• Title/Summary/Keyword: Understanding Culture

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Teaching American Culture to Improve English Skills (영어 학습 능력 향상을 위한 문화지도)

  • Khang, Yong-Koo;Kim, Jong-Seon
    • English Language & Literature Teaching
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    • v.9 no.2
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    • pp.71-90
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    • 2003
  • The purpose of this study was to analyze the improvement of students' interest and general proficiency of English through cultural understanding. To achieve this purpose, two classes of the 2nd grade in the informational high school were divided into the experimental class and the control class. The Grammar-Translation Method was used for the control class and a cultural learning - compare and contrast Korean culture and American culture - was taken for the experimental. After various cultural differences were studied, surveys of students' attitude and reading and listening test were taken. The results from this study were as follows: Firstly, students' interest in English was improved through learning the American culture that was related to the content of each lesson. Secondly, English reading and communicative skills were improved by learning about cultural aspects. Therefore, it can be said that teaching culture stimulates students' interest and motivation for learning English and helps students retain such affective attitudes. And English communicative skills were improved as well.

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Traditional American values and American culture in English education (영어교육에서의 전통적 가치관과 미국문화)

  • Choe, Sook-Hee
    • English Language & Literature Teaching
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    • v.13 no.1
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    • pp.261-282
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    • 2007
  • The purpose of this study is to investigate American traditional values and American culture in English education. The understanding of American culture in English education requires the analysis of world changes in the global age. The history of American English, the formation of American society, and the background of natural environment are described in relation to the traditional American values of the earliest settlers, such as multi-culture, individual freedom, frontier heritage in the West, equality of opportunity and wealth and material abundance. Hence the case studies of students' project presentations on the American culture in English education exemplify the reflection of American traditional values in the current American life and society. It is concluded that project-based method with regard to cultural studies in English education reveals very positive learning effects by driving students' interests and active participation through the student-centered, creative, and cooperative project presentations.

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On the Mythic Qualities of Television Culture

  • Whang, In-Sung
    • International Journal of Contents
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    • v.5 no.2
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    • pp.38-42
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    • 2009
  • The purpose of this study is to discuss the mythic qualities of television culture. The basic assumption for the study is that to enrich our understanding of television culture in terms of its mythic qualities will be helpful to those who are interested in the production and the studies of television contents in developing their creative ideas. The study discusses the theoretical conceptions of myth and ritual and their applicability to the study of television culture from the multi-disciplinary perspective. So, it deals with significant theoretical works by a number of great contemporary social or cultural thinkers including Carey, Cassirer, Durkheim, van Gennep, Turner, and Eliade. After all, the result of the study identifies three key features of mythic qualities of television culture including 'commonsensicalness,' 'emotionalness,' and 'mediatorialness.'

Science Communication as a Practice of Science Culture (과학커뮤니케이션: 과학문화의 실행(Practice))

  • Cho, Sook-Kyoung
    • Journal of Science and Technology Studies
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    • v.7 no.1
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    • pp.151-175
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    • 2007
  • What are the differences between science communication and science culture? This paper discusses the relationship between 'science communication' and 'science culture', with a consideration of recent activities and endeavours aiming public's understanding of science. For this, it starts with the outcomes and significance of the 9th International Conference on Public Communication of Science and Technology(PCST-9), with a theme of "Scientific Culture for Global Citizenship", held in Seoul May, 2006. Then, it discusses 'Public Understanding of Science(PUS)' to which the PCST network movement is linked, in comparison with 'Popularization of Science(PS)' and 'Science and Society(S&S)'. While PS was one directional movement conveying scientific knowledge to the public, PUS appeared from 1980s was an intentional effort for activating science communication through mass media. Whereas, a recent S&S movement emphasizes dialogue between science and society. And it then introduces theoretical as well as functional definitions of 'science culture' particulary in Korean and explains how the concept of science communication has considerably expanded since 2002. From this, it is finally argued that science communication needs be redefined as a practice of science culture.

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Relationship between R&E Activities and Mathematics and Science Academic Achievement of Science High School Students

  • Dong-Seon Shin
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.34-42
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    • 2024
  • This study investigated the academic achievement of science and high school students according to the characteristics of R&E activities in mathematics and science. In addition, based on the survey results, the correlation between R&E activity characteristics and mathematics and science academic achievement was studied through correlation analysis and factor analysis between subjects. There was a difference in academic achievement in mathematics and science according to the characteristics of the R&E activity area, and the experience of R&E activity was found to be closely related to the academic achievement of related subjects. Depending on the area of R&E activity, mathematical and scientific academic achievement was found to be two factors: mathematical logic and natural understanding. Natural understanding factors significantly influenced students' academic achievement in mathematics, physics, and life sciences, and mathematical logic factors significantly influenced the academic achievement of students in chemistry and earth science subjects. In particular, mathematical logic ability was concentrated in excellent physics class students, and natural understanding ability was concentrated in excellent life science class students. Since the characteristics of the R & E activity area greatly influence the academic achievement of mathematics and science, it will significantly contribute to the selection and operation of the R & E activity area of science high school students.

