• Title/Summary/Keyword: 놀이 학습

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Pedagogical Methodology of Teaching Activity-based Flow Chart for Elementary School Students (초등학생 대상의 활동 중심 순서도 교육 방법)

  • Lee, Yong-Bae;Park, Ji-Eun
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.489-502
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    • 2012
  • Today computer education puts an emphasis on algorithm education. There are little researches about how to express the given problem in algorithm and how to interpret the expressed algorithm. In this study play-based learning methods dealing with flow chart which is one of the expressing tools of algorithm are developed for lower graders of elementary school. Then we diagnosed the learning possibility of the tool after applying the methods in a classroom environment. There are four types of learning game activities; sequential play, selective play, repetitive play and puzzle play. Puzzle play is a game that students need to reconstruct the learned content to a real flow chart by using flow chart cards. The result of an achievement test after teaching students flow chart showed that the group who took the play-based lesson got their average score with about 7.5% higher than the group who took the ICT-based lesson. Both the groups got their average scroe of more than 9 out of 10 after the lesson. This result shows that flow chart lessons are adaptable for the lower graders of elementary school. It also shows that play-based education can be exceptionally effective.

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A Programming Learning by Diense's Play Activities (딘즈의 놀이학습을 이용한 프로그래밍 학습모형)

  • Kim, Gil-Hyun;Kim, Kap-Su
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.349-356
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    • 2005
  • 본 연구는 초등학교에서 프로그래밍 학습을 효과적으로 하기 위하여 초등학생들이 흥미를 갖고 참여할 수 있는 놀이 학습을 이용하여 프로그래밍 학습 모형을 작성하였다. 본 논문은 1) 놀이학습이 프로그래밍 언어 학습에 어느 정도 효과가 있는지 이론적 연구를 통하여 알아보고, 2) 학습자와 학습내용을 분석, 3) 수업모형과 각 단계별 세부사항, 4) 실제 수업에의 활용 등을 주요 내용으로 한다. 놀이학습을 이용한 프로그래밍 학습은 초등학생이 프로그램에 대해서 쉽게 이해하고 흥미있게 접근할 수 있다는 점에 그 의의가 있다.

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Constructing 3-year-old classroom with role play areas based on field-trips (현장학습을 중심으로 구성해가는 만 3세 교실의 역할 놀이 영역)

  • Suh, Hye Jeong;Han, Ye Hee
    • Korean Journal of Childcare and Education
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    • v.6 no.2
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    • pp.83-115
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    • 2010
  • The purpose of this study is to reveal the insights that teachers has learned through developing preschooler's classroom into field-trip-oriented ones with role play areas. The data of this study was collected from participatory observation and in-depth interviews, which included videos, photos, teachers' journal, descriptive questionnaire, and interview records. The whole process of organizing role-play oriented class was composed of four steps: activities before the trip, activities on-the-spot, activities after the trip, and its evaluation. Firstly, activities before the trip were making the lists of questions, deciding children who ask the questions, making rules on the trip, understanding the purpose of the trip. Secondly, on-the-spot activities included having a tour of the place and asking the questions. Thirdly, activities after the trip was constructing the classroom into small real world with various sections. This required the teachers to reflect the field trips, make plans how to construct, prepare for the data, and furnish the classroom with role-play areas. In the process of furnishing the classroom with small real world, the field trips played a big role as the learning opportunities for language development, and keeping public rules.

A WBI System Implementation for Creativity Development of an Elementary School Student (초등학생의 창의력 신장을 위한 WBI 시스템 구현)

  • Choi, Gab-Young;Park, Ki-Hong
    • Annual Conference of KIPS
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    • 2000.04a
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    • pp.912-915
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    • 2000
  • 본 논문은 웹을 통한 학습활동(WBI)에서 초등학생들의 창의력 신장을 위한 시스템 구축 방안을 제시하였다. 제안된 시스템은 학습자 모듈과 관리자 모듈로 구성하였으며 창의력 신장을 위한 학습자 모듈은 유창성, 융통성, 독창성을 신장시킬 수 있는 학습활동을 수행하게 하며 관리자 모듈은 학습자의 학습활동을 지원하고 평가한다. 유창성 향상은 끝말잇기 놀이, 낱말 연상하기, 낱말가방, 용도 찾기, 융통성은 비유하기 놀이, 공통점 찾기, 만약에 놀이, 독창성은 만화 대사 넣기, 그림보고 이야기 꾸미기, 아이디어 공모 등의 학습방안이 제시되었다. 관리자 모듈은 학습자의 학습활동 결과를 열람하고 즉시 평가하여 피드백을 제공할 수 있으며, 학습자의 학습 효과를 극대화하기 위하여 학습 활동 내용을 수정할 수 있도록 하였다. 본 WBI 시스템은 창의력 신장 프로그램을 Web상에서 구현한 것으로 인터넷의 장점을 교육에 효과적으로 이용한 경우가 될 것으로 보인다.

