• Title/Summary/Keyword: 교육적기능

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대학의 국제적 위상을 높이기 위해 고등교육평가원 설립이 필요하다

  • Kim, Gyeong-Hoe
    • 대학교육
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    • s.143
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    • pp.5-10
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    • 2006
  • 국제수준의 전문성을 토대로 한 평가를 통해 대학들의 자기혁신을 지원하고 우리나라 대학교육의 경쟁력을 강화하기 위해 고등교육 평가기능을 전문적.체계적으로 수행하는 국가 차원의 평가전담기구의 필요성이 여러 측면에서 대두되고 있다. 민간과 정부, 대학 간의 공동협력을 통해 선진국 수준의 고등교육 질 보장 체제를 구축하여 대학의 국제경쟁력을 지속적으로 강화하고, 이를 바탕으로 대학교육 환경의 미래변동에 능동적으로 대처하는 일은 더이상 지체할 수 없는 시급한 사안이다.

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A Study on Game Content Development Methodology for Mathematics Learning to Raise Mathematical Intuition: for Elementary Geometry Learning (수학적 직관을 키우는 게임 콘텐츠 개발 방법 연구 : 초등 기하 영역을 중심으로)

  • Kim, Yoseob;Woo, Tack;Joo, Heeyoung
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.95-110
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    • 2013
  • Current up-to-date courses of study put emphasis on raising creative students. However, the cramming methods of teaching mathematics in the school seems far from the creativity and the number of students who feels mathematics difficult is increasing. To overcome this situation, the government proposed 'the mathematics education using storytelling', which leads to lots of developments of mathematics using serious game in many areas. However most of the current serious games couldn't do away with the deductive framework of mathematics, which makes it impossible to achieve the purpose of raising creative students. This is because existing mathematics serious games have not deeply contemplated many aspects such as the purpose and theories of teaching and teaching mathematics. Therefore, in order to overcome the limitations of cramming methods in existing mathematics educations, this research proposes the new method of developing serious game contents for elementary geometry that is useful to improve mathematical intuition, based on RME, the theory of teaching/learning mathematics.

The Direction of School Forest Plans Considering Satisfaction of Elementary Students (초등학생들의 만족 유형을 고려한 학교숲 조성방향)

  • Jang, Cheol-Kyu;Jung, Sung-Gwan;Jang, Jung-Sun;Kim, Kyung-Tae;Oh, Jeong-Hak
    • Journal of the Korean Institute of Landscape Architecture
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    • v.37 no.4
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    • pp.42-51
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    • 2009
  • The purpose of this study is to analyze the actual conditions of school forests using a field survey and to establish the construction methods considering satisfactions of students using a satisfaction inquiry. The results of the this study are as follows: many trees had the highest score whereas reduction of noise had the lowest score in the satisfaction analysis of 15 items. According to the result of the factor analysis, 3 factors were determined to be most important from 15 items of satisfaction, and they were Environmental Function, Educational and Recreational Function, and Ecological Function. Next, students were classified into 4 groups using factor scores by cluster analysis. Group I had very high effectiveness in the Environmental Function and group II had low effectiveness in all factors. Also, group III had very high effectiveness in the Educational and Recreational Function, and group IV had very high effectiveness in the Ecological Function. According to the analysis results of the character of the school on students' group, the satisfaction of school forests was high when students of group II were few and other group's students were similar. As these schools use a lot of parts of the playground for green space, there was more school forest than at other schools. Also, students of these schools were experiencing the school forest through educational programs. Therefore, school forests should be constructed by increasing the green area and considering the satisfaction factors of students through various experience and education programs and by the way utilizing wide space than adding the tree in the garden.

학교교육을 통한 인구 가족계획 및 모자보건의 교육적 가치

  • 이시백
    • Korean Journal of Health Education and Promotion
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    • v.4 no.2
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    • pp.1-8
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    • 1987
  • 학교는 교육과 연구의 기능을 가친 특수한 사회조직이다. 새로운 과학적인 지식을 습득하게 할 뿐만 아니라 집단생활 속에서 인간관계를 형성하고 상호협력 할 수 있는 경험을 터득하게 하는 장소이다. 그러나 학교는 사회집단으로서 지식제공에 의한 인간개발이나 인간관계에 의한 인격 및 정서발달을 개인 스스로의 체험과 책임으로 돌려 방치하는 자유방임적인 조직은 아니다. (중략)

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Way to the Method of Teaching Korean Speculative Expression Using Visual Thinking : Focusing on '-(으)ㄹ 것 같다', '-나 보다' (비주얼 씽킹을 활용한 한국어 추측 표현 교육 방안 : '-(으)ㄹ 것 같다', '-나 보다'를 대상으로)

  • Lee, Eun-Kyoung;Bak, Jong-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.141-151
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    • 2021
  • This study analyzed the meaning and functions of '-(으)ㄹ 것 같다' and '-나 보다' among the various semantic functions depending on the situation, and discussed ways to train speculative expressions more efficiently by expanding them from traditional teaching methods through visualizations applied visual thinking at real Korean language education. The speculative representation, which is the subject of this study, represents the speaker's speculation about something or situation, with slight differences in meaning depending on the basis of the speculation and the subject of the speculation. We propose a training method that can enhance the diversification and efficiency of teaching-learning through visualization of information or knowledge, speculative representations that exhibit fine semantic differences in various situations. Utilizing visual thinking in language education can simplify and provide language information through visualization of language knowledge, and learners can be efficient at organizing and organizing language knowledge. It also has the advantage of long-term memory of language information through visualization of language knowledge. Attempts of various educational methods that can be applied at the Korean language education site can contribute to establishing a more systematic and efficient education method, which is meaningful in that the visual thinking proposed in this study can give interest and efficiency to international students.

