• Title/Summary/Keyword: 교수-학습모형

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A Study on the Development and Application of Teaching and Learning Model for the Improvement of Mathematical Communication Ability (수학적 의사소통 능력 신장을 위한 교수-학습 모형 개발 및 적용 연구)

  • Lee, Eun-Ju;Lee, Dae-Hyun
    • Education of Primary School Mathematics
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    • v.14 no.2
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    • pp.135-145
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    • 2011
  • When mathematicians solve the new problems, they present the solutions to their colleagues for getting the approval. If the solution is accepted, it will be theorems. This phenomenon also happens to classrooms in elementary and secondary school. That is main reason to emphasize mathematical communication activities in mathematics education. This study is aimed to develop teaching and learning model for the improvement of mathematical communication ability, applicate the teaching and learning model to two groups and analyze for mathematical thoughts. This study is a case study of 3rd grader's activities. Eight students, four are group applied the teaching and learning model and four are traditional group. The results have been drawn as follows: First, students in the teaching and learning model group induced richer interactions for student's understanding and investigation when we compare to those of traditional group. Second, students in the teaching and learning model group have the chance to explain their thoughts. And we can observe students to clear on their thought through speaking and discussing. This model makes students to enhance organizing, forming and clearing in their mathematical thoughts and is effective to estimate of students thought for teacher.

초등 수학 ICT활용 교수 ${\cdot}$ 학습 과정안 연구 및 개발에 관한 소고

  • Bang, Jeong-Suk;Kim, Min-Gyeong;O, Yeong-Wol
    • Communications of Mathematical Education
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    • v.18 no.1 s.18
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    • pp.61-72
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    • 2004
  • 본 연구는 예비 초등학교 교사들이 수학과에서의 ICT활용 교육을 이해하고 수업설계 부분을 강화한 ICT활용 교수 ${\cdot}$ 학습 과정안을 개발하는 능력을 키우기 위한 목적을 지닌다. 구체적으로, 예비 초등학교 교사들의 필수과목인 초등수학교육방법에 관한 강좌에서 수학과 수업 모형을 공부하고 ICT의 적극적인 활용 사례를 분석하며 기존의 과정안에 관한 비평 능력을 바탕으로 한 학기 프로젝트로써 초등수학 5학년과 6학년의 과정안을 개발한 사례를 논의한다. 교육과정 운영 및 과정안 개발 측면, 예비교사들의 ICT활용 교육에 관한 인식 등의 측면에서 연구${\cdot}$개발의 결과를 서술하고 본 연구로부터 얻을 수 있는 시사점에 대해서 논의한다.

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The Effect of Learning in American Culture on the Understanding using UCCs (UCC동영상 활용한 수업이 미국문화 이해도에 미치는 영향)

  • Yu, Jeong-Su;Lee, Ji-Young
    • 한국정보교육학회:학술대회논문집
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    • 2009.08a
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    • pp.87-92
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    • 2009
  • 본 연구에서는 UCC 동영상을 활용한 수업이 미국문화 이해도에 미치는 영향을 알아보았다. 이를 위해 7차 영어과 교육과정 목표를 참고하여 5학년 학생들 발달 단계에 맞는 미국문화 내용을 선정하고, 알맞은 UCC 동영상을 선별하여 UCC활용형 지식체험교수학습 모형을 개발하였다. 개발된 교수 학습과정안을 적용하여 초등학교 5학년을 실험집단과 통제집단으로 나누어 13차시 수업을 실시하였다. 실험 결과 UCC동영상을 활용하여 수업한 실험집단 평균 M=25.15(SD=3.02), 통제집단평균 M=24.09(SD=3.84)로서 실험집단이 통제집단보다 평균에서 더 높은 결과를 나타내었고, 이는 t=2.458(p=.017)로 p<.05 수준에서 통계적으로 유의미한 차이가 있는 것을 알 수 있었다. 따라서 UCC 동영상을 활용한 미국문화 교육이 기존의 수업 방법보다 초등학생들의 미국문화 이해도 향상에 효과가 있음을 알 수 있었다

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A Study on Developing TGF(Tutoring Game in Flipped Learning) for Game Programming Course (게임프로그래밍 수업을 위한 플립드 러닝 환경에서 피어튜터링에 관한 연구)

  • Choi, YoungMee;Kim, SeongJoong
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.125-134
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    • 2015
  • This paper designs a peer tutoring in Flipped Learning environments for effective game programming(TGF), suggests a result of survey and a lesson learned from game programming in terms of students' and professors' perspectives in hands-on program training using Snake game programming as an applied example. The TGF is more effective than the traditional classroom to achieve the learning goals of game programming course.

A Study on the Development and Application of Inclusive Dental Hygiene Practice Model (통합 치위생 실습모형 개발 및 적용에 관한 연구)

  • Park, In-Suk;Woo, Seung-Hee;Choi, Mi-hye
    • Journal of dental hygiene science
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    • v.10 no.3
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    • pp.155-160
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    • 2010
  • The purpose of this study was to develop an inclusive dental hygiene practice model in an effort to stir up the self-directed learning of learners to boost their problem-solving skills and ability of providing inclusive personal oral health care in a systematic and efficient manner. The subjects in this study were 41 dental hygiene students who were in their second year in C college located in South Jeolla Province as of 2009. An inclusive dental hygiene practice was implemented during a 15-week period of time from August 31 to December 7, 2009, and a self-administered survey was conducted before and after that by using the same questionnaires. Whether there were any differences between before and after the application of the inclusive dental hygiene practice model was checked, and there was improvement in all the learning motivation, self-directed learning capabilities and satisfaction level. Concerning the relationship of academic standing to changes in learning motivation, self-directed learning capabilities and satisfaction level, the inclusive dental hygiene practice model brought more favorable changes to the students in the lower tiers. The inclusive dental hygiene model should be applied to not only practical courses but theoretical ones so that learners could make progress both in theory and practice, and evaluation tools geared toward assessing their academic achievement and practical abilities should be developed.

