• 제목/요약/키워드: community psychology

검색결과 170건 처리시간 0.029초

한국 공학계열과 비공학계열 진로 희망 고등학생들의 메이커 활동 선호 분야 비교 연구 (Comparative Study on Maker Participation Patterns of High School Students in Korea Engineering and Non-Engineering)

  • 변문경;권해연
    • 공학교육연구
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    • 제23권5호
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    • pp.68-75
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    • 2020
  • In order to cultivate the talents acquired in the fourth industrial revolution, developed countries' government are actively engaged in the campaigns encouraging K-12 students to participate in the maker movement. Maker education is regarded as one possible solution based on high tech in the era of the 4th Industrial Revolution, and it is spreading widely along with STEM education. In South Korea, STEAM education was actively conducted nationwide, and since 2017, STEAM and maker education have been linked showing mutual development. However, compared to STEAM education linked to the curriculum, comparison and activity-based research on maker education for teenagers is still insufficient. Therefore, this study aimed to suggest implications for STEAM education and maker education by analyzing the motivation of Korean youth to participate in maker activities. The subjects of this study are high school students who participated in maker education programs in student community for the first time in Korea. In this study, students were classified into engineering-related career group and non-engineering-related career groups based on their career intentions, and the motivation and understanding of participation in maker activities were compared. As a result of the study, male students participated more in maker education community activities than female students, and the engineering-related career group had a higher intention to participate in games, outdoor activities, IT equipment, digital production, and electrical/electronic production activities than the non-engineering-related career group. In addition, in the fields of handicraft/art, home baking, installing, and horticultural agriculture, there was no difference in the intention of participate in the engineering-related career group and the non-engineering-related career group. It was found that the engineering-related career group believed that there was a strong relationship between the maker education community activity, career exploration and future career choice, while the non-engineering-related career group believed that the relationship is less strong. It was also found that the engineering-related career group was participating more actively in the maker activity than the other group.

지역아동센터 이용 아동과 주 양육자의 지역사회 환경에 대한 인식이 아동의 신체활동에 미치는 영향 (Effect of Perceptions of Local Neighborhood Environments on the Physical Activity of Children from Low-income Families Using Community Child Care Centers)

  • 박지영;김완수;김수빈;류수락;전희정
    • 한국보건간호학회지
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    • 제32권3호
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    • pp.363-375
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    • 2018
  • Purpose: The aim of this study was to identify the influence of children's and caregivers' perceptions of local neighborhood environments on children's physical activities (PAs) and screen-based activities (SBAs) among low-income families. Methods: Secondary data analysis was performed using the data of 171 low-income children attending community child care centers and of their caregivers. Descriptive analysis, factor analysis and logistic regression analysis were employed to analyze data. Results: PAs were insufficient and SBAs were excessive in the majority of children. Children and primary caregivers had moderately negative perceptions of their local neighborhood environments. However these perceptions were not found to affect children's PAs or SBAs significantly. Conclusion: Although perceptions of local neighborhoods were not found to significantly influence children's PAs or SBAs, efforts are needed to make community child care centers and neighborhoods safer and more activity-friendly.

A simple technique to fabricate a surgical obturator restoring the defect in original anatomical form

  • Shambharkar, Vaibhao I.;Puri, Santosh B.;Patil, Pravinkumar G.
    • The Journal of Advanced Prosthodontics
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    • 제3권2호
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    • pp.106-109
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    • 2011
  • Oral cancer treatment involves the surgical removal of all or part of the maxilla, leaving the patient with a defect that compromises the integrity and function of the oral cavity. The postoperative restoration of esthetics, deglutition, and speech shortens recovery time in the hospital and expedites the patient's return to the community as a functioning member. The surgical obturator is the proven treatment option in such situations. This article describes a simple technique to fabricate a surgical obturator that restores patient's original dentition and facial and palatal tissue form. The obturator fabricated with this technique utilizes the vacuum formed index of patient's original tissue form and duplicated partly in heat and partly in auto polymerizing acrylic resin. Duplication of the original tissue form helps patient to minimize the immense physiological trauma immediately after the surgical resection. The obturator fabricated with this technique supports soft tissues after surgery and minimizes scar contracture and disfigurement, and thus may have a positive effect on the patients' psychology.

