• Title/Summary/Keyword: Value Focused Thinking

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Development and Effect of HTE-STEAM Program: Focused on Case Study Application for Free-Learning Semester (HTE-STEAM(융합인재교육) 프로그램 개발 및 효과 : 자유학기제 수업 활용 사례를 중심으로)

  • Kim, Yonggi;Kim, Hyoungbum;Cho, Kyu-Dohng;Han, Shin
    • Journal of the Korean Society of Earth Science Education
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    • v.11 no.3
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    • pp.224-236
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    • 2018
  • The purpose of this study was to develop a reasoning-based HTE-STEAM program for the development of the cognitive capacity of middle school students and enhancement of their STEAM literacy, and to investigate the effectiveness of this study in the school setting. The subjects of this study were the students of two middle schools located in the central region of Korea. The students participated in the HTE-STEAM program during their free-learning semesters and 202 of them were selected by random sampling method. Main findings were as follows: First, pre- and post-HTE-STEAM program has shown a significant value in statistical verification (p<.05) and the level of logical thinking ability of the research participants improved after the class compared to before the class. Second, the paired samples t-test comparing the difference between the pre and post scores of the STEAM attitude test has shown a significant value in statistical verification (p<.05), and the HTE-STEAM program has turned out to have a positive effect on the STEAM literacy of the research participants. Third, in the HTE-STEAM satisfaction scale test, the mean value of the sub-construct stood at 3.27~4.12, showing a positive overall response. Therefore, the HTE-STEAM program under the topic of earth science of 'Disaster and Safety' developed at the final stage of this study has proven to have a positive influence on the research participants in terms of the development of cognitive capacity by reasoning and collaborative learning, an important quality of communication and consideration necessary for STEAM literacy.

A Design and Effect of STEAM PBL based on the History of Mathematics (수학사를 활용한 융합적 프로젝트기반학습(STEAM PBL)의 설계 및 효과 분석)

  • Lee, Minhee;Rim, Haemee
    • School Mathematics
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    • v.15 no.1
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    • pp.159-177
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    • 2013
  • This study is a case study of STEAM education. We have developed teaching and learning materials, suggested teaching method, and analysed the result for exploring the potential and effect of STEAM. The content of this study is based on the history of mathematics. Science (S) is related to the 24 divisions of the year, the height of the sun, the movement of heavenly bodies. Technology (T) is related to the exploration with graphic calculators. Engineering (E) is related to design sundial and research on the design principles. Art (A) is related to literature review about mathematical history, the understanding of the value of the mathematics. Mathematics (M) is related to the trigonometric functions. We have considered that Project-Based Learning is proper teaching and learning for STEAM education, we have designed the STEAM PBL and analysed the results focused on the developing integrative knowledge, mathematical attitude including mathematical value, the competencies of 21 century. The result of this study is as follows. We find that STEAM education activates students' collaboration, communication skills and improves representation and critical thinking skills. Also STEAM education makes positive changes of students' mathematical attitudes including the values of the mathematics.

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Understanding Sensible Design through John Dewey's Transaction (존 듀이의 트랜스액션을 통한 감성디자인 이해)

  • Huh, Jin
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.156-163
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    • 2013
  • In the past, the enlargement of perception through media was 'information'. From now on, however, the primary objective of media is to consist not in conveying information but in sharing the values of 'emotion' and 'experience' that are perceived through information. Individual emotional becomes an issue due to the limitations of the ideology of modernism and the pervasiveness of the autonomous perception in the human thinking that started in postmodernism. If we once again talk about a function-focused, sensible approach for the sake of marketing in the current era that has impinged on the limits of mammonism, we must keep in mind that 'emotion,' presently retaken as the originary, human value and the value of new communication, may come to an end any time. Therefore, th current thesis is designed to examine John Dewey's 'transaction' as a method for figuring out the concept of emotion, the perceptional function latent in humans. Dewey's 'transaction,' which is a term that refers to the reciprocal relationships between humans and environment and the accompanying totality of perceptive process, interprets human emotion, user experience and environment as the organic, circular relationships. For such understanding, one must break out of the boundary of the past, dichotomous communication between the subject and the object to expand into the perceptional relations in a wider environment, in order to seek design methods that would help dismantle the borderline that has so far separated the developer from the user, share sensibilities, and express experiences.

