• Title/Summary/Keyword: 교육과정과 교재

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Effects of a Simulation-based Stroke Care Education on Nursing Performance Ability and Satisfaction in Nursing Students (뇌졸중 대상자간호 시뮬레이션 교육이 간호학생의 수행능력과 만족도에 미치는 효과)

  • Jang, Kie In;Roh, Young Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.1
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    • pp.408-417
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    • 2015
  • The aim of the study was to verify the effects of simulation-based stroke care education on the nursing performance ability and satisfaction among nursing students. The study used a nonequivalent control group pretest-posttest design. A total of 64 nursing students in a nursing college participated in this study. The participants were assigned conveniently according to the academic year to either the experimental group in 2013 (n = 32) or control group in 2014 (n = 32). The experimental group received a simulation-based stroke care education, and the control group received a clinical placement with self-directed practicum. The data was analyzed using the Mann-Whitney U test. The results showed that the scores of the overall nursing performance ability (z = -3.373, p < .001) and satisfaction (z = -3.245, p = .001) in the experimental group were significantly higher than those in the control group. Overall, simulation-based stroke care education is an effective teaching strategy of improving the nursing performance ability and satisfaction among nursing students.

British movement of 'Science and Citizenship' during the 1930-50s and L. Hogben's Science for the Citizen (1930-50년대 영국의 '과학식민의식' 운동과 L. Hogben의 Science for the Citizen)

  • Song, Jin-Woong
    • Journal of The Korean Association For Science Education
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    • v.21 no.2
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    • pp.385-399
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    • 2001
  • In this study, the contexts and values of the movement called 'Science and Citizenship' during the 1930-50s are discussed in relation to the historical development of school science education in Britain and to the current STS movement in school science. A special attention is given to the activities and ideas of a then eminent biologist, Lancelot Hogben(1895-1975) who published a textbook-like science book, called "Science for the Citizen"(1938). From the beginning of the 20th century, there was a growing realization that British education system needed to be changed in order to provide school science teaching to a wider audience with more emphasis on the relevance, industrial and humanistic aspects of science. This was echoed by a lecture series called 'Science and Citizenship' which was reported in the School Science Review, then the only nationwide professional journal for science educators and by a group of professional scientists who had socialist ideas toward society. Hogben was one of the key member of the group and delivered the second lecture of 'Science and Citizenship', titled "Biological Instruction and education for Citizenship". Hogben's main idea, illustrated in this lecture as well as in "Science for the Citizen", was that science education should be a way of teaching citizen for promoting democratic society and to achieve that science need to be taught in more integrated, utilitarian and humanistic manners, for example by showing the usefulness, relevance, historical and democratic aspects of science. In addition, a summary of his own life and activities, the social background and socialist scientists of the time, and comparisons between 'Science and Citizenship' movement and the General Science movement in the UK as well as the progressive science education in the USA, and the STS education movement in 1980s are discussed.

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The Effect of SW education based on Physical Computing on the Computational Thinking ability of elementary school students (피지컬 컴퓨팅 기반 소프트웨어 교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Lee, Jaeho;Kim, SunHyang
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.243-255
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    • 2021
  • The purpose of this study is to investigate the effect of software education based on physical computing on the CT ability of elementary school students. To this end, previous studies related to physical computing software education and software education in the 2015 revised curriculum were analyzed. In addition, COBL was selected among many physical computing tools on the market in consideration of the level and characteristics of learners in the school to conduct the study, and 'Professor Lee Jae-ho's AI Maker Coding with COBL' was used as the textbook. This study was conducted for 10 sessions on 135 students in 6 classes in 6th grade of H Elementary School located in Pyeongtaek, Gyeong gi-do. The results of this study are as follows. First, it was confirmed that physical computing software education linked to real life was effective in improving the CT ability of elementary school students. Second, the change in competency of CT ability by sector improved evenly from 8 to 30 points in the pre-score and post-score of computing thinking ability. Third, in this study, it was confirmed that 87% of students were very positive as a result of a survey of satisfaction with classes after real-life physical computing software education. We hope that follow-up studies will help select various regions across cities and rural areas, and prove that real-life physical computing software education for various learner members, including large and small schools, will help elementary school students improve their CT ability.