Color Preference and Personality Modeling using Fuzzy Logic

  • Kim, Kwang-Baek;Chae, Gyoo-Yong;Abhijit S. Pandya
    • Journal of information and communication convergence engineering
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    • 제2권1호
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    • pp.32-35
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    • 2004
  • Human ability to perceive colors is a very subjective matter. The task of measuring and analyzing appropriate colors from colored images, which matches human sensitivity for perceiving colors, has been a challenge to the research community. In this paper we propose a novel approach, which involves the use of fuzzy logic and reasoning to analyze the RGB color intensities extracted from sensory inputs to understand human sensitivity for various colors. Based on this approach, an intelligent system has been built to predict the subject's personality. The results of experiments conducted with this system are discussed in the paper.

BTS from "N.O" to "ON" and BEyond: Innovation in Effective Mental Health Messaging and Modelling

  • Blady, Sharon
    • Asia Marketing Journal
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    • 제22권4호
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    • pp.117-149
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    • 2021
  • Over seven years, BTS have organically embedded consistent mental health messaging and modelling of various mental health modalities, representing innovation within mental health discourse, within and outside the pop and K-pop culture and fandom. Their personal and artistic journeys have resulted in songs, imagery, and relationship dynamics within the group and within and between their fans ARMY, that organically model behaviours associated with mental health therapeutic modalities and normalize the discussion of mental health and well-being. This practice is vitally important in the effort to end stigma and encourage mental health well-being and recovery. BTS's authenticity establishes empathy with their audience ARMY and increases their ability to deliver these messages effectively. This includes fostering the creation of a peer support community within the group that extends to their fanbase ARMY, and from which fan-created mental health programs have emerged. BTS's innovation will be explored by examining content creation throughout their career, illustrating their consistent and organic messaging, culminating in overt and conscious mental health content in their latest album BE, which was released three weeks after the initial paper was presented, and provides proof of concept.

Education in Cyberspace: University as Universality

  • Shapoval, Oksana;Kotlyaria, Svitlana;Medvedieva, Alla;Lishafai, Oleksandr;Barabash, Oleh;Oleksyuk, Oksana
    • International Journal of Computer Science & Network Security
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    • 제21권11호
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    • pp.333-337
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    • 2021
  • The article reveals the essence of cyber socialization influencing the process of education and development. The general and potential possibilities of cyber socialization in the process of using the cyberspace of the Internet environment are presented. The sudden transition to distance learning in the spring of 2020 put the pedagogical community in the face of problems related to the content, organizational and methodological basis of the educational process. During the training in distance mode, a rich experience was gained in the use of information and communication technologies. The article discusses the techniques and methods of teaching using the capabilities of information and communication and digital technologies.

网络流行语"X+人"探析 - 从"打工人", "尾款人", "工具人"等谈起

  • 유철
    • 중국학논총
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    • 제71호
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    • pp.41-59
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    • 2021
  • With the progress of social economy and science and technology, network media technology has developed rapidly, China has ushered in the network information age, and the network buzzwords emerged to reflect the interaction and influence between language and society. The network buzzwords of "X+ ren "indirectly show the social psychology and value orientation of modern people with their unique structural characteristics, semantic connotation and cultural deposits, and so on. Based on this, we have conducted a multi-angle investigation on the network buzzwords "X+ ren". This paper first analyzes the structure types and syntactic functions of the lexical model of "X+ ren ", then makes a semantic analysis of the lexical model of "X+ Ren ", and finally investigates the causes and influences of the popularity of "X+ ren ". Through the investigation, we believe that "X+ ren "will continue to grow, and "X+ ren" will continue to attract the attention of the academic community.

Factors Affecting College Lecturers' Self-Efficacy in Teaching

  • Pyong Ho Kim
    • International Journal of Advanced Culture Technology
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    • 제12권3호
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    • pp.237-242
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    • 2024
  • Lecturers' self-efficacy in teaching influences many different factors, including their instructional patterns, performance expectation level from learners, quality of learning environment, and interpersonal relationships within the community. The present study attempted to explore perspectives of college lecturers regarding this topic in order to draw meaningful conclusions and implications. To this end, four college instructors from two different higher education institutions participated in an online questionnaire. The results showed that positive attitudes and active responses of learners, and a high degree of freedom to prepare lectures tend to improve their quality of self-efficacy in teaching. On the other hand, classes that are either too easy to hard, inactiveness among learners, and heavy workload other than teaching can worsen teaching efficacy. Lastly, the participant lecturers believed that their self-efficacy are would foster if they are allowed to choose courses they wish to teach, observe a more experienced instructor's lectures, and teach smaller size classes. Findings are likely to contribute to enhanced understanding of features that are likely to affect quality of self-efficacy in teaching among college lecturers.

