• Title/Summary/Keyword: 교육적 가치

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Insadong History Experience Program Activation Measuresof The March First Independence Movement of 1919 (3.1운동 중심의 인사동 역사체험프로그램 활성화 방안)

  • Choi, In-dam;Chu, Chin-oh
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.447-448
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    • 2015
  • 인사동은 전통문화의 거리로 알려졌으나 관광상품 위주의 일시적 개발이 진행되어 역사적 장소로서 그 중요성이 부각되지 않았다. '3.1운동' 유적지를 중심으로 한 역사체험프로그램을 통해 교육적 효과를 높일 수 있는 장소로 인사동을 활성화시켜야 한다. 이를 통해 3.1운동의 발생지로서 인사동의 역사적 의미를 되찾고 공간과 학습이 결합한 역사적 공간으로 근대문화유산의 가치를 교육적으로 활용하는 방안을 모색한다.

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A Study on the Educational Performance of Education Information System (교육정보시스템이 교육성과에 미치는 영향에 관한 연구)

  • Kim, Jong-Hwan;Park, Myung-Jong
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.5
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    • pp.221-233
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    • 2010
  • For the education information system, evaluation of the performance have to incorporate the special characteristics od education. This paper is to develop some measures to assess the performance of Korean National Education Information System (NEIS). Performance measures are classified those into three detailed areas as the flow of value chain. which include end-users area, education process area and performance area. Research results show that the users's concern to the information system have an affirmative influence on the satisfaction of users, and attitude change of users have also a positive influence on the administration area of the information system such as task productivity, task innovation, satisfaction of the education users, activity of control process. Also, user's satisfaction for NEIS, that comes from the communication, have an affirmative influence on the better performance of education,

삶의 질 향상을 위한 우리나라 보건요원의 역할

  • 남철현
    • Proceedings of The Korean Society of Health Promotion Conference
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    • 1998.07a
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    • pp.13-37
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    • 1998
  • 삶의 질을 향상시키고자 하는 염원은 끊임없이 삶을 영위해 온 인류가 추구하여 온 보편적인 가치라고 할 수 있다. Inkeles(1993)는 살의 질을 근대화 또는 산업화 맥락에서 연구하였으며 산업화로 인하여 물질적, 물리적 조건 특히 국민총생산량(GNP)과 같은 경제적 조건의 발전이 있었으며 그 결과 국민의 삶의 질이 향상되었다고 결론짓고 있다.(중략)

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An Analysis of Difference between Students in Mathematics Education and Professors Who Teach Them in Their Cognitions of Mathematics (‘수학’에 대한 교수와 학생의 인식 차이 비교연구 - 사범대학 수학교육과 학생을 대상으로 -)

  • Kang Ok-Ki;Han Shin-Il
    • School Mathematics
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    • v.8 no.2
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    • pp.107-121
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    • 2006
  • The purpose of this study is to understand various theories of cognitions of mathematics and to compare the difference between students in mathematics education and professors who teach them in their cognition of mathematics. For this purpose, a survey of 'cognitions of mathematics' was done to the students(future teachers) and professors who taught them in the capital area, and the results was statistically analyzed. It shows that professors have almost all of things in common with students in their cognitions of mathematics except some issues such as 'there are usually more than one way to solve mathematical tasks and problems,' or 'It is indispensible for mathematics to be definitional rigor,' which are statistically significant. Many theoretical and empirical grounds were supported for the differences in their responses. The study has, eventually, given valuable suggestions to lead people's attitudes and cognitions of mathematics to a deeper level.

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Changes in mathematics pedagogical lexicons: Extension research of the International Classroom Lexicon using a text mining approach (수학 교수학적 어휘의 변화: 텍스트 마이닝 기법을 이용한 교실수업 어휘 연구의 확장)

  • Lee, Gima;Kim, Hee-jeong
    • The Mathematical Education
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    • v.61 no.4
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    • pp.559-579
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    • 2022
  • Research on lexicon and language provides insights into the interests, values and practices of a community where individuals use the language. The International Classroom Lexicon Project, in which ten countries participated, identified own country's mathematics teaching and learning lexicons by investigating mathematics classroom instruction from teachers' perspectives in a speaking-oriented community. This study, as an extension of the International Classroom Lexicon Project research, investigated pedagogical lexicons used in 「Mathematics and Education」 journals specialized for Korean professional mathematics teachers published by the Korean Society of Teachers of Mathematics. Using the text mining approach, we also traced how these pedegogical lexicons have changed quantitatively over the past 10 years with a diachronic perspective. As a results, several novel terms were found in the writing-oriented community, which were not identified in the speaking-oriented community. In addition, we could discover some pedagogical lexicons have increased statistically significantly and some lexicons appeared(increased) rapidly across years. This implies the teacher community's values and zeitgeist by reflecting these changes in the sociocultural, incidental and social changing (i.e., periodical change) contexts. This study has value as a first step in understanding zeitgeist for mathematics education in Korean mathematics teacher community according to changes of times over the past 10 years. Also, this study contributes to the methodological insights: the text mining technique provides a methodological contribution to researching changes in interests, values and zeitgeist according to these changes in the times.