Analysis of 2009 Revised Chemistry I Textbooks Based on STEAM Aspect (STEAM 관점에서 2009 개정 화학 I 교과서 분석)

  • Bok, Juri;Jang, Nak Han
    • Journal of Science Education
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    • v.36 no.2
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    • pp.381-393
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    • 2012
  • This study was analyzed that what kind of elements for STEAM, except scientific commonsense, are contained in 2009 revised chemistry textbooks I for high school students. So first, elements of STEAM in textbooks were examined by following three sections; by publishing company, each unit and area of textbook. For reference, new sub-elements of STEAM were set because existing elements of STEAM is incongruent with current textbooks. As a result, most chemistry textbooks included elements of STEAM properly for inter-related learning with the other fields. Every textbook had its unique learning methods for utilizing elements of STEAM and they were unified as one way. Depending on textbooks, learning methods were little bit different from the others. Also, detailed elements of STEAM contained in textbooks were classified just 14 types. And they were even focused on a few elements according to sort of textbook. Thus, it seemed that there was a certain limitation of current education of STEAM in chemistry Field. By the unit, according to the curriculum, contained elements of STEAM were different. Almost all elements of STEAM were located in I section. Consequently, it is difficult to include elements of STEAM if mathematics or history were not existed in curriculum. Lastly, by the area, most of all elements of STEAM were included in reference section. Almost all elements of STEAM were focused on art and culture. Thus, STEAM was used for utilization about chemical knowledge in substance. Otherwise, convergence training for approach method was not enough in chemical knowledge.

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Analyzing the Status Quo of Docent Training Program and Searching Its Development Direction in Science Museum of Korea (과학관 도슨트 양성 프로그램의 실태 분석 및 발전 방향 모색)

  • Park, Young-Shin;Lee, Jung-Hwa
    • Journal of the Korean earth science society
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    • v.32 no.7
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    • pp.881-901
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    • 2011
  • The science museum in the past satisfied visitors only by interacting them with simple objects and exhibition, while one in modern times was requested to meet the need of visitors in their engagement in educational programs. To meet the visitors' need, the science museum made efforts to train, educate, and assign docents so that they can interact with visitors and serve the educational purpose of visitation. In this study, we analyzed the strengths and weakness of docent training programs from science museums/science centers nationally and internationally, to make implication on how to design a docent training and professional program. Programs from four national and four international science centers/museums were selected as a sample for analysis. Their docent training programs were compared with the data of surveys and interviews and emails from docents and docent managers/evaluators. Artifacts and documents of the docent training programs were also collected and used to construct the validity in analyzing the data, resulting in the well-developed docent training program as the critical one for enriching science museum education. The results included; First, we need to recruit and train docents who interact visitors directly but they need to be differentiated from regular volunteers for promoting science museum education for the purpose of popularization of science. Additionally, Second, we need to develop and run docent training program where docents can experience 'informal learning' exhibition interpreting strategies through the real field from mentoring from the experienced/senior docents beyond 'formal learning' exhibition content. Third, we need to equip docents with skills to make scientific literacy possible at science museum-such as experiencing scientific ethics through scientific inquiry-which happens limited at school education.

Educational Needs of the Core Competencies for Low-Carrier Technology Teachers (초임 기술교사를 위한 핵심 역량의 추출과 교육 요구도 분석)

  • Choi, Yuhyun
    • 대한공업교육학회지
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    • v.44 no.1
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    • pp.209-231
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    • 2019
  • The purpose of this study was to extract the factors of core competency required for technology teachers and to analyze the educational needs for extracted core competency factors and to search for the application of core competencies in the in-service technology teachers education. This study was conducted by literature review, expert validation, and needs assessment method. The survey was conducted by 92 low-carrier technology teachers who participated in in-service technology teachers education for upgrading to first grade teacher certificate. Data were analyzed the factor analysis, needs assessment, and IPA analysis using SPSS 24. The core competencies with high education needs were selected by the score of the Borich formula and the IPA analysis. As a result of the study, 29 factors of core competencies were chosen as the priority: challenge, planning ability, decision making ability, future orientation, intellectual property utilization ability, communication ability, and creative thinking etc. Based on the conclusions of this study, I would suggest the following. It is to create a new in-service education program reflected on core competencies that have high educational needs of low-carrier technology teachers. In addition, a strategy that reflects core competencies methodically in existing in-service teachers education program is needed. Future research should be followed by research on curriculum design to enhance high needed core competencies of low-carrier technology teachers.