A Study on the 'Zombie Narrative' in Modern Korean Novels (한국 현대 소설에 나타난 '좀비 서사'에 관한 고찰)

  • Kim, So-Ryun
    • Journal of Popular Narrative
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    • v.27 no.2
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    • pp.79-104
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    • 2021
  • The content that is actively consumed in popular culture today is definitely the 'Zombie Narrative'. 'Zombie' is soon positioned as a unique character that reveals the times in which we live in conjunction with the uniqueness of Korean society. Zombies, however, are rarely narrated in traditional Korean modern novels though science-fiction novels constructively deal with them. This paper focuses on the existence of 'zombie', which seldom appears in modern novels. The paper also aims to illuminate the literary value of the 'zombie narrative' that is explosively consumed in modern society. In the main part, I talk about the horrors of 'ignorance' appearing in the existence of zombies in relation to those of the problem concerning "unknown". As one of the crucial characteristics of the zombies, moreover, the "absence" of the "thinking" was considered in terms of "ignorance" in relation to the concept of "Banality of evil" raised by Hannah Arendt. This paper also pays attention to the possibility of a new solidarity between zombies and humans depicted in novels. This possibility can be seen as a search for solidarity between humans and zombies, beyond the solidarity between humans who survived from zombies. The paper enlightens a new relationship between a captor and a captive that dichotomous scale impossibly explains and presents a possible new story. As discussed above, as this study searches for the existence of 'zombies' that seldom appear in contemporary Korean novels, it clearly signifies the literary value of 'zombies' and further possible narratives concerning 'zombies'. Furthermore, this study appreciates the extension of the existing 'zombie narrative' researches, which has been mainly focused on films.

Innovation in the Assortment of Goods: Effects on Consumer Attitude for In-Flight Duty Free Items (기내 상품 유통에서 면세품 구색의 혁신: 운항거리와 승무원 이미지 효과)

  • Kim, Kyung-Jin
    • Journal of Distribution Science
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    • v.12 no.10
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    • pp.99-108
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    • 2014
  • Purpose - The goals of this study are the following. First, this study focused on customer satisfaction of in-flight service. Specifically, in-flight duty free items were considered because of their potential value related with the differentiated strategy of airline companies. Second, this study analyzed feasible strategies that would fence off the aversive attitudes of consumers toward innovation regarding in-flight duty free items. Third, this study strived to discover implicit routes related with the reactions of of consumers to innovation. Fourth, the construal level theory was applied to the context of in-flight service. Psychological distance is expected to promote acceptance of innovation for duty free items. Research design, data, and methodology - This study consisted of three experiments. All data were collected through the participation of university students. First, the experiment employed a 2×2 between-subject design. The first independent variable was temporal distance (long vs. short of navigation time). The second independent variable was innovativeness (innovative duty free items vs. typical items). Further, experiment 2 involved a 2×2 between-subject design. The first independent variable was social distance (typical vs. atypical stewardess image). The second was innovativeness that was based on a pattern similar to that of the prior experiment. The third experiment involved a 2×2×2 design. The first and second independent variables were temporal distance and item innovation, respectively, based on the method of experiment 1. The third independent variable was cognitive depletion (depletion vs. control condition). Results - Experiment 1 demonstrated that the innovation of duty free items would need to consider the journey time of the airline. Specifically, innovative items were preferred in case of a long journey; typical items, however, were liked in a short journey. Further, experiment 2 demonstrated that, in spite of a short journey, innovative items would be preferred if an atypical stewardess was serving. An atypical stewardess was linked with social distance, and the psychological effects would activate a creative and flexible mindset that would fit with innovative duty free items. The final experiment was accomplished for the examination of cognitive processing of psychological distance on innovation-acceptance. Specifically, if the effects were related with systematic processing, then cognitive effort would be needed. In contrast, if they were related with heuristic processing, then such efforts would not be required. The same pattern appeared under both cognitive depletion and control condition; therefore, the effects of psychological distance were implied to be heuristic processing. Conclusions - Managers need to consider the navigation time, stewardess concepts, and depletion of consumers as important factors for innovative strategy regarding in-flight service. Longer journeys are more successful for innovative trials. Further, a more atypical stewardess image is more successful for atypical service. Long navigation and unfamiliar stewardesses may activate creative and flexible thinking. Further, cognitive depletion of consumers is not a dominant factor of psychological distance effects, because the effects are not related with systematic processing, but with heuristic processing.