주민참여 도구로써 가로경관 디자인 가이드라인 구성 연구 (A Study on The Structure and Contents of Streetscape Design Guideline as a Tool of Residents' Participation)

  • 강혜연;이연숙
    • KIEAE Journal
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    • 제12권4호
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    • pp.59-69
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    • 2012
  • In order to create humanitarian living environment with sustainable ecological environment, urban regeneration project has been implemented recently seeking diverse methods for residents'participation stressing the process of communication with the residents changing from the existing one way planning by limited number of experts. Particularly, it is essential to develop systematic tools to promote the voluntary and positive participation of the residents because residents have to perform as the master of urban streetscape design project that requires sophisticated knowledge and experience and also because the residents have to function as sustainable maintainers and managers of their streetscape. This study intends to identify the organizational structure and major contents of design guideline as a tool to support the voluntary and positive participation of the residents in streetscape maintenance. For this purpose based on the structural system and characteristics of Chicago streetscape design guideline that was developed as tool for residents' participation, efforts were made to set up framework of design guideline for sustainable streetscape project with the users' participation with their overall understanding and trust. In detail, the author studied the resident participatory process for sustainable maintenance and management in a long term landscape project and the principle and theories of design planning for streetscape that supports the utilizing behaviors of the users, and how this information should be linked and organized to form the structure and contents of design guideline. As a tool supporting residents' participation and helping the residents perform the responsible function as sustainable maintainers and managers of their streetscape through social maturity with ontological sense of masters of their local community as they experience the gradual processes of their streetscape maintenance project, streetscape design guideline has its meaning in the efforts that tried to achieve deep participation of the residents through researches converging the two academic sectors of urban architecture and social psychology.

온라인 라이프스타일에 따른 공동체 활동과 게임 몰입에 대한 탐색 (Lifestyels, community experiences, and immersion in online game world)

  • 황상민;김지연
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 2부
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    • pp.770-779
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    • 2006
  • 한국 사회에서 사이버 공간, 특히 온라인 게임 세계가 사용자들에게 단순한 게임이나 가상 공간이 아닌 다양한 활동을 통해 현실과는 다른 방식의 또 다른 인생을 살아가는 새로운 생활공간으로 기능하고 있다. 본 연구에서는 온라인 게임 공간에서의 라이프스타일 유형을 확인하고, 리니지 2 와 메이플스 토리라는 두 가지 MMORPG 게임에서 이 유형이 어떻게 나타나는지를 확인하였다. 온라인 게임 '리니지'에서 구분된 온라인 라이프스타일은 '싱글 플레이어', '공동체지향 게이머', '탈사회적 게이머'였다.'리니지 2'를 대상으로 연구 결과, 온라인 게임 공간에서의 공동체 활동은 크게 공동목표, 집단유대감, 집단존중감, 집단영향력의 요인들로 구성되어있는 것으로 확인되었다. 온라인게임 사용자들은 온라인 게임에서 현실감, 조작용이성, 성취감, 친밀감, 소속감, 일탈적 행위를 통한 카타르시스를 통해 재미를 느끼는 것으로 확인되었다. 하지만, 이런 성향은 메이플스토리라는 저 연령층의 게임에서는 비교적 다르게 나타났다. 혈맹 또는 길드의 가입 비율은 비슷한 수준이었지만, 활동방식은 라이프스타일에 따라 다르게 나타났다. 게임세계에서의 라이프스타일은 연령이나 게임 사용기간에서는 큰 차이가 없는 것으로 나타났다. 그러나 공동체 활동과 온라인 게임에서 얻는 재미의 하위 요인들에서는 분명한 차이가 있는 것으로 확인되었다. 공동체 활동과 재미를 느끼는 측면에서의 차이로 인해 결국 온라인 게임에 몰입하는 정도도 차이가 있는 것으로 나타났다. 본 연구는 사이버 공간에서의 사람들의 심리적, 행동적 특성, 특히 온라인 게임에서의 사람들의 공동체 활동과 재미의 요소들을 탐색하였다는 측면에서 의의가 있다. 사람들이 온라인 게임 세계에 몰입하도록 만드는 요인들을 구체적으로 확인할 수 있었다는 측면에서 향후 사이버 공간을 기획하는 사람들에게 구체적인 시사점을 제시할 것이다.

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