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Skemp의 조작에 따른 놀이활동이 연산능력 신장에 주는 효과

  • Park, Yun-Ja;Song, Yeong-Mu
    • Communications of Mathematical Education
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    • v.18 no.2 s.19
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    • pp.305-320
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    • 2004
  • 놀이나 게임을 좋아하는 어린이들의 특성과 활동이 왕성한 초등학교 학생들의 발달 단계에 비추어 볼때, 놀이를 통한 수학학습은 효과적이고 흥미를 유발시킬 수 있으며 어렵고 딱딱한 과목에서 조금이라도 해방될 수 있을 것이라고 생각된다. 초등수학에 관한 구체적이고 실험적인 연구를 통하여 놀이 활동을 체계적이고 계획적으로 정리한 Skemp는 초등수학교육과 관련하여 활동 위주의 수업을 많이 하길 권하고 있다. Skemp 놀이 활동은 자투리 시간을 이용하여 학습을 보조하거나 재미로 해보는 종류의 놀이가 아니라 초등학교 교육과정의 전 요소를 학습할 수 있도록 체계적이고 의도적으로 짜여진 놀이 활동으로 모든 수학적 주제를 다루고 있다. 본 연구에서는 Skemp놀이 활동학습을 초등학교 5 6학년 특별보충반 아동들에게 적용하여 연산능력의 신장과 정의적 영역에 어떠한 영향을 미치는지 알아보았다.

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Meaning of Play ~ Learning in the Context of Early Childhood Curriculum (유아교육과정의 맥락 속에서 살펴본 '놀이~배움'의 의미)

  • Boo Yeun Lim
    • The Journal of Learner-Centered Curriculum and Instruction (JLCCI)
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    • v.19 no.3
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    • pp.265-287
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    • 2019
  • This study explored the meaning of 'play ~ learning in early childhood education. There have been various studies related to existing plays. But often play in early childhood is misunderstood as a way to learn or develop. Therefore, in this study, it is necessary to explore the continuous relation between play and learning and its meaning again. So, this study looked into the relationship and practice between play and learning in the context of early childhood curriculum. Play has the attribute of Dionysus pleasantness connected with the life of children. At this point, learning occurs internally in the play-eventified experiences of children. And the play and the learning connected with each other and forming the 'rhizome' relationship. Furthermore, the play of the children who live in the curriculum is a voluntary and competent learning in itself. This study is meaningful in that it examined the vivid mobility of the curriculum in play ~ learning of children. It is also meaningful that the facts were found in the lives of children who are spreading in various ways.

The Effect of Algorithm Learning by Playing on Learning Motivation and Achievement (놀이를 통한 알고리즘 학습이 학습동기 및 학업성취도에 미치는 영향)

  • Kwon, EunJung;Lee, EunKyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.12 no.6
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    • pp.33-39
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    • 2009
  • Abstract characteristic of algorithm may disturb improving learners' motivation and learning. Therefore, a design of teaching and learning method requires to minimize the learner's intrinsic cognitive load and to maximize the learning motivation. We developed an algorithm learning program by playing to enhance learning motivation and achievement for vocational high school students. And then, we implemented the developed program in vocational high school classes and analysed the educational effects of the developed program. We found that the developed program was helpful in enhancing learners' learning motivation and achievement level. It means that doing the activities, such as playing games, helps learners to acquire an algorithm concept that has abstract nature and is difficult to understand.

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A Study of Development and Application on Play-based Algorithm Learning for Improvement of Logical Thinking Ability (놀이를 통한 논리적 사고력 신장 알고리즘 학습 프로그램 개발 및 적용 연구)

  • Kim, Eun-Gil;Kim, Hyang-Hee;Hyun, Dong-Lim;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.1
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    • pp.119-127
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    • 2011
  • We selected algorithm learning subjects and developed the play-based algorithm learning program for elementary school students. In addition, we analyzed a positive effect of improve on logical thinking by the field application. We found that the developed learning program was helpful in growing logical thinking skills. It means that the play-based algorithm learning program helps learners to improve on logical thinking.

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Learning Effects and Difficulties of Role Play Activities to Learn Earth Rotation and Sun's Apparent Motion (지구 자전과 태양의 겉보기 운동 학습을 위한 역할놀이 활동의 학습 효과 및 학생들이 겪는 어려움)

  • Kim, Seong-Un
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.1
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    • pp.29-39
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    • 2020
  • In this study, to find out the learning effects and difficulties of role play activities to learn the earth's rotation and the sun's apparent motion, the degree of concept understanding through role play activities, difficulties arising from activities collected by interview, and eye movement during activities are analyzed. 22 fifth graders participated in this study and collected and analyzed experimental behaviors, post-interviews, and eye movement data during the role play of the students. The study found that students could explain the rotation and direction of the Earth through role play activities, but it was difficult to explain the apparent motion of the sun. Since it is difficult to perceive the sun's apparent motion through role play activities, the learning effect of the earth rotation role play activity is low.

Impact of Role-play activities on academic achievement and learning attitude in science class (과학수업에서 역할놀이 활동이 학업성취도와 학습태도에 미치는 영향)

  • Kim, Myung-Sook;Oh, Ki-Sun;Cho, Dal-Hyun
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.323-331
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    • 2012
  • Cell division in biological education is an important and unintelligible unit. Most of students have no interest in learning the content, and don't concentrate on it because cell division unit contains relatively difficult content. In this vein, during considering the effective learning methods, the researcher found role-play as the method for student's positive access to important and unintelligent learning content. Effect of role-play on their learning achievement of science was analysed through the Chapter of cell division on 3rd grade of middle school students. For this study three levels of middle school students were selected from the school located in Seoul. And divided this students into experiment group and control group by 2 classes respectively. Before putting into practice this instruction, there took into account the before and after of students' learning achievement and their learning attitude by using same questionnaire. On the other hand, the researcher put into practice co-variate analysis by using SPSS statistical package as the measurement method.