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A Study on How Reading Comic Books Affects Creativity (만화 읽기가 창의력 향상에 미치는 연구)

  • Jang, Jin-Young;Park, Hye-Ri
    • Cartoon and Animation Studies
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    • s.36
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    • pp.437-467
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    • 2014
  • This study is intended to reveal reading comic books helps improve creativity. Though the long-lasting negative recognition towards comic books has positively changed these days, we need a ground upon which the social recognition needs improvement in that children's comic books have been used as a learning tool. Its introduction points out that there has been shortage of empirical researches on comic book reading, and as one of the empirical research methods, presents a method of comparative analysis on comic book reading, school study, and creativity tests via survey. The theoretical background in the 2nd chapter, first, puts emphasis on the significance of the creativity theory among all the other theories related to creativity, which focuses on problem-solving capacity. Second, it theoretically reviews the meaning which 'fun' and 'interest' have in development of creativity in the context of developmental process of the modern educational theories. Third, it empathizes that traits of reading comic books start off with 'fun' and 'interest', that awareness of reality gets expanded via the process of characters making their way through a strange world with empathy and absorption, and that comic book reading has to do with creativity. Fourth, it presents a model questionnaire with which to study relationship between comic books and creativity in an empirical way. The analysis on the survey outcome in the 3rd chapter shows, first, that smart students read many comic books, not to mention that studying helps improve creativity, which indicates above all, comic book reading and improvement of creativity are not negatively related, but are mutually complementary. Second, that creativity enhanced by reading comic books is higher than that enhanced by studying, which may mean comic book reading is more effective than studying in developing creativity. It has drawn a conclusion based upon these results, that reading comic books bears positive efficacy on both studying and developing creativity. Standing on this conclusion, it proposes it necessary to develop methods by grades of educating how to read comic books and to provide a recommended list of comic books to read.

Emotional Characteristics in MBTI Personality Type and MMPI-A Scale of Science Gifted (한국과학영재학생의 MBTI 성격유형과 MMPI-A 척도에서 나타난 정서적 특징)

  • Kwag, Mi-Yong;Park, Hoo-Hwi;Kim, Eel;Cheon, Seong-Moon;Sang, Wook
    • Journal of Gifted/Talented Education
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    • v.20 no.3
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    • pp.767-788
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    • 2010
  • The purpose of this study was to examine emotional characteristics and to provide information about the special needs of counselling of science gifted in Korea. The subjects were 143 science gifted high school students in Busan that had been tested MBTI and MMPI-A. The distribution map of MBTI type was examined and Pearson's correlation, one-way ANOVA, multiple regression analysis were used to analyse the relation between MBTI and MMPI-A through SPSS 17.0 program. The results showed as follows: first, ENTP, INTP, ISTJ personality types and NT temperament type were the most frequently from the distribution map of MBTI type. Second, F1, F2, F, Hs, D, Pt, Sc and Si scales of MMPI-A were positively related to I preference of MBTI and K and Ma scales of MMPI-A were significantly related to E preference of MBTI from Pearson's correlation. Third, The score of IN group was significantly more high in F1, Hs, D, SC and Si scales of MMPI-A than other group in the relation between two combination preferences of MBTI and scale of MMPI-A. The following results were same; IS group in D, Si scales, EN group in Ma scale, IT group in Hs, D, Pt and S scales, IF group in VRIN, D and Si scales, ET in Ma scale, IJ group in D and Si, IP group in F1, F, Hs, D, Hy, Pt, Sc and Si scales, EJ and EP groups in Ma scale. Finally, I preference of MBTI by F1, F2, F, Hs, D, Pt, Sc and Si scales of MMPI-A, E preference of MBTI by Ma scale of MMPI-A, F preference of MBTI by K scale of MMPI-A and P preference of MBTI by Hy scale of MMPI-A were significantly predicted from multiple regression analysis. Limitations of the current study and the suggestions for further research were offered.

