• Title/Summary/Keyword: 교수요소

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Development and Evaluation of Global Citizenship Education Program for the 1st Graders in Elementary School: Based on Practical Problems in the Home Economics (초등학교 1학년 세계시민교육 교수·학습과정안 개발 및 평가: 실과 가정영역 실천적 문제를 중심으로)

  • Kang, Sol;Chin, Meejung
    • Journal of Korean Home Economics Education Association
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    • v.36 no.1
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    • pp.71-94
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    • 2024
  • This study aimed to develop, implement, and evaluate a practical, problem-based global citizenship education (GCED) program in the first grade of elementary school to suggest ways for practical global citizenship education in the next curriculum. This study proceeded following the ADDIE teaching design model. Through literature research, the relevance of global citizenship education to the 2022 national curriculum and the 2022 practical arts curriculum was analyzed, and based on the results, the learning elements of global citizenship education were extracted from the 2022 integrated subjects curriculum to develop the program. The program consisted of four teaching and learning plans for a total of eight sessions based on four practical problems, and was revised and supplemented through validation by a group of experts. The developed teaching and learning curriculum was implemented in all eight sessions over a period of four weeks with 16 first grade students at S Elementary School in Seoul. As a result of the program implementation, the mean of students' global citizenship awareness increased by 3.88 points (±3.91) from pre to post, and the qualitative evaluation of teachers' reflection journals and students' portfolios showed that the program influenced students to realize the importance of taking action to create a better and more sustainable world. Therefore, the practical problem-based global citizenship education program for first graders was found to be effective in fostering global citizenship awareness.

The Analysis of Inquiry Area in Middle School Science Textbooks by the Inquiry Elements Based on the 7th Science Curriculum - On the Chemistry Field of Science in Grade 9 - (제7차의 탐구요소들에 의한 중학교 과학 3교과서의 탐구 영역 분석 - 화학 분야에 대하여 -)

  • Koo, In-Sun;Lee, Jong-Won;Kang, Dae-Ho
    • Journal of the Korean Chemical Society
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    • v.48 no.4
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    • pp.414-426
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    • 2004
  • This study analysed inquiry process and activities of the inquiry area in the chemistry field of middle school science textbooks by the inquiry elements based on the 7th science curriculum. The purpose of this study is to grasp a degree of reflecting the 7th science curriculum in the 9th grade science textbooks, and to find out educational implications for the various inquiry learning. Overall, for the analysis of inquiry elements, basic inquiry elements except classification were well reflected on the middle school science textbooks in 9th grade. However, for the integrated inquiry elements, interpreting data occupies almost half of them. This phenomenon is shown in the analysis of inquiry process and inquiry activities, as well. Especially, project and field trip introduced in the 7th science curriculum are hardly found in the textbooks. 9th grade is classified as an upper grade in the 7th science curriculum in terms of inquiry level. Integrated inquiry elements and inquiry activity types, however, are not thoroughly reflected in the 9th grade science textbooks. It is desirable that a variety of inquiry learning of 9th grade be implemented by reconstructing inquiry area based on the results of this study. Hence the degree and ratio of utilizing the integrated inquiry elements and inquiry activity types to the inquiry area of science textbook in 9th grade should be studied.

Effect of Game based Learning Utilized Sandbox Game on Creative Problem-solving Ability and Learning Flow (샌드박스형 게임을 활용한 게임기반학습이 창의적 문제해결력과 학습몰입도에 미치는 영향)

  • Jeon, Inseong;Kim, Jeongrang
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.313-322
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    • 2016
  • The effect on creative problem solving ability and learning flow is analyzed by applying game-based learning using sandbox game, Minecraft Edu for elementary school students. It appeared to be effective when applied to sand box utilizing game-based learning than traditional lecture teaching method on creative problem solving ability and learning flow. It is found to be a significant difference observed in all sub-elements on Creative problem solving ability and it is found to be a significant difference in all sub-elements on learning flow except sense of control and transformation of time.