The Meaning and Usefulness of Simulation Method for Business Process Reengineering -Focused on the Korean Supreme Court BPR Project (1994-2003)-

  • Hong, Sung-wan;Roh, Tae-hoon;Kang, Sung-min;Lee, Jung-woo;Kang, Ga-na
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.10a
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    • pp.170-202
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    • 2001
  • Simulation is used to reduce a risk involved in the new project and decision-making in an organization and to save cost and time by forecasting different situations. The objectives of this research are to acknowledge the need of simulation through the real life sample and to encourage the use of the simulation method in the future consulting project by continuously making the necessary improvements. This research analyzed the effectiveness of the simulation based on the sample use of simulation method in 1994 and 1997 for the BPR project of certification issuance process at the Supreme Court. In order to evaluate the value of the proposed simulation model, we examined the gap, which existed between the simulation result and the operational data collected by visiting the actual sites where AROS (Automated Registry Office System: automation system developed by LG-EDS Systems) is being utilized. We also identified the causes for the existing gap. According to the analysis result, (1) the gap came from the status change of thinking that the concentration of certification issuance request has eased after the computerization, (2) the gap existed in the operational process because they failed to consider the situational factors of each registry office in the simulation model, and (3) lastly the gap came from the difficulty of formulating the mathematical model for predicting the complex and diverse behavior pattern of individuals requesting the certification issuance. In order to narrow the existing gaps, we made a proposal to improve the certification issuance process where software of certification issuance vending machine was upgraded in order to help the people to use the service conveniently, more part time workers were hared when there was a overload of certification issuance request, and the quality of the certification Issuance vending machine is improved, In this research, we examined an efficient way of resource allocation based on the simulation conducted in 1994 and 1997. By reflecting changes since the simulation of 1994 and allocating the clerk and machine based on the predicted results of the simulation, we maximized the efficiency of the certification issuance process. In conclusion, this research examined the future usability of simulation method based on the analysis result and identified the key issues to consider when using the simulation method in the future consulting project.

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A Phenomenological Study on Orphans′ Lived Experience of Their Parents (육아시설 청소년의 부모 체험 연구)

  • 이양숙
    • Journal of Korean Academy of Nursing
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    • v.30 no.2
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    • pp.452-462
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    • 2000
  • There are currently 214 orphanages in Korea which house approximately 13,873 orphans aged between 3 and 18; this accounts for about 0.12% of all children in the same age range. Some have lost their parents, but most have come after their parents divorced or broke up. This means majority of the children in Child Care Centers have parents. Traditional virtue of obedience to parents (Hyo) was regarded as one of the highest value in Korea. Also the interaction between parents and their children was regarded as basic human nature that parents look after, both physically and spiritually, their children until they become one of the matured social member. Raised without having a chance to realize their filial duty and not having been cared for by their parents, most orphans feel that they lack something in their lives when compared with friends. In the end, they live their lives longing for their parents and go through mental discord about their parents. This paper is focused on understanding orphans' experience and views on parents. I approached the issue by applying van Manen's Hermeneutic Phenomenological Approach. The interviews, along with other reference material were phenomenologically reflected to draw essential themes as follows; 1. Orphans of pre-school age hazily long for parents without having any practical image of their parents. 2. They occasionally dream meeting their parents with image that can only last in their dreams, and this continues up through middle school. 3. At the age of elementary school, they crave the image of parents as they see their friends with their parents. 4. They start to despise their parents for having abandoned them when they reach puberty. 5. Meanwhile, as their vague image of parents fade away, they attempt to give up their thoughts toward their parents. 6. Highteens start to think in terms of fate. 7. They don't long for their parents anymore as they used to, but still wishes to meet them at least once. However, they don't want to start any kind of a relationship with them. 8. They fear that they will also fail in raising families of their own, and making their children orphans too, just like their parents have. They simply don't want to follow their footsteps. 9. Thinking that they were abandoned by their parents, they are reluctant to believe other people.