Dietary maximum exposure assessment of vitamins and minerals from various sources in Korean adolescents (한국 청소년의 다양한 급원을 통한 비타민과 무기질 최대섭취량 평가)

  • Han, Ji Hye;Lee, Hyun Sook;Kim, Sun Hyo
    • Journal of Nutrition and Health
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    • v.46 no.5
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    • pp.447-460
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    • 2013
  • Dietary supplement use is prevalent and represents an important source of nutrition. This study was conducted in order to assess the dietary maximum exposure of vitamins and minerals from various sources including regular diet, vitamin mineral supplements for non-prescription drug (VMS-NPD), vitamin mineral supplements for health functional foods (VMS-HFF), and fortified foods (FF). A total of 1,407 adolescent boys and girls attending middle or high schools were chosen from various cities and rural communities in Korea. Users of vitamin and mineral supplements (n = 60, 15-18 years of age) were chosen from the above 1,407 students. Intake of vitamins and minerals from a regular diet and FF was assessed by both food record method and direct interview for three days of two weekdays and one weekend, and those from VMS-NPD and VMS-HFF were assessed by both questionnaire and direct interview, and compared with the recommended nutrient intake (RNI) and the tolerable upper intake level (UL) for Korean adolescents. Daily average exposure range of vitamins and minerals from a regular diet was 0.3 to 4.4 times of the RNI. Some subjects had an excessive exposure to the UL in the following areas: from regular diets, vitamin A (1.7%) and niacin (5.0%); from only VMS-NPD, vitamin C (9.1%) and iron (5.6%); and from only VMS-HFF, niacin (8.6%) > vitamin $B_6$ (7.5%) > folic acid (2.9%) > vitamin C (2.3%). Nutrients of daily total intake from regular diet, VMS-NPD, VMS-HFF, and FF higher than the UL included nicotinic acid for 33.3% of subjects, and, then, in order, vitamin C (26.6%) > vitamin A (13.3%), iron (13.3%) > zinc (11.7%) > calcium (5.0%) > vitamin E (1.7%), vitamin $B_6$ (1.7%). Thus, findings of this study showed that subjects may potentially be at risk due to overuse of supplements, even though most of them took enough vitamins and minerals from their regular diet. Therefore, we should encourage adolescents to have sound health care habits through systematic and educational aspects.

A Study of Dietary Intake and Vitamin/Mineral Supplement Usage among Adolescents (청소년의 식이섭취와 비타민.무기질 보충제 복용에 관한 연구)

  • 박은숙
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.24 no.1
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    • pp.30-40
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    • 1995
  • The relationship between dietary intake and vitamin/mineral supplement usage was examined in 706 adolescent girls who were high school students. 43.8% of subjects used vitamin/mineral supplements during one year. The higher the family income and parents education level, the higher percentage of vitamin/mineral supplement usage was. But there was no significant difference between grades and scores. And vitamin/mineral supplement usage was higher int he thin and obese groups than the average weight groups. Nutrition knowledge and food habit did not affect vitamin/mineral supplement usage. Calorie intakes of vitamin/mineral supplement users and nonusers were similar. However, independent of the supplements, the diets of supplement nonusers contained significantly more dietary protein, vitamin A, vitamin $B_2$, niacin, vitamin C, and calcium than the diets of the users. A considerable portion of both the users and nonusers had dietary intakes of less than 2/3 of the Recommended Dietary Allowances for vitamin $B_1$, vitamin $B_2$, niacin, calcium, and iron. Vitamin/mineral supplement nonusers generally consumed a more vitamin, mineral from diet. Reasons for taking supplements were to take energy, advice and illness.

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A Definition of an Employee under the Trade Union Act in Japan (일본 노동조합법상의 근로자 개념 - 최고재판소 판례법리를 중심으로 -)

  • Song, Kang-Jik
    • Journal of Legislation Research
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    • no.41
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    • pp.337-366
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    • 2011
  • In this article, I intend to analyze the definition of an employee under the Trade Union Act in Japan. Recently, the Supreme Court of Japan held that not only opera singer but also customer engineer is an employee under the Act. Conclusions are as follows:First, it is noteworthy that the Supreme Court reaffirmed the principle of all circumstances established by CBC case. The case focused on deciding that who is an employee under the Act. Notwithstanding this holding of the Supreme Court, district courts and courts of appeals, in deciding this kind of question, have emphasized especially on the side of a legal right and obligation on a contract between an employer and a potential employee. Therefore an independent contractor has not been generally recognized as an employee under the Act. However, even though he or she was, as an independent contractor in name, offering its work to his or her putative employer, the Supreme Court applied the principle of all circumstances to both cases and held in favor on the workers on April, in 2011. Second, the Supreme Court failed to make a general legal principle for deciding that who is an employee under the Act. According to the above holdings of the Supreme Court, nobody can anticipate wether he or she is an employee or not in a concrete case. Finally, the Supreme Court did not also make its opinion clearly about the relations between an employee of the Section 3 of the Act and an employee whom an employer employs under the Section 7(2) of the Act. In conclusion, it can be said that the Supreme Court has narrowly and strictly interpreted an employee of the Section 3. That is to say, only where an employee is recognized as an employee of the Section 7(2), the employee will be also an employee of the Section 3. In Japan, however, the majority interprets that an employee by the Section 3 should be distinguished from the employee whom an employer employs by the Section 7(2). Consequently, according to the majority opinions, unemployed persons, students and citizens will be also included in the definition of an employee by the Section 3.