A Design and Implementation of the EasySoft for Ingenuity development (창의력 계발을 위한 EasySoft 설계 및 구현)

  • Lee, Eun-Ju;Kang, Ki-Jun;Seo, Young-Geon
    • Annual Conference of KIPS
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    • 2001.10b
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    • pp.1269-1272
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    • 2001
  • EasySoft(이하:ES)는 컴퓨터를 처음 배우는 초급자에서부터 프로그래밍 가능자에 이르기까지 다양한 범위의 학습자에게 통합 교과적인 지식을 토대로 알고리즘 교육을 제공하여, 창의성과 논리성 계발의 효과를 거둘 수 있도록 만들어진 학습기자재이다. ES는 EasyLab, EasyC, Visual Basic과 같이 ActiveX를 지원하는 툴과 연동하여 사용한 수 있는 ActiveX 제어도구(EasyOCX)로 구성되어 있다. 학습자는 ES를 통하여 자신의 생각을 구성, 알고리즘화 시켜 프로그래밍하고 코드를 로봇으로 전송하여, 로봇의 움직임과 자신의 의도를 비교, 연구, 반복하는 작업으로 학습하게 된다. ES는 학습기자재가 부족한 교실현장에서 직접 활용할 수 있도록 구성된 것으로, 흥미적 요소와 교육적 요소를 적절하게 조화 시킨 소프트웨어이다. EasyLab은 컴퓨터를 모르는 학습자도 알기쉬운 GUI식 흐름도 기반 S/W를 표방하므로 초등학교에서, EasyOCX나 EasyC의 경우는 EasyLab과 유사한 방식을 추구하되 직접 프로그래밍 하게 되어있어 한 단계 높은 중 고등학교의 교수장면에서 직접 활용이 가능하다.

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Patterns of activities for the development of creative thinking in elementary mathematics (창의적 사고 형성을 위한 기본적인 사고 활동 유형)

  • Hyun Jong-Ik;Han Inki
    • Journal of Elementary Mathematics Education in Korea
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    • v.2 no.1
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    • pp.15-22
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    • 1998
  • Various methods have recently tried to improve elementary mathematics education. One of the common themes is how to activate learners' creative thinking and thus facilitate their learning activities in mathematics. This research attempts to find out what basic elements constitute students' creative thinking, based on psychological studies with regard to learners' thinking activities. Also, the research presents specific mathematics problems and questions which can be used as patterns for the activation and the formation of students' creative thinking in elementary mathematics education.

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Identification of Instructional Components to Increase Students' Interest and Creativity in American Science Classrooms (미국의 중학교 과학수업에서 학생들의 흥미와 창의성을 높이는 수업요소)

  • Kang, Nam-Hwa;Park, Yunebae
    • Journal of Science Education
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    • v.34 no.2
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    • pp.421-431
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    • 2010
  • The purpose of this study was to identify instructional components supporting students' interest and creativity in American middle school science classrooms. Two 7th grade classrooms were selected, and observed for 11 class periods each. Results showed that hands-on and small group activities were the most effective ways to increase students' interest. The teachers' instructional approaches, such as individualized paced teaching, sufficient peer teaching, permissive atmosphere, various media, and purpose-focused summary game were found to influence students' interest. To enhance students' creativity, increasing interest, making hypothesis, and trying to various experimental method with sufficient time were identified as effective components.

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Efficiency of Management Education in Cyber Space (사이버 교육에 있어서의 효율성에 관한 연구)

  • Jihwan Yum;Beumjun Ahn
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.5 no.2
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    • pp.166-173
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    • 2004
  • The new way of doing education in cyber space is not limited by time or locations. The students do not need to attend classroom physically on time. Networked computers allow students to study their subjects at any time and any where. This study tries to probe the relationships among demographic variables and instructional variables with students satisfaction in the management education. Pervious studies found out that the critical success factors of cyber educations are based on the demographic and instructional variables. The results of the study demonstrate that demographic variables are not significantly related with students satisfaction. Rather instructional variables such as personal interactions with professors, job related contents and careful reduction of difficulties countered during the class proceeding are more significantly related with learning satisfaction. The result shows the newly emerged internet based education system requires in-depth collaborations and coordination among professors, system engineers, education instrument designers, and students.