Review on the Educational Possibilities of The Virtual Museum as Online Learning Environments (온라인 학습환경으로서 가상박물관(Virtual Museum)의 가능성에 대한 탐구)

  • Kang, In-Ae;Seol, Yeon-Kyung
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.458-470
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    • 2010
  • As digital technologies have strongly impacted the whole social aspects, so museum recently emerging as an alternative or supplementary learning environment to school, after active adoption to the technologies, gave birth to museum websites called 'Virtual Museums' which, then, result in enhancing the educational roles and functions of physical museum. In this context, this study aimed to review the process of how virtual museum has been developed in terms of its educational roles and characteristics in accordance with the evolutionary development of web. Especially, the analysis of the status quo of the current virtual museums in both Korea and overseas presented specific aspects of the educational elements and roles embedded in virtual museum which have been emphasized in many related research and studies. The categories of the roles of the virtual museum, as a result, were classified into 'digital archive,' 'learning resources,' and 'communigy,' each of which were, then, further elaborated for its individual educational uses. Eventually this study purposed to expand the public awareness and knowledge of virtual museum as the alternative online learning environments needed in the 21st century.

The Development of Student Portfolio Management Program to Aid Engineering Education (공학교육지원 학생 포트폴리오 관리프로그램의 개발)

  • Hahn Song-Yop;Lee Myung-Sik
    • Journal of Engineering Education Research
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    • v.8 no.4
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    • pp.20-30
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    • 2005
  • The purpose of this study is the development of SPMP(Student Portfolio Management Program) to aid performance of student program outcomes related to program educational objectives. SPMP is developed to manage accreditation conditions, student materials, academic results through system database and to provide synthetic data for engineering education through statistical process. There are three functions to construct SPMP. First, the function of student information management is organized on various input data related to academic program, resume, etc. Second, the function of accreditation condition management is identified by the evaluation of program outcomes, subject grades, etc. Third, the function of course work data management is made by the operation of the academic reports and productions. The result of this study is expected to effectively provide constructive directions for continuous management in accreditation of engineering education and to support student portfolio for submission in required application.

STEAM Contents for Industrial Location Theory on Reinforce Analysis Feedback (분석 피드백을 강화한 공업입지론 STEAM 콘텐츠)

  • Kang, HyeonJi;Ko, RanHee;Lee, SoYeon;Kang, SinHye;Kwon, SangCheol;Cho, Jungwon
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.227-230
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    • 2017
  • 전 세계적으로 과학, 기술, 공학, 예술, 수학이 융합된 STEAM교육이 강조되고 있는 가운데 우리나라도 STEAM교육의 효율성을 높여줄 수 있는 콘텐츠에 대한 관심과 적용이 늘어가고 있다. 본 논문은 "공업입지론" 내용을 바탕으로 개발된 에듀테인먼트 콘텐츠의 교육적 효과를 향상시키고자 분석 피드백 기능을 강화하였다. 강화된 분석 피드백 기능은 첫째, 학습자가 공장 선택 조건과 각 공장의 장점 확인, 둘째, 상품의 운송조건 제시, 셋째, 학습 결과에 대한 분석이다. 이에 학습자가 콘텐츠를 통해 학습하는 과정에서 분석 피드백을 제공 받아 학습에 대한 이해도 등 교육적 효과를 향상 시키고자 한다.

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Development of Rubrics for Performance Assessment for Presentation Document Writing Area based Problem Solving Process Model (문제해결 과정 모형에 기반한 "발표용 문서 작성" 영역 수행평가 척도의 개발)

  • Kang, Sung-Gul;Jeong, In-Kee
    • Journal of The Korean Association of Information Education
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    • v.11 no.3
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    • pp.371-378
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    • 2007
  • Since 2001, we have taught computer in elementary school to become the advanced country of IT in the 21C. However, people criticized that ICT education which is consisted mainly of the computer skills is not appropriate for information literacy education. In 2005, "ICT Education Guide Rev." is published. Thereafter, information literacy education has systematic frame. The experts emphasize the importance of performance assessment. Computer education can become the problem solving education if the performance assessment carried out. However, it is not successful without the good rubrics for performance assessment In this paper, we developed the rubrics for performance assessment for "presentation document writing".

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Prospects of Characteristics Factors on Serious Game through Application Case Study Analysis (응용분야 사례 분석을 통한 기능성 게임의 특성요인 전망)

  • Choi, Woo-Seok
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.409-416
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    • 2017
  • The game market has not only grown in size of the 10 trillion won but also the form and function of game use. Serious game combines the educational purpose and the fun of the game and develops it so that contents such as national defense. In this study, we analyze the cases of five application areas for the activation of serious games, and develop factors that the serious game should have, we want to see what the characteristics are and how important it is. The results of analysis show that it was analyzed that most serious games of application field were developed as 'experiential games' such as education, learning, experience, and simulation. This means that it is very effective to develop a serious game in consideration of the characteristics that a potential user should prefer a sensible game as well as a clear goal of a serious game in game development.