• Title/Summary/Keyword: 구성주의 학습

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수학적 모델링을 통한 학습지도

  • Lee, Gi-Yeol;Lee, Byeong-Su
    • Communications of Mathematical Education
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    • v.9
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    • pp.187-201
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    • 1999
  • 본 논문에서는 사회적 구성주의(social constructivism) 관점에서 고등학교 수준에서의 수학적 모델링 (mathematical modelling) 자료를 개발, 적용, 활용함으로써 학교수학과 실생활 문제를 관련시켜 학생 스스로 관찰 ${\cdot}$ 해석 ${\cdot}$ 사고 ${\cdot}$ 분석하여 구조화하는 고차원적인 인지능력의 형성과 문제 해결력을 배양할 수 있는 학습방법을 고찰한다.

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A Study on Learning Model of Constructivism for CAAD Education (CAAD교육의 구성주의 학습모델 개념에 관한 연구)

  • 윤주호
    • Korean Institute of Interior Design Journal
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    • no.41
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    • pp.256-265
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    • 2003
  • This study aims to investigate how to apply the theory of constructivism to CADD education. To maximize educational effect in the educational process, evaluation, media, interactions between instructor and learners, existing CADD education has some limitations and needs new methodology. Constructivism can be said to be a learner-oriented theory in that it emphasizes on the process of understanding in each individual. It can contribute in educational practice to elicit each learner's motivation and to develope their creativity. This paper tried to investigate how to apply constructivism to architectural designing and find the most suitable CAAD education methodology related to design studio.

Effects of Mathematical Instructions Based on Constructivism on Learners' Reasoning A bility (구성주의 수학 수업이 추론 능력에 미치는 영향 - 초등학교 3학년 나눗셈을 중심으로 -)

  • Cho, Soo-Yun;Kim, Jin-Ho
    • Education of Primary School Mathematics
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    • v.14 no.2
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    • pp.165-185
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    • 2011
  • The purpose of this study is to confirm the effects of the learner-centered instruction based on constructivism on learners' reasoning ability and their achievements which is closely related to reflective abstracting ability. To do it, learner-centered instructions for division was implemented, recall test, generation test, content reasoning test I and II were carried out. The following conclusions were drawn from the data we got. Experimental group(EG) improved their reasoning ability, while comparison group(CG) did not. EG showed statistically significant difference in the achievements of the contents learned in comparing with CG, and the difference in the achievements of the contents unlearned in the treatment in comparing with CG was higher than the one. In addition, the comparisons of the subgroups(high, middle, and low) between EG and CG showed that the treatment had a positive influence on the achievement to all subgroups in EG. That is, the treatment was effective for unable learners. Finally, EG showed statistically significant difference in the sub-domain of simple calculation which might be considered as the benefits of the treatment of the CG as well as in the sub-domain of concept and principle.

Design and Implementation of Visual Basic Web Courseware based on Constructivism (구성주의 기반의 Visual Basic 웹 코스웨어 설계 및 구현1))

  • Sun, Kyung-Hee;Kang, Yun-Hee;Lee, Ju-Hong
    • Journal of The Korean Association of Information Education
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    • v.9 no.2
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    • pp.349-358
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    • 2005
  • It is not sufficient to give a lecture in programming language without programming practice since lectures on programming must be given at lecture room with H/W and S/W for programming. In this paper, learning for Visual Basic programming has been designed and embodied with the leveled learning system in order to give an effective and positive result to both teacher and learner under the constructivism theory of education (Problem Based learning, Self-Directed learning) for the theoretical basis of the seventh education curriculum. We implemented a web courseware for Visual Basic programming using ActiveX and Tutor System. As the result of education using this courseware, it is verified as a leveled education method to adapt the learning ability of individual students, and it can raise the achievement, enthusiasm of learning and provide various opportunity of education with this various education methods. Also it enhances the problem solving ability and the logical thinking power by providing students with error correction learning.

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The Effects of Leaner-Centered Mathematical Instructions on Students' Reasoning Ability and Achievement (학습자 중심 수학 수업이 학생의 추론 능력과 학업성취도에 미치는 영향: 초등학교 4학년 분수 및 다각형 단원을 중심으로)

  • Cha, So-Jeong;Kim, Jinho
    • Education of Primary School Mathematics
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    • v.24 no.1
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    • pp.43-69
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    • 2021
  • The purpose of this study is to confirm the influences of learner-centered instruction on learners' achievement and reason ability. In order to accomplish them, the fraction unit and the polygonal unit in the fourth grade were implemented with teaching methods and materials suitable for learner-centered mathematics instruction. Some conclusions could be drawn from the results as follows: First, learner-centered mathematics instruction has a more positive effect on learning of learned knowledge and generating unlearned knowledge in the experimental period than teacher-centered instructions. Second, learner-centered instruction makes an influence of low learning ability on getting achievement positively. Third, as the experimental treatment is repeated, learner-centered instruction has a positive effect on students' reasoning ability. The reasoning ability of students showed a difference in the comparison between the experimental group and the comparative group, and within the experimental group, there was a positive effect of the extension of the positive reasoning ability. Fourth, it can be estimated that the development of students' reasoning ability interchangeably affected their generation test results.