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The pedagogical Idea and its Development in the Gradute School Ulm (울름조형대학의 교육이념과 그 발전과정)

  • 이병종
    • Archives of design research
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    • v.11 no.1
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    • pp.21-32
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    • 1998
  • 50년대에 급속한 경제성장을 이룩한 서독은 수출증대를 위하여 대량생산제품의 개발을 통한 국제경쟁력 강화를 꾀하였다. 여기에서 디자인이 제품의 질적 요소로서 그리고 판매증진의 요소로서 이해됨으로써, 제품개발을 위한 디자인의 개발이 강하게 요구되고, 또한 디자이너 양성을 위한 대학의 필요성이 대두되었다. 이러한 사회적 요구에 힘입어, 울름 조형대학은 '53년 8월 그 문을 열게 되었다. 설립초기에서부터 이 대학이 가장 중요하게 내세운 것은 바우하우스의 계승이었다. 그러나 초대 학장 막스 빌의 현대예술 중심적 디자인 관과 바우하우스 교수법을 그대로 답습하는 기초교육과정은 - 과학적으로 객관화된 디자인을“정치적”으로 정립하고자 - 바우하우스 이념을 계승하여 새로운 사회건설을 지향하는 젊은 강사들과 대립되는 것이었다. '55년 토마스 말도나도가 학장직을 대행하면서부터, 과학과목들의 도입과 더불어 바우하우스 계승의 길이 새롭게 모색되기 시작하였다. 그러나 디자인의 과학화 과정에서 과학기술을 맹신적으로 따르는 기술교조주의라는 문제에 즉면 하게 되고, 디자인에서의 과학기술을 사회적으로 재정립하기 위한 방향이 모색된다. 이로부터 인본주의적 인공환경의 건설을 지향하는 사회적 디자인, 즉“환경디자인 Umweltgestaltung”개념이 개발되고, 이의 과학적 방법론이 연구되었다. 결국,“환경디자인”은 울름 조형대학이 궁극적으로 추구한 불변의 이상향이 되었고, 이의 실천을 위한 기본 방법은“유닛시스템디자인Unit System Design(Baukasten-Systemdesign)”이었다. 이와 같이 울름 조형대학은 바우하우스의 계승이라는 대 명제 하에 인본 적으로 객관화된 과학적 디자인 개발에 일관된 노력을 기울였다. 그러나 여기에서 나타난 - 후기산업사회의 인간 중심적 발전을 목적으로 새로이 정립된 - 인본주의라는“정치성”으로 인하여, 결국 '68년 9월 30일 그 문을 닫게 되었다.

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Case Study on a Child's Informal Knowledge of Carrying and Borrowing (받아올림과 받아내림이 있는 계산과 관련한 아동의 비형식적 지식에 대한 사례연구)

  • Chang, Hye-Won
    • School Mathematics
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    • v.11 no.4
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    • pp.607-623
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    • 2009
  • This study aims to investigate a child's informal knowledge of carrying and borrowing in additive calculations. The additive word problems including three types of calculations are posed a child that is the first grader and has no lessons about carrying and borrowing. By analysing his answers, his informal knowledge, that is his methods and strategies for calculating the additive problems are revealed. As a result, conceptual aspects and procedural aspects of his informal knowledge are recognized, and the didactical implications are induced for connecting his informal knowledge and the formal knowledge about carrying and borrowing.

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A Study on Modeling a Education Ontology for Link between School Library and MLA (학교도서관과 MLA 연계를 위한 교육 온톨로지 모형 구축에 관한 연구)

  • Lee, Hye-Won
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.19 no.1
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    • pp.19-36
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    • 2008
  • The advantage of ontology leads a new knowledge system through integrating existing knowledge system and descriptive element of the concept. This study based on the advantage of ontology, providing a modeling education ontology that considered educational circumstances and related objects-person, organization, educational resources and so forth. Therefore, this study developed the framework for education ontology that provided link between school library and MLA to practice teaching-learning activity, these characteristics of educational ontology were as follows : the first, utilizing the existing education metadata and ontology, the second, representing a concept of educational ontology, subsequently defining classes and properties of education domain, the third, adding new classes and properties to connect existing classes and properties.