• 제목/요약/키워드: adventure

검색결과 175건 처리시간 0.023초

대학교육에서의 교육적 커리큘럼으로써 광야학습경험의 효과 연구 (Research on the Impacts of Wilderness Learning Experiences as an Educational Curriculum in Higher Education)

  • 이종민
    • 기독교교육논총
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    • 제69권
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    • pp.105-137
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    • 2022
  • 본 논문은 야외광야교육의 특성과 야외광야체험이 고등교육 참여자에게 미치는 영향을 연구하는 것이다. 이를 위하여 첫 번째 부분에서는 야외광야 프로그램을 구성하고 있는 핵심적인 공통 요소를 다룬다. 예를 들어 불균형 상태의 모험 또는 자기 발견, 임시공동체의 책임을 위한 소그룹 역동, 실제 상황에서 효과적인 의사결정을 내리기 위한 문제 해결 프로세스, 고독에서의 통합을 위한 솔로 시간, 지도력 스타일과 트립 지도자의 역할 등이다. 이러한 야외광야 프로그램의 다섯 가지 공통적 요소들은 참가자들이 프로그램의 성격에 따라 각자의 목표를 달성하는 데 도움이 되는 교육적 메커니즘으로 작용하고 있음을 소개한다. 그다음으로 두번째 부분에서는 야외광야교육이 각각의 목적에 따라 세 가지 범주로 활용되고 있음을 소개한다. 예를 들어 신입생 오리엔테이션 프로그램, 개인 리더십 개발 프로그램, 그리고 전문 교육 프로그램이다. 그리고 고등교육에서 활용되고 있는 각각의 프로그램들을 통해 참여자들이 누리고 있는 교육적 효과에 대해 소개한다. 그리고 결론에서 기독교 교육자들이 실제 광야 경험을 활용하여 자신들이 추구하는 사명과 목표에 따라 전인적인 성장을 위한 개발 프로그램으로 구상하는데 필요한 영적 형성 프로그램에 대한 지침을 제안하였다.

드론프로그램 참여활동 청소년의 자기통제력이 생활만족도에 미치는 영향 (The Effect of Self-Control on Life Satisfaction of Youth Participating in Drone Program)

  • 김광열;김연수
    • 문화기술의 융합
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    • 제9권6호
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    • pp.9-15
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    • 2023
  • 본 연구는 드론프로그램 참여활동 청소년의 자기 통제력이 생활만족도에 미치는 영향을 조사하였다. 연구 대상자는 수도권(서울, 경기)에서 드론프로그램 활동에 참여하는 청소년이며 설문지로 진행하였다. 유효한 설문자료를 코딩하여통계분석하였다. 가설검증에 대한 통계적 유의수준은 ⍺= .05수준으로 설정하였다. 이와 같은 연구과정을 통해 도출된 결과는 다음과 같다. 첫째, 자기 통제력의 요인인 단순과제 선호와 신체활동 선호요인은 생활만족도의 정신건강에 영향을 미치는 것으로 나타났다. 둘째, 자기 통제력의 요인인 모험추구 요인은 생활만족도의 행복감에 영향을 미치는 것으로 나타났다. 셋째, 자기 통제력의 요인인 모험추구와 자기중심 요인은 생활만족도의 자율성 및 자아감에 영향을 미치는 것으로 나타났다. 결론적으로 코로나 19 팬데믹 시기에도 드론프로그램에 참여하는 청소년은 높은 자기 통제력을 통하여 일정부분 생활에 만족한 것으로 판단할 수 있다.