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A Comparative Study of Elementary School Mathematics Textbooks between Korea and Japan - Focused on the 4th Grade - (한국과 일본의 초등학교 수학교과서 비교 연구 - 4학년을 중심으로 -)

  • Lee, Jae-Chun;Kim, Seon-Yu;Kang, Hong-Jae
    • Journal of Elementary Mathematics Education in Korea
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    • v.13 no.1
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    • pp.1-15
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    • 2009
  • This research is to provide a useful reference for the future revision of textbook by comparative analysis with the textbook in the 4th grade of elementary school in Japan. The results from this research is same as follows: First, Korean curriculum is emphasizing the reasonable problem-solving ability developed on the base of the mathematical knowledge and skill. Meantime, Japanese puts much value on the is focusing on discretion and the capability in life so that they emphasize each person's learning and raising the power of self-learning and thinking. The ratio on mathematics in both company are high, but Japanese ensures much more hours than Korean. Second, the chapter of Korean textbook is composed of 8 units and the title of the chapter is shown as key word, then the next objects are describes as 'Shall we do$\sim$' type. Hence, the chapter composition of Japanese textbook is different among the chapter and the title of the chapter is described as 'Let's do$\sim$'. Moreover, Korean textbook is arranged focusing on present study, however Japanese is composed with each independent segments in the present study subject to the study contents. Third, Japanese makes students understand the decimal as the extension of the decimal system with measuring unit($\ell$, km, kg) then, learn the operation by algorithm. In Korea, students learn fraction earlier than decimal, but, in Japan students learn decimal earlier than fraction. For the diagram, in Korea, making angle with vertex and side comes after the concept of angle, vertex and side is explained. Hence, in Japan, they show side and vertex to present angle.

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The Effect of STEAM Camp Program for Gifted High School Students on Their Creative Leader Competency and STEAM Literacy (STEAM 캠프를 통한 영재학급 고등학생의 융합인재소양과 창의적 인재 역량 변화)

  • Kim, Hak Bum;Cha, Jeongho
    • Journal of Science Education
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    • v.45 no.2
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    • pp.231-246
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    • 2021
  • The Korean Ministry of Education has emphasized the convergent ability for human resource cultivating the development of science and technology in the future. Based on this, Korean STEAM education aims to enhance students' interest and their understanding of science and technology as well as to develop students' convergence thinking and problem-solving skills. Through the camp for gifted students, students are generally introduced to produce self-directed outputs in order to solve the problem in everyday life. In this study, the author aims to find out whether the gifted high school students' creative leader competency and STEAM literacy changed after they experienced STEAM-based camp. 517 gifted students from 52 high schools in the Metropolitan city region join the camp, which is focused on generating student-centered outputs for problem-solving in daily life context. Before and after the camp, the creative leader competency and the STEAM literacy of participants were tested and compared. From the result, we found that the gifted high school students' creative leader competency and STEAM literacy improved after participating in the STEAM camp. In particular, all the sub-factors except for the social value pursuit domains in the social characteristic area of creative leader competency and the areas of creativity, respect, and communication in STEAM literacy increased. Educational implications will be discussed.

A Study of figure's episodes of in a Collection of Lee, Duck Moo's Works(ChungJangKwan Junseo) (이덕무(李德懋) 『청장관전서(靑莊館全書)』 소재 인물 일화(逸話) 연구)

  • Kim, Kyun-tae
    • Journal of Korean Classical Literature and Education
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    • no.15
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    • pp.389-419
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    • 2008
  • I already wrote a thesis about A Study of Ideologies and Stylistic Features of the Oral Narratives in a Collection of Lee, Duck Moo's Works(ChungJangKwanJunseo)" in The Classical Literature and Education Vol.11, (2006). At that time I held over a study of figure's episodes. So this essay is a series of the thesis. In this essay, I described his critical ideas about the figure's episodes of other people. I classified as the gentry's episodes and the common's episodes, and ones more classified these as the Confucian's moral episodes and the oddity's strange episodes. And I studied the narrative principles and features of narrative structure. He asked for a reasonal thinking attitude in the figure's episodes of other people. In his the gentry's episodes he indicated as a important value the constant attitude of propriety and dignity. The other hand, in his the common's episodes he thought importantly a practical act of the Confucian's moral. He showed man's equality and criticized the anti-practical attitude of the gentry group. In the oddity's strange episodes were focused on the super ability of figures in the both of groups. And then even though there are unreal or unreasonable contents in the oddity's strange episodes, he did not criticize. His such attitude was came out to take interest in unreal story like the Paesasopeum(稗史小品). The the narrative principles of his episodes are two types, one is a summary or a report type, the other is a descriptive of events type. the former was explained by narrater, the latter was described as the indirect or direct narration of the characters. In the structure of narrative in case a summary type were enumerated with the episodes, but in case a report or descriptive type of events were contrasted with characters. A story-telling way of figure's episodes borrowed from 'Jeon(傳)' or 'Yadam(野談)' genre. And a point of view in case a summary or a report type was consisted with a center of narrater, in case a descriptive of events type was consisted with a center of witness.