Development of Neuropsychological Model for Spatial Ability and Application to Light & Shadow Problem Solving Process (공간능력에 대한 신경과학적 모델 개발 및 빛과 그림자 문제 해결 과정에의 적용)

  • Shin, Jung-Yun;Yang, Il-Ho;Park, Sang-woo
    • Journal of The Korean Association For Science Education
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    • v.41 no.5
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    • pp.371-390
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    • 2021
  • The purpose of this study is to develop a neuropsychological model for the spatial ability factor and to divide the brain active area involved in the light & shadow problem solving process into the domain-general ability and the domain-specific ability based on the neuropsychological model. Twenty-four male college students participated in the study to measure the synchronized eye movement and electroencephalograms (EEG) while they performed the spatial ability test and the light & shadow tasks. Neuropsychological model for the spatial ability factor and light & shadow problem solving process was developed by integrating the measurements of the participants' eye movements, brain activity areas, and the interview findings regarding their thoughts and strategies. The results of this study are as follows; first, the spatial visualization and mental rotation factors mainly required activation of the parietal lobe, and the spatial orientation factor required activation of the frontal lobe. Second, in the light & shadow problem solving process, participants use both their spatial ability as a domain-general thought, and the application of scientific principles as a domain-specific thought. The brain activity patterns resulting from a participants' inferring the shadow by parallel light source and inferring the shadow when the direction of the light changed were similar to the neuropsychological model for the spatial visualization factor. The brain activity pattern from inferring an object from its shadow by light from multiple directions was similar to the neuropsychological model for the spatial orientation factor. The brain activity pattern from inferring a shadow with a point source of light was similar to the neuropsychological model for the spatial visualization factor. In addition, when solving the light & shadow tasks, the brain's middle temporal gyrus, precentral gyrus, inferior frontal gyrus, middle frontal gyrus were additionally activated, which are responsible for deductive reasoning, working memory, and planning for action.

A study on 'audience participation' of contemporary theatre in 'Sleep No More" of Punchdrunk (동시대 공연에 나타나는 '관객 참여'방식 연구 - 런던 펀치드렁크(Punchdrunk)극단의 를 중심으로)

  • Jeon, Yunkyung
    • (The) Research of the performance art and culture
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    • no.32
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    • pp.651-700
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    • 2016
  • The keyword of contemporary art in 21st is audience participation. London has emphasized the importance of audience participation since 2000. The National Theater of London is trying a new method, which is live performance to search new audiences. Also, they are trying to cross the boundaries between 'stage' and 'spectator'. This leads the other theaters to search new audiences and try new genre of performance. Therefore, they establish a new form of performance, which is that audience actively moves and find a new story in a theater. For example, "environmental theater" is the one. This theater escapes from the traditional stage, but it is based on "site-specific performance." Lots of new forms of theater have emerged. In this study, I focused on one of these new forms of theater, which is "Punchdrunk." "Punchdrunk" was founded by few students graduated from London University's Laban Center in 1999. They started at an empty stage in small school with only three audiences. 7 years after, it became one of major theaters in London. 10 years after, it showed their performances in the United state. Since then, their performances in New York have never been stopped. More strikingly, for last decades, this theater has been always full. In this study, I reasoned that the key of "Punchdrunk" success is audience participation. Therefore, I investigated the features of Punchdrunk theater and how they engage their audience in this performance. In this study, I focused on one of their performances, . Also, I categorized the audiences in three different ways: narrative visitor, walking visitor, and engaging visitor with mask. Three-part transition of Disney Theme Park from Louis Marin was applied to study "narrative visitor." For "walking visitor", Normadism from Gilles Deleuze was applied. For "engaging visitor with mask", Voyeurism was applied.

