, and task performance, and whether they continue. Methods : Twelve children aged 7 to 13 years enrolled in this study for 60 minutes per session, three times a week for 8 weeks. Sensory integration group therapy consisted of a total of 24 activities that included sensory processing, play skills, and interaction with peers. Short Sensory Profile was used to select subjects. In order to measure the outcome, we used the Short Sensory Profile, Penn Interactive Peer Play Scale and Canadian Occupational Performance Measure at pre, post, and follow-up evaluations. The results were analyzed by means of repeated measures analysis, and the pre-test, post-test, and follow-up tests were compared using the Wilcoxon matched-pair signed rank test. Results : After sensory integration group therapy, sensory processing, peer interaction, and task performance significantly improved(p<.05). In addition, we confirmed that the effects of treatment were maintained in the 4 weeks follow-up test. Conclusion : Sensory integration group therapy is an effective way of mediating effects not only by improving sensory processing skills, but also by providing imitation and training in groups for children in need of peer interaction and linking them to daily life.

The Effect of the Physical Computing Convergence Class Using Novel Engineering on the Learning Flow and the Creative Problem Solving Ability of Elementary School Students (노벨엔지니어링을 활용한 피지컬 컴퓨팅 융합수업이 초등학생의 학습몰입도와 창의적 문제해결력에 미치는 영향)

  • Yang, Hyunmo;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.557-569
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    • 2021
  • In preparation for the future society, the educational curriculum is changing according to the trend of the times, and with the advent of the era of the 4th Industrial Revolution, the purpose of the new 2015 revised curriculum was suggested to foster the convergence creativity of students. The purpose of software education is to promote creativity and further develop problem-solving skills in connection with real life. In addition, flow in learning leads to outstanding educational achievement. However, in elementary school computer education, there is still a lack of development of a convergence class model for students to easily immerse themselves and promote creative problem-solving skills. Therefore, in this study, we designed convergence computer education using Novel Engineering, which is a convergence class model suitable for these educational conditions and applied it to classes. Further, to measure the effect on the improvement of learning flow and creative problem-solving ability. the Novel Engineering-based computer class was applied to the experimental group for 6th graders, and the general computer class was applied to the control group. As a result of the pre-post test between groups, it was found that computer classes using Novel Engineering had a positive effect on learning flow and creative problem-solving ability.