Fluency in Technology for Mathematics Education (수학교육에서 컴퓨터 환경이 지니는 유창성의 의미)

  • Kim, Hwa-Kyung
    • Journal of the Korean School Mathematics Society
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    • v.9 no.2
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    • pp.229-248
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    • 2006
  • In creative society, fluency in technology means the ability to reformulate knowledge, to express oneself creatively and appropriately, to produce and generate information in computer environment. Fluency in technology is essential for mathematics education with a point of constructivist view. In this paper, we study the meaning of fluency in technology, related to mathematics education. For this purpose, we suggest Papert's constructionism as a theoretical background and consider the principle of 'Learning through design' for fluency in technology. And we consider some principles for designing a mathematical microworld and implement a mathematical microworld for fluency in technology. With this microworld, we consider the after-school-program where students have participated a design activity.

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Classroom Practice for Mathematics eased on Cognitive Constructivism in Primary School (인지적 구성주의에 따른 수학과 교육 현장 적용 연구)

  • Kim Pan Soo;Park Sung Taek
    • Journal of Elementary Mathematics Education in Korea
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    • v.3 no.1
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    • pp.21-39
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    • 1999
  • In this paper, we first exam the relation between Piaget's theory of cognitive development and cognitive constructivism. With it's outcome We find three principles of constructivist teaching-learning methods for primary mathematics These are as follows 1) active learning based on self-regulatory process 2) empirical learning by self initiated activities 3) individual learning derived from present cognitive structure and fits of new experiences. Finally we introduce several examples for classroom practice applied the above principles in primary mathematics.

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Relationship between Preservice Science Teachers' Relativist Epistemology and their Pedagogical Beliefs (예비 과학교사들의 상대주의 인식론과 과학 교수·학습관 사이의 관련성)

  • Kwak, Young-Sun
    • Journal of the Korean earth science society
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    • v.23 no.3
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    • pp.221-233
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    • 2002
  • This study investigated preservice science teachers' understandings of philosophical foundations(i.e., ontological and epistemological beliefs) underlying constructivist notions of learning. The teacher education program these subjects participated in explicitly addressed philosophical notions consistent with different views of constructivism. For these preservice science teachers, the program provided them with the opportunity to reflect upon the implications that their ontological and epistemological commitments had for their role as a science teacher. Data from four in-depth interviews were used to explore changes in each preservice science teacher's ontological beliefs, epistemological commitments, and pedagogical preferences. Results indicated that ontological beliefs and epistemological commitments were not necessarily consistent with conceptions of science teaching and learning for these preservice teachers. While some students internalized idealist and relativist perspectives, they did not integrate these relativist epistemological views into their preferred instructional practices. Also, regarding the fallible and tentative nature of knowledge, data in this study indicated that participants' epistemological beliefs about scientific Knowledge did influence how they were thinking about their roles as science teachers. Implications for teacher education programs and research on preservice science teacher's philosophical beliefs are discussed.

A Design on Learner-Centric Learning Contents Development Tool based on Social Learning (소셜러닝 기반의 학습자 중심형 학습콘텐츠 개발도구 설계)

  • Bae, Ji-Hye;Kim, In-Hwan;Lee, Hyun;Park, Yoon-Young
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.1418-1420
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    • 2012
  • 스마트 미디어 기기의 보급으로 많은 교육용 어플리케이션이 개발되고 있으며, SNS를 교육적 접근으로 활용한 학습모델의 사례들이 늘어나고 있는 추세이다. 현대 정보화 사회에서 요구되는 학습자 중심의 구성주의 교육 패러다임에 초점을 맞춰 학습자 스스로 학습콘텐츠를 구성하며 자기주도적 학습을 하기 위한 시스템 개발을 위해 본 논문에서는 소셜러닝 기반의 학습자 중심형 학습콘텐츠 개발도구의 설계방법에 대해 제시하고자 한다.

An Exploratory Study For Online Game-Based Learning Theory (온라인 게임과 학습과의 관련성 분석 연구)

  • Jo, Il-Hyun
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.59-68
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    • 2007
  • Online games are getting more popular among today's fun-seeking young students. The immersive power of these Internet-based games is so strong that many educators consider the integration of the games and learning to enhance learner motivation. However, the online games, which are primarily aiming g for 'fun', have cognitive, emotional, and social features and impacts that are different from the so-called 'educational' games. Therefore an interdisciplinary approach for better understanding of the online game in regard to its impact on learning and fun should be essential. In this study, the researcher will analyze relevant literature and theories from cognitive psychology, media and communication theory, and Ludology to grasp holistic understanding of online game phenomena, which will serve as basis of further research and development in this emerging area.

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