청소년의 라이프스타일과 개인주의-집단주의에 따른 선호감성 분석 (Preferred Sensation of Adolescents according to their Lifestyle and Individualism/Collectivism)

  • 한경미;나영주
    • 한국의류산업학회지
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    • 제6권1호
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    • pp.51-60
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    • 2004
  • The purpose of the study was to investigate the lifestyle and individualism/collectivism of adolescents nowadays and the relationship to preferred sensation. We collected 1386 middle and high school students' data which have the answers about lifestyle, individualism/collectivism, self-esteem, school location, family members and other socio-statistical variables. The results are followings; The types of adolescents' lifestyle composed of 5 clusters, which are Pursuit of hedonic (18.9%), Adventure materialism (19.9%), Depending and pursuit of entertainment (21.4%), Internet & study (22.5%), and Strong will - economic (17.3%). Distribution of individualism/collectivism is even, and Egoist (29.8%) which belong to vertical individualism is the biggest portion. Adolescent's lifestyle has relationship to the external factors, such as school location and family income, while individualism/collectivism does rather to adolescent's own nature, such as gender and grade. Their lifestyle than their individualism/ collectivism is connected with their preferred sensation more.

생태체험마을 방문객의 방문 동기, 지각된 가치, 만족, 충성도의 구조관계 분석 (Structural Relationships between Ecotourism Village Visitors' Motivation, Value, Satisfaction, and Loyalty)

  • 김경희;이선민
    • 한국지역사회생활과학회지
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    • 제26권1호
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    • pp.87-102
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    • 2015
  • This study examines the structural relationships between ecotourism village visitors' motivation, value, satisfaction, and loyalty. A self-administered survey was conducted based on 254 visitors to six ecotourism villages. According to the confirmatory factor analysis, there were four underlying dimensions of motivation (relaxation, adventure, nature experience, and learning) and on underlying dimension of value (tourism). According to structural equation modeling, relaxation had a positive effect on economic value, and relaxation and learning had positive effects of functional value. Relaxation had a positive effect on social value. Economic, emotional, and social value had positive effects on ecotourism village visitors' satisfaction, and economic value had the greatest effect on satisfaction. Satisfaction had a positive effect on destination loyalty. The results imply that economic, emotional, and social value played important mediating roles in the relationship between motivation and satisfaction.

인터넷 게임을 기반으로 한 교육모텔 제시 (The Suggestion of Educational Model Based on Internet Games)

  • 김종훈;김우경
    • 한국컴퓨터산업학회논문지
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    • 제2권6호
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    • pp.759-774
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    • 2001
  • 본 연구에서는 인터넷 게임을 통한 학습의 이론적 면모를 살펴보고 인터넷 게임과 관련하여 여러 장르(어드벤처 게임, 시뮬레이션 게임을 중심으로)의 게임의 교육적 특성과 네트워크 요소에 기인한 상호 작용적 특성을 협동학습을 중심으로 살펴보았다. 또한 각종 인터넷 게임을 통한 교육모델을 제시해 보았는데, 이는 게임의 교육적 특징별로 각각의 단계에 맞춰 네트워크 게임을 통한 학습을 실현 할 수 있는 구체적 모델이라 할 수 있다.

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패션제품 강박구매행동에 영향을 미치는 심리적 변인 연구 (Psychological Factors affecting Compulsive Buying Behavior on Fashion Products)

  • 이승희;신초영
    • 한국의류학회지
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    • 제28권5호
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    • pp.658-667
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    • 2004
  • The purpose of this study was to examine factors affecting compulsive buying behavior purchasing behavior. Four hundred female college students who have purchased fashion products via Internet shopping or TV home shopping were surveyed. For data analysis, descriptive statistics, factor analysis, t-test, and multiple regression analysis were used. As the results, 16.3% of respondents were revealed as compulsive buyers. For materialism instrument, four factors of materialism were found and labeled as 'material'. 'consumption', 'happiness', and 'economic value' factors. Also, two factors of entertainment pursuit were also identified as 'change' and 'adventure' pursuit. There were statistically significant differences between compulsive buyers and non-compulsive buyers in terms of materialism, success, and change pursuit, self-esteem, compensation, impulsive purchasing, and binge eating. Compulsive consumption scores were correlated to higher materialism, compensatory, impulsive purchasing, binge eating, shifting, entertainment pursuit, and lower self-esteem. Also, results of multiple regression revealed that compensatory, binge eating, and happiness pursuit were significantly to related to compulsive buying.