An Approach to Realistic Contents of T-ball for VR Sports Room Classes (가상현실 스포츠실 수업을 위한 티볼 실감 콘텐츠 접근)

  • Eun, Kwang-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.47-58
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    • 2022
  • This research presented development contents for application of realistic content approach study that can experience T-ball sports used in regular physical education classes at indoor space with screen. The scope of application can be used for ball sports training in virtual reality sports room of elementary and junior high schools. The approach process presents an appropriate approach system for sustainable training education which is to improve T-ball sports training to target users through consultation-based collaboration with sports experts and T-ball leaders, focusing on basic training content of T-ball textbooks. In other words, the training mode was designed to induce immersion in T-ball sports classes and provide natural basic training for students at elementary schools rather than simply experience-based realistic content. The developed training content provided basic attack training according to weekly differentiated curriculum, and the approach process of training mode by difficulty level was presented to allow the user to improve the training by the degree of difficulty. In addition, the match mode approach process that reflects the game rules of T-ball sports was presented. This study can be presented as a reference production case that can be used to improve basic training and physical exercise of ball sports for industries related to development of realistic content.

Development of a STEAM Program to Learn the Principles of Quantum Mechanics by applying the Gamification Mechanism (게이미피케이션 메카니즘을 적용한 양자역학 원리를 배우는 STEAM 프로그램 개발)

  • Ko, Daehoon;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.507-518
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    • 2016
  • In this paper, in order to offer the opportunity to indirectly experience STEAM education and the profession of a quantum computer professional, one of computer experts as a promising occupation of the future, its correlation to the national curriculum was analyzed. STEAM educational program in this paper was developed through which the third or fourth graders in elementary schools can learn about a quantum computer expert and think about it in relevance to their future careers. Yet, it's almost impossible for the students to understand the basic theories of quantum computer based on quantum mechanics, one of most difficult areas of physics. Accordingly, in this proposed textbook, gamification mechanism was applied to arouse students' interest. Moreover, the textbook was developed and applied to the field directly in the way that students would be able to indirectly experience quantum spin, one of most basic principles of quantum computer, quantum cryptography related to quantum computer, incomplete quantum computer and etc. The STEAM educational program for future careers offered in this research is expected to create positive effects for students to explore careers relevant to IT, and to develop related qualities.

Comparative study of policy and elementary school mathematics learning program for mathematics underachievers in Korea and the United States: Focused on the Seattle Public Schools and Chuncheon Office of Education (우리나라와 미국의 초등학교 수학학습부진아 정책 및 지도 프로그램 비교 분석: 춘천시 교육청과 시애틀 교육청을 중심으로)

  • Ko, Junghwa
    • Journal of the Korean School Mathematics Society
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    • v.20 no.1
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    • pp.57-76
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    • 2017
  • Since the 1990s, Korea has been developing various policies and materials for the improvement of basic learning abilities. In this study, the cases of policies for underachievers in Korea and the US were compared and analyzed the programs for mathematics underachievers in elementary school with Chuncheon office of education and Seattle public schools. All of them started from the point of relief of underachievers, but they differed in the process of operating them specifically. This study suggests the followings. First, active utilization of vacation programs to solve problems such as low-income meal service, prevention of stigma effects, securing teacher's instruction time, teacher-instructor cooperation. Second, the necessity of detailed activity-centered textbooks that underachievers can explore with interest in mathematics learning and easy to use by teachers. Third, specific cooperation for inducing interest of their own children's learning and forming close ties between parents and teachers. Fourth, program analysis by a professional evaluation group to improve the quality of underachiever program.

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On the Attractive Teaching Methods of Mathematics with Parents of Students (학부모와 함께 하는 흥미로운 수학지도 방안)

  • Park, Hyung-Bin;Lee, Heon-Soo
    • Journal of the Korean School Mathematics Society
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    • v.10 no.4
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    • pp.455-469
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    • 2007
  • In this study, we want to being helpful to improvement of ability to solve mathematical problem, that is grafted on the subjects being able to occur in real life, of students in teaching materials and results studied and developed in the university. For increasing ability to solve ingenious problem and growing in the learning ability of oneself leading of students. The goal of this study is to make possible open research as a result of that students look for problem around real life by one's own efforts and take interest in them through learning mathematics of parents of students, they are the most important fact of educational environment in the mathematics education - earlier than students. In particular, the goal of this study is that students have an positive attitude of mind for mathematics and maximize ability of practical application by the analytic thinking learned through experience of their parents, they survey, analyze and solve problems taken from real life in the method transmitting one's knowledge to others. This study is divided into 2 categories: education of students and education of their parents. By these, we want to disseminate advanced knowledge and theory through students improve the powers of thought, logic and inference, develop ability to solve mathematical problem, stir up motivation of learning and learn knowledge of mathematics become familiar with real life.

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