Exploring the Possibilities of Character Education in Various Interaction-based Mentor Program: Focusing on "Becoming a Science Teacher" Activity (다양한 상호작용 기반의 멘토멘티 프로그램에서 나타난 인성 교육 가능성 탐색 -"과학 선생님 되어보기" 활동을 중심으로-)

  • Kim, Sunhee;Shin, Donghee
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.13-33
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    • 2019
  • The purpose of this study is to clarify the possibility of the character education and the concrete implementation process in the field of science education in accordance with the social demand for character education. Based on this purpose, the researchers tried to understand the specific character elements appearing in various science learning situations and to understand the qualities of each specific character elements that can be emphasized through science learning and the aspect of expression process in related learning situations. The researchers selected 11 students from the 7th and 8th graders in Seoul and developed and applied the 'Become a Science Teacher' mentor program in 2014 and 2015. Data collection was conducted through class recordings, mentor teachers' and assistant teacher's journal, artifacts, student journals, student portfolios, class listeners' essays for science class and analyzed qualitative data collected through constant comparison method. According to the result, we extracted 11 character elements and reorganized them into 16 specific character elements revealed in various learning situations based on the relationship between each character elements. The results of the study are eight specific character elements that can be emphasized through science learning and related learning situations. The eight specific character elements are 'responsibility for teaching behavior due to hierarchy of scientific knowledge structure, communication for forming scientific concept, empathic concern based on science learning experience, cooperation for promoting rationality of inquiry method, positive perception of scientific endeavor, respect for scientists' attitudes toward research, confidence in future scientific research, persistence in trial and error'. Based on the results of this study, we proposed the research methods of character in the field of science education in the future.

Development of Data-Driven Science Inquiry Model and Strategy for Cultivating Knowledge-Information-Processing Competency (지식정보처리역량 함양을 위한 데이터 기반 과학탐구 모형 개발)

  • Son, Mihyun;Jeong, Daehong
    • Journal of The Korean Association For Science Education
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    • v.40 no.6
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    • pp.657-670
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    • 2020
  • The knowledge-information-processing competency is the most essential competency in a knowledge-information-based society and is the most fundamental competency in the new problem-solving ability. Data-driven science inquiry, which emphasizes how to find and solve problems using vast amounts of data and information, is a way to cultivate the problem-solving ability in a knowledge-information-based society. Therefore, this study aims to develop a teaching-learning model and strategy for data-driven science inquiry and to verify the validity of the model in terms of knowledge information processing competency. This study is developmental research. Based on literature, the initial model and strategy were developed, and the final model and teaching strategy were completed by securing external validity through on-site application and internal validity through expert advice. The development principle of the inquiry model is the literature study on science inquiry, data science, and a statistical problem-solving model based on resource-based learning theory, which is known to be effective for the knowledge-information-processing competency and critical thinking. This model is titled "Exploratory Scientific Data Analysis" The model consisted of selecting tools, collecting and analyzing data, finding problems and exploring problems. The teaching strategy is composed of seven principles necessary for each stage of the model, and is divided into instructional strategies and guidelines for environment composition. The development of the ESDA inquiry model and teaching strategy is not easy to generalize to the whole school level because the sample was not large, and research was qualitative. While this study has a limitation that a quantitative study over large number of students could not be carried out, it has significance that practical model and strategy was developed by approaching the knowledge-information-processing competency with respect of science inquiry.

The Relationship between Using Both Hands Keyboard Input and Hand Function Among the Lifestyles of University Student (대학생의 라이프스타일 중 양손사용 스마트폰 자판 입력과 손 기능과의 관계)

  • Bae, Seong-Hwan;Kang, Woo-Jin;Kim, Na-Yeong;Kim, Ji-Hyeon;Jo, June-Hyeok;Baek, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.221-228
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    • 2021
  • This study aims to provide basic data for developing hand functional training programs using a keyboard to see if there is a relationship between the smart keyboard input speed using both hands, the Dexterity of the hand and the eye-hand coordination ability. The smartphone keyboard input speed, Purdue Pegboard, Grooved Pegboard Test, and Korean-Developmental-Test of Visual Perception-Adolescent were evaluated for 40 university students Province. An independent sample t-test and one-way ANOVA were conducted to identify differences in smartphone keyboard input speed, dexterity, eye-hand coordination ability and visual-motion using both hands according to the general characteristics of the subjects. Pearson correlation was also conducted to find out the relationship between hand-used smartphone keyboard input speed, hand dexterity, eye-hand coordination ability and visual-motor. As a result, the smartphone keyboard input speed using both hands showed a correlation with the dominant hand in the Purdue Pegboard Test (r=-.313, p<.05). In addition, the input speed of the smartphone keyboard is Copying(r=-.333, p<.05), Visual Motor Search(r=.455, p<.01), Visual Motor speed(r=-.453, p<.01) and Form Constancy (r=-.341, p<.05) in the item of K-DTVP-A. Therefore, it is believed that it will be helpful in the development of a treatment program using a smartphone, and it is expected that the effectiveness of a treatment program using a smartphone will be proven through additional experimental studies in the future.