PC플랫폼의 공포 어드벤쳐 게임 (Development of Horror Adventure Game using PC)

  • 김수균;이병철;김호렬;진석진;유우종;안성옥
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2018년도 제58차 하계학술대회논문집 26권2호
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    • pp.97-98
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    • 2018
  • 본 논문은 PC 플랫폼에서 공포 어드벤처 게임을 구현한 논문이다. 여름이 오면서 다양한 호러 콘텐츠들이 출시되고 있으며, 본 게임은 시간과 장소의 구애를 받지 않으면서 호러 체험을 할 수 있는 체험 기반 게임이다.

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유치원의 도서 활용 실태 분석 (An analysis of children's books used in the educational activities in kindergarten)

  • 박혜경;정대련
    • 아동학회지
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    • 제21권4호
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    • pp.211-226
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    • 2000
  • This analysis of the children's books used in kindergarten classroom activities focused on educational meanings of the books. The analysis included books used in 8 kindergartens in 1999. Finding were that 76.6% of books were published in the 1990s; 60.7% of the lines per page were over 5 lines; only 55 of 542 books were recommended as good books by public institutions; half of the books provided factual knowledges or informations; Korean books included more realistic than fantastic fiction while the opposite was true of foreign books; in Korean books, male characters appeared far more often than females; 70.1% of the themes of the books were related to the ten themes of life suggested by the Ministry of Education; and 44.8% of the contents included moral values while only 17.5% of those included adventure, hobbies or pastimes.

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해상보검에 있어서 항검증가의 교과에 관한 비교법적 고찰 (A Comparative Legal Study on the Effect of the Increase of Risk in Marine Insurance)

  • 김경식
    • 한국항해학회지
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    • 제18권2호
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    • pp.111-127
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    • 1994
  • A Contract of marine insurance is a contract whereby the insurer undertakes to indemnity the assurd, in manner and to the extent thereby agreed, against marine losses that is to say, the losses incident to marine adventure. But the matter is that whether the problem of increased risk in insurance law should be understood by matching to nay state under general principle of contract law and whether that we should give any effect is more proper to the original object of the system. For this, it is understood that it is a case to be applied a "clausula rebus sic stantibus" in general today, but it is regarded as the matter that whether "clausula rebus sic stantibs" is charging any position in change of risk and whether we should understood the concept of the risk on the substance of the risk. Accordingly the recognition for the problem like this, study should examine closely into whether any system for the effect of increase in change of risk is more proper and rational system provide the supplementing points through our principle of insurance law and the study by comparing method.by comparing method.

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쇼핑태도특성이 CATV홈쇼핑을 이용한 의복구매태도에 미치는 영향 (The effect of Shopping Attitude Characteristics on Clothing Purchase Attitudes Utilized to CATV Home Shopping)

  • 이옥희
    • 대한가정학회지
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    • 제39권11호
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    • pp.145-160
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    • 2001
  • The purpose of this study was to classify consumer groups according to shopping attitude and analyze buying intention and evaluation criteria of apparel product, opinion to CATV home shopping among consumer groups. The subjects of this study were 270 women living in Chonbuk and Chonnam regardless their experiene in CATV home shopping. For data analysis frequency, percentage, mean,1-test, factor analysis, Cluster Analysis, Duncan Multiple Range test, were conducted. The results were as follows; First, the type of shopping attitude were classified into the following subdivisions: merchandise assortment oriented type, adventure oriented type, indifferent type, economy oriented group, recreational oriented group. Second, shopping attitude were shown to have the significant differences according to education, the structure of family, working in double hamess. Third, the significant differences among the classified shopping attitude groups were found in buying intention, evaluation criteria of apparel product, and opinion to CATV home shopping.

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