• Title/Summary/Keyword: experience contents

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Effects and class case of problem based learning in (PBL을 활용한 <패션의 이해> 수업 사례 및 학습효과)

  • Shin, Hye Won;Kim, Hee Ra
    • Journal of Korean Home Economics Education Association
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    • v.28 no.3
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    • pp.33-45
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    • 2016
  • The purposes of this study were to develop PBL programs for class, and to examine the effects of PBL. The 2 PBL experiencing the roles of "fashion editor" and "fashion stylist" were conducted in "Fashion & Social Culture" and "Fashion Design" parts. The objects were 29 students in Home Economics Education Department. The effects of PBL were observed through contents analysis to reflective journals. Also, self assessment and learning satisfaction were analyzed. The effectiveness of PBL presented in reflective journals were 'understanding of cooperative learning', 'related knowledge adaption', 'real experience', 'self-examination & changed self', 'problem solving ability'. Also students' self-assessment and learning satisfaction were very high in two PBL programs. However, they had difficulties in co-working and lack of time.

Production of Content for Regional Sources of the Convergence Industrialization -Based on Agricultural Management Entities of the Sixth Industrialization in Chungcheongnam-do- (향토자원의 융복합산업화를 위한 콘텐츠 제작 -충청남도 농업 6차산업화 경영체를 중심으로-)

  • Kang, Keoung-Shim
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.483-490
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    • 2015
  • The purpose of this study was to systematically organize the information for the regional resources from the agricultural management entities of convergence industry in Chungcheongnam-do. The target was the Sixth Agricultural Industry Association in Chungcheongnam-do; total 70 kinds of resources were investigated. The content was organized by name of regional source, introduction, photo, company and product information, feature of product, introduction of experience program, and etc., containing the value and meaning of products in stories of the regional sources and images. The material was organized in order of grains, fruits and vegetables, marine products, livestock, Korean sauces Kimchi, fermented broth concentrates, beverages tea, and other. It was saved as pdf file to distribute to the members; it may be utilized for online promotion, product promotion in exhibition festival sales promotion, posts for bulletin board hall, and etc. but also for promotional material in overseas marketing after translating to each language.

A Cross-Cultural Investigation of Nutrition Knowledge, Dietary Behaviors, and Checking Behaviors of Food and Nutrition Labels between Korean and Chinese University Students (한국과 중국 대학생의 영양지식, 식행동 및 식품영양 표시 확인 행동에 관한 비교 연구)

  • Shuchen, Guo;Kim, Hyochung;Kim, Meera
    • Journal of the East Asian Society of Dietary Life
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    • v.25 no.6
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    • pp.942-951
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    • 2015
  • This study compared nutrition knowledge, dietary behaviors, and checking behaviors of food and nutrition labels between Korean and Chinese university students to obtain useful data for development of an education program for healthy dietary life. The data were collected by a self-administered questionnaire in Korea and China. Frequencies, t tests, ${\chi}^2$ tests, Cronbach's ${\alpha}$, and Pearson's correlation coefficient analysis were conducted by SPSS Win. V.21.0. The levels of nutrition knowledge and dietary behaviors were not high. Korean students showed higher percentage of correct answers about nutrition knowledge and levels of dietary behaviors than Chinese students. The means of degree of checking contents of food labels were 3.46 points for Korean students and 3.11 for Chinese students. Both groups of students showed the highest degree of checking milk and dairy products. The degree of understanding nutritive component labeling of Chinese students was higher than that of Korean students. Both groups of students showed higher than normal levels of confidence about nutritive component labeling and necessity of education on food and nutrition labels. The most preferred method of education on food and nutrition labels was broadcast media for both groups of students. In addition, there were significant correlations among nutrition knowledge, dietary behaviors, checking degree of food labels, checking degree of nutritive component labeling, and experience of nutrition education.

Study on Screening Examination of Small Boat Operator's Certificate of Competency (소형선박조종사 면허시험 전형제도에 관한 연구)

  • KIM, Wook-Sung;KIM, Yong-Bok;KIM, Jong-Hwa;KIM, Sung-Ki;KIM, Seok-Jae;PARK, Tae-Geon;RYU, Kyong-Jin;LEE, Yoo-Won
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.6
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    • pp.1523-1531
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    • 2015
  • Small boat operator's certificate of competency took up 39.0% of total license holders and required for at least 19,000 boats in 2013, was proposed the improvement items by reviewing the acts and criteria related to the current test and analyzed the questions of set at examinations. About 31% of questions of the current written test are unsuitable for the target boat and operational knowledge of the operator. It is appropriate that the subject categorization criteria and contents of the subjects will be improved to include practical details related to safe ship operation, and the number of questions increased according to each subject category in amended examination after January 1st, 2017. The interview test should be improved so that the questions can be forwarded in a clear manner through formulation of practical problems, photos, etc. considering the real situations such as high age/low education status of testee and it is necessary to lengthen the interview time per testee. The test and interview personnel should consist of a human resource pool with experience in small boat operator training and workers of related areas familiar with field terminology. Furthermore, the test should be divided into small boats of 2 to 5 tons and those exceeding 5 tons according to the tonnage of small boats.