Exploration of Desirable State of Affairs in Pursuing Portraits of Human Being in Home Economics Education (가정과교육과정에서 추구하기에 바람직한 인간상에 대한 탐색)

  • Yang, Ji Sun;Yoo, Tae Myung
    • Journal of Korean Home Economics Education Association
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    • v.29 no.2
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    • pp.85-111
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    • 2017
  • The purpose of this study was to examine the need of the ideal human being and to establish ideal desirable state of affairs in the ideal portrait of a human being for pursuing in the home economics education. This study analyzed the deducted issue from the discussion about the human being in the educational research through the national curriculum and literature review. The desirable state of affairs established in this research are (1) it needs to reflect the feasibility aspect for actual implementation, (2) it needs to consider the contextual subject aspect, and (3) the curriculum view containing the philosophy of the subject, that is, critical science perspective shall be reflected on the desirable human being. The ideal portrait of a human being was stated, in the individual family, society nation, cultur e world according to subcategories. In addition, the stated ideal portrait of a human being was modified through expert consultations. The proposal was reexamined for the validity of the statement and restated as a comprehensive statement of an ideal portrait of a human being that included a restatement of the three areas. An ideal portrait of a human being pursuing in home economics education from a core value of curriculum stated as 'a person who has solved the practical problem actively'.

자연학습원의 외국사례 연구 (일본과 미국의 경우)

  • 권동희
    • Journal of the Speleological Society of Korea
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    • no.44
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    • pp.27-36
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    • 1995
  • 외국의 자연학습원은 크게 나누어 구미 각국의 "자연교육센타" 개념과 일본의 "청소년자연의 집"의 개념으로 대별할 수 있다. 서구의 자연교육센터는 통상 원시림이나 교육적 가치가 큰 특수한 식생이 존재하는 지역에 관람객을 위한 써비스적 기능을 담당하는 건물(Nature Center)을 짓고 건물내에 그 지역의 자연자원을 설명하는 사진, 도표, 표본 및 팜플렛 등을 비치하여 전문안내원으로 하여금 구체적인 설명과 질문에 답하도록 하고 있다.(중략)

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An Observational Research on the Limitations and Side Effects of Gamification in Educating Human Resources (인력교육에서 게이미피케이션의 한계와 역효과에 대한 관찰연구)

  • Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.87-96
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    • 2015
  • Fun and happiness are the intrinsic values of the human beings. Game is one of the most efficient tools which satisfies those intrinsic values. Approaches and methods combining game and education to provide the enjoyable education environments have been increasing. As use of gamification in corporate and school education environments for human resources is increasing, significant voices of concern on the limitations and side effects of combining game and education are continuously increasing. The purpose of this paper is to energize the use of gamification in education environments by clarifying the limitations and side effects of gamification and seeking ways to overcome those factors. This paper summarizes an observational research on the limitations and side effects of gamification in education environments, and provides the interviewees' opinions on gamified classes.

The Effects of the Convergence Study about Smart Learning in Nursing Education (간호교육에서의 스마트러닝 적용에 관한 융합연구의 효과)

  • Ki, Eun-Juong;Seo, Dong-Hee;Chung, Soon-Ah
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.519-527
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    • 2018
  • The purpose of this convergence study was to examine the effects of smart learning on learner's participation, academic self-efficacy and task value in nursing education. The study was designed using a nonequivalent control group no-synchronized design. The subjects of this study consisted of 86 experimental group and 95 control group who were nursing students. Data were collected from March 2 to June 8. 2018. The data were analyzed using the spss 18.0 program to perform independent t-test. There were not statistically significant differences in learner's participation(t=1.065, p=.288) but were statistically significant differences in academic self-efficacy(t=2.668, p=.008) and task value(t=2.070, p=.040). Therefore, the smart learning was effective in increasing academic self-efficacy and task value for nursing students. The smart learning is expected to be useful as effective teaching and learning strategies in nursing education.

A Study on Construction of Digital Museum Archiving Regarding Dance Costume (무용공연작품 의상을 위한 디지털 뮤지엄 아카이빙 구축)

  • Jeong, Yu-Jin;Yoo, Ji-Young;Baek, Hyun-Soon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.81-88
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    • 2019
  • This article aims to identify the characters and theme shown in dance costume and utilize them from an educational perspective by constructing digital museum archiving, which can be systematically collected, classified and stored from dance costume. It deals with definition of digital museum archiving as theoretical background and examples of how to create digital museum archiving as research content. The role that archiving plays in digital museum and effectiveness have been demonstrated. Archive is a term used to indicate extensive material and its storage and referred to as an integrative model of display in the computer-generated space. When it comes to producing dance costume as a form of digital museum, the museum is to be made in the computer-generated area of dance costume. The museum shows each division of major, medium and minor classification. The major classification divides genre of dance performance into Korean dance, modern dance and ballet. The middle involves choreographers, costume designers. The minor categorization includes newspaper, interviews, performance pictures, and programs. Digital museum has the value of space utilization, creation, culture, utilization of multiple educational programs, offering of digital museum content, two-way communication, and program development of the new display form.