An Instructional Learning Effectiveness of Network Concept by Problem-Oriented Learning for Computer Education in Elementary Schools (초등컴퓨터 교육에서 문제중심 학습을 이용한 네트워크 개념의 교수학습 효과)

  • Rim, Hwakyung
    • The Journal of Korean Association of Computer Education
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    • v.7 no.3
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    • pp.91-99
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    • 2004
  • Elementary school students have a great deal of interest in Internet games which provide integrated multimedia and so they become to know well the terminology used in network such as game server, Internet service, transfer time, etc. In addition, they are used to understand the technological phenomena occurring in internet. They, however, have difficulty understanding concepts and principles regarding the phenomena mentioned above because the educational contents in elementary school computer textbooks consist of only ICT education and its applications, i.e., tool-based technology. In this paper, we apply educational learning on network concepts which are the basis on the internet to classroom instruction by using problem oriented models. We conclude that the educational contents in elementary school computer education should be transferred to the area with principles and concepts.

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Development of Instructional Model for School Mathematics Based on the Democratic Learning Community to Enhance the Character Education (민주적 학습공동체를 기반으로 수학교과 인성함양을 위한 수업모형 개발)

  • Kim, Hyun Joo;Koh, Sang Sook
    • Journal of the Korean School Mathematics Society
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    • v.21 no.4
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    • pp.377-400
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    • 2018
  • With the rapid industrialization and the advent of the era of the Fourth Industrial Revolution, the importance of character education is on the rise. The purpose of this study is to develop the Instructional model that can make the school classroom as a democratic learning community based on general classes and naturally realize the character education in addition to the other subject-matter education. A draft of the instructional model was implemented to confirm that the factors of the character education in mathematics could be improved. The toughness index was measured by using the Character Scale for School Mathematics(CSSM) before and after implementation. Based on the results of the measurement, we completed a P (personal) instruction model and a S (social) instruction model that can enhance the factors of the character education in mathematics based on the democratic learning community through the advisory committee.

A Study on the Development of Novel-Engineering-based Maker Education Course (예비 교사를 위한 Novel Engineering 기반 메이커 교육 강의 개발)

  • Kim, Ji-Yun;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.121-124
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    • 2020
  • 본 논문에서는 다양한 전공의 예비 교사를 위한 Novel Engineering(NE) 기반의 메이커 교육 강의를 개발하였다. NE는 선정하는 도서의 내용에 따라 다양한 교과목에서 활용이 가능하다는 장점이 있는 교수·학습방법으로 다양한 전공을 가진 예비교사들이 자신의 전공에 메이커 교육을 접목하기에 용이하다. 강의의 개발은 교수설계모형인 ADDIE 모형의 절차에 따라 이루어졌으며 메이커 교육 이론→기술 습득→메이킹 프로젝트 1→메이킹 프로젝트 2의 단계로 구성된 강의를 개발하였다. 개발된 강의를 다양한 전공의 예비교사 20명에게 적용한 결과 높은 수준의 수업 만족도를 보였다.

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The Application of Science Education Lecture for Pre-Service Teacher Using Teaching-Learning Method Based on Flipped Learning (플립러닝 교수-학습 방법을 활용한 예비교사의 과학교육론 수업 적용)

  • Jeon, Young-ju;Yoon, Ma-byong
    • Journal of The Korean Association For Science Education
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    • v.36 no.3
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    • pp.499-507
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    • 2016
  • A flipped learning class was held in an attempt to overcome the limits of lecture-type classes in pre-service science teacher training and to provide a student-oriented education suitable for digital native generation. The principles of teaching-learning in flipped learning were applied to the general ADDIE model to design the class; learning materials were developed accordingly. The developed flipped learning materials and class design were verified for their validity using an expert panel's Delphi method and validity test, in which the validity was verified with 0.75 CVR. The developed flipped learning materials were applied to the theory of science education and the instructional effectiveness was analyzed. The results suggest that the students' motivation to study, interest, and confidence in learning increased; however, their satisfaction in class decreased by 30% as compared to the lecture-type class and their self-confidence in the improvement of their academic achievement was not sufficient. In order for a flipped learning class to be successful, the class should be small in size, which would ensure appropriate teacher-student communication and individualized learning; also, the students' burden of learning should be reduced and accessibility to video materials for pre-class learning should be reinforced.

Development and Application of RPG based learning contents for English low-achiever of elementary school (초등학교 영어과 학습 부진아를 위한 RPG 게임 기반 학습 콘텐츠 개발 및 적용)

  • Oh, Young-Bum;Jeong, Hee-Jae
    • Journal of The Korean Association of Information Education
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    • v.15 no.3
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    • pp.335-344
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    • 2011
  • The purpose of this paper is to develop RPG based learning content for English low-achievers at elementary school and to verify the educational effectiveness of this content. Design strategies were elicited by reviewing curriculum and literature. Educational RPG was developed based on ADDIE model. The researchers implemented them in four 5th-grade English low-achievers for two months. Free writing, interviews and observations of the homeroom teacher were conducted to verify the effectiveness of the content. As a result, English low-achieving students became interested in RPG itself, raised their expectations and became more satisfied in learning. When students completed missions while playing games, they gained satisfaction and were challenged by the new missions. This had a positive effect on learning motivation, or "continuing motivation" as mentioned by Keller.

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