A Strategy of Smart City Growth through Social and Living Lab (사회-참여 중심의 스마트도시 성장 전략)

  • Lee, Kum-Jin
    • Journal of the Society of Disaster Information
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    • v.16 no.2
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    • pp.291-298
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    • 2020
  • Purpose: The purpose of this study is to suggest a smart city strategy through smart growth considering the human, social and cultural meaning. It seeks opportunities to develop the cities that has not grown by integrating the ICT, a new growth tool for smart cities, into the spatial and physical renewal project. Method: Analyzing policy and strategy of smart living lab and digital cultural contents on the smart growth process under the experience in Amsterdam and Paris. Results: Smart city is expected to be reflected not only the technical aspects but the social characteristics of the city in order to enhance the living environment of the citizens by embracing diverse viewpoints throughout the city. It examines the smart growth plan in the improvement of the living conditions of the citizens. Conclusion: Planning smart city is to discover the smart city adaptability that can enhance the capability of cities to improve the life condition and quality of citizens by applying the core strategies and specialized programs with community service and urban marketing, which are emerging as smart cities based on ICT technologies.

A Study on the Gender Difference in the Perception and Use of Internet for the Design of Optimal WBI (최적의 웹 기반 학습 설계를 위한 초등학생의 성별에 따른 인터넷 사용과 지각분석)

  • Heo, Gyun;Rha, Il-Ju
    • Journal of The Korean Association of Information Education
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    • v.9 no.2
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    • pp.319-327
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    • 2005
  • With the advent of computers and network, the Internet(World Wide Web) is becoming more prevalent than ever before. The ICT and the policy of the development of information technology are also applied to the elementary school environment. In the elementary school field, we can easily find that children have different web-site preferences based on gender. There is a lot of research about adult gender issues for the purpose of customer analysis to increase business profits. However, there is little research about the gender factor in web-based instruction or educational web sites. Elementary school children are beginning to experience the Internet. In this study, we consider the analysis of the use and perception of the Internet based on gender differences, and discuss concrete guidelines in regards to elementary school pupil and therefore create Web Based Instruction or Educational Web Contents.

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Design of Mixed Reality based Convergence Edutainment System using Cloud Service (클라우드 서비스를 이용한 복합현실 기반의 융합형 에듀테인먼트 시스템 설계)

  • Kim, Donghyun;Kim, Minho
    • Journal of the Korea Convergence Society
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    • v.6 no.3
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    • pp.103-109
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    • 2015
  • TOLED(Transparent, Organic Light Emitting Diodes) based edutainment system has been studied to solve the actual feeling training and educational experience problem of e-learning. However, edutainment system using TOLED has a problem for the non-detection of multi marker array and rotate marker array, and it has problem for the dissonance phenomena caused by Illumination Environment between real world and virtual object. It also has a do not provide services through a variety of devices problem. Therefore, in this paper, we designed a system that provides a realistic actual feeling edutainment contents by recognizes the marker array rotation and a plurality of marker arrangement via an improved marker detection technique. And to unify the real space and virtual space of the lighting environment through a nested block layer.

A Comparative Analysis of Production Process between Manufacturers and References of Clothing Construct in Universities - Focused on Skirts and Slacks- (대학의 의복구성 교육 교재 내용과 업계 생산공정의 차이에 관한 비교연구 - 스커트와 슬랙스를 중심으로 -)

  • 박상희
    • Journal of the Korean Home Economics Association
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    • v.41 no.5
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    • pp.179-191
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    • 2003
  • The study is to suggest easier making method of skirts and slacks as to compare production process between manufacturers and references of clothing construct in universities. Skirts and slacks have simple production process and they are basic subjects in clothing construct class. But most references have just contents which are to make basic styles of skirts and slacks made basic materials. Continuous development of new material and variety of style request more efficient and easer making method in the reference of clothing construct. So the making methods of references and manufacturers are compared and analyzed in this study In references, there are many hand work and sub-work because they are for a person who make own clothes. In contrast, manufacturers have to product many variety clothes of good quality for many people and think the production cost of clothes. They use more simple and efficient method that include their know-how to meet changing fashion situation. In making methods of skirts and slacks, differences between references and manufacturer are in sewing of waist band and zippers and location of interlining. Manufacturers use variedly sewing method of waist band according to material and their experience. Especially handling for wrong side inseam of waist band is distinct between references and manufacturers. References have basic and detail work and manufacturers know processing order having even grade work to keep continuous production. The making method of clothes have to change and improve according to the situation. The more useful making method get to include their merits and references need to add more practical method and knowledge.

The Strategy of Transmedia Storytelling using the Game IP (게임 IP를 활용한 트랜스미디어 스토리텔링 전략 연구 <워크래프트>를 중심으로 -)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.143-150
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    • 2017
  • As digital technology evolved, digital paradigm emerged and storytelling began to evolve. Especially, since digital storytelling is the core of the digital game, it is a tendency to develop content in consideration of the strategy of transmedia storytelling at the planning stage even for IP expansion. By fusing media in a variety of ways and expanding the story, players can experience meaningful storytelling in a new media environment and game loyalty allows game developers to expand and innovate their businesses. In this study, we analyzed the case of , a proven powerful IP that has been expanding its story to various media for more than 20 years in order to investigate the transmedia storytelling strategy based on game media. I would like to take a look at the strategy of using the transmedia storytelling.

Mathematics education game based on augmented reality (증강현실을 기반으로 한 수학교육 게임)

  • Lee, Hye-Sun;Lee, Jong-Weon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.817-822
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    • 2008
  • The computer game industry has been developed gradually because of development of graphics and communication industry, Games have an important role to peoples in various ages in their leisure life. Game has been changed into various forms with its development. With this movement, it is not only for simple amusement, but starts trying to use them for educational object. It is called Serious Game that intends to particular object and effect. Serious game has the important meaning to get some new useful things through its enjoyment which is the essence of games. Many people in various field have tried many categories of contents. Especially, education stands out among the other fields. Fields related with education have been studied extensively. This paper would suggest mathematics education game based on Augmented Reality. It is a board game for infants and young students. Augmented Reality is used to extend user's experience and multiplicity of the game. We also offer users a tool that helps them to create their own board for their active game participation.

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