Effects of Multicultural understanding subject on the Empathy and Multicultural Attitude of Nursing Student (간호대학생의 다문화이해 교과목이 공감능력과 다문화태도에 미치는 효과)

  • Hwang, Hyw-Young;Chyn, Yeol-Eo;Hur, Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.1
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    • pp.106-115
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    • 2015
  • This study examined the effectiveness according to multicultural attitude and emphatic ability of nursing students learning the multi-culture-understanding subject. A 13-week program aimed at understanding multi-cultural aspects was given to 110 freshmen, who were taking the subject and agreed to participate in the research. Analysis by a paired t-test using ANOVA of SPSS 18.0 and posteriori tests by Scheffe were performed. Through this subject, the nursing students showed improved attitude and emphatic ability. The increase in emphatic ability showed a slight difference according to age (lower) and the existence of foreign friends, while the attitude had small distinction in areas, such as activeness and openness. The multi-culture-understanding subject has a positive effect in attitude and emphatic ability. In the future, there must be verification and qualification of the program because it improves the multicultural capability.

English teachers' perception of teaching English culture (영미문화 교육에 대한 교사의 인식 연구)

  • Han, Ho;Kim, Hyeon-Okh
    • English Language & Literature Teaching
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    • v.13 no.4
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    • pp.271-292
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    • 2007
  • The purpose of this study is to investigate what English teachers think about what and how to teach culture, as a way of helping students build relevant background knowledge and enhance their motivation in learning English. A total of 300 teachers completed a self-report questionnaire in four areas: (i) their understanding and liking of English-spoken countries, (ii) their use of materials and tools for teaching culture, (iii) their consciousness of teaching culture, and (iv) their needs for culture learning in the teacher-training program. The results show that (i) they think American culture is dominant in EFL but they are much interested in British culture; (ii) they rely on internet most for their cultural experience while they think students get much of the cultural information from textbooks; (iii) they are very much conscious of the importance of teaching culture for improving students' English proficiency; (iv) they want to learn in the teacher training program more about cultural practice, which can be subsumed under the so called 'small c'. The findings suggest that (i) textbooks need to include contents to promote students' cultural awareness and foster intercultural competence, (ii) teachers should use authentic materials with appropriate adaptation, and (iii) a teacher training program should cover a wide range of contents and skills for teaching culture.

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Sports and Culture: Exploration for the Thought of Diversity and Historical Approach

  • CHANG, Deok Seon;KIM, Hae Yu;LEE, Hyuk Jin
    • Journal of Sport and Applied Science
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    • v.4 no.4
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    • pp.7-17
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    • 2020
  • Purpose: This study started with interest in sport culture and is meaningful as an exploratory study to help with the basic understanding of sport culture research. Research design, data, and methodology: The approach of this study is the exploratory approach by literature reviews. This study carried out exploratory research on thinking about diversity of sports culture and the development process of sports culture by human history periods. Results: First, in thinking about cultural diversity, cultural absolutism and cultural relativism were identified. The characteristics of sports culture can identify universality, individuality and diffusion, and the attributes of sports culture included sharing, learning, accumulation, whole systematic relationship and change. Second, the characteristics of sports culture were identified by the approach of each historical era. The historical stages were divided into ancient civilizations, ancient Greece and Rome, middle ages and early modern period, and late modern period. Sports have historically been found to have a British-centered European origin or popularized in the United States. Conclusions: with the characteristics of modern sports culture, the globalization of sports culture, the prominence of sports industry and sports space marketing, and the symbiotic influence relationship of sports and mass media were examined and future directions were discussed.

Exploratory Study on Consumer's Hedonic Value for Retail Advertising and Marketing Plans: Based on In-depth Interview on Consumer's Shopping Experience

  • Seo, Sangho
    • International Journal of Advanced Culture Technology
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    • v.8 no.1
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    • pp.13-18
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    • 2020
  • Going shopping would be a very reasoned and well-planned activity, however, at the same time, it would not. People may go shopping just for fun and as their leisure. The motivations for going shopping and their experiences cannot be fully explained with the economic utility or the information-processing model. Thus, this study explored the hedonic aspect of the experiences of shopping as an alternative explanation to consumers' motivations of shopping and discussed retail advertising and marketing plans. An in-depth interview was conducted to obtain a better understanding about hedonic value, and it was found that hedonic value affects a consumer's shopping experience and that understanding consumers' motivations for shopping and establishing competitive advertising and marketing plans is important in drawing more consumers. Strategic implications for establishing further retail advertising and marketing plans obtained from the findings were also suggested.