• Title/Summary/Keyword: 반응적 교수

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Classic novel class criticism: teacher as a storyteller (고전소설 수업 비평 : "이야기꾼"으로서의 교사에 대한 주목)

  • Park, Su-jin
    • Journal of Korean Classical Literature and Education
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    • no.33
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    • pp.45-82
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    • 2016
  • Class, the fundamental unit of school education and the meeting place of teacher and students, plays an important role in study of the subject matter of education. Class criticism is material to the theory or method that helps researchers deeply understand and analyze class phenomena or teachers' actions during a class. In this study, I make a critique on the features of a classic novel class as attempt to expand on new prospects in the field of research on classical literature education. The classic novel class in this class criticism is typical one, which reads the work analytically. Nevertheless, the teacher turns the students' vague repulsion into empathy and helps them appreciate and internalize the work. Students' empathy and response are reflected in the interpreting-centered class because the teacher's insights about the work and experience, knowledge, and method of literature education are projected during the class. Especially, a situation in which the teacher spends a relatively long time narrating the background of the work clearly shows the value and meaning disseminated in a classic novel class. Based on the aforementioned, attempts to collect a variety of cases of a classic novel class and to understand the meaning of these cases have to be part of future research. The research on the attributes of a class such as criticism of classic novels enables us to renew introspection to discover classical literature education.

A study on the improvement of ability of a creative solving mathematical problem (수학문제의 창의적 해결력 신장에 관한 연구 -농어촌 중학교 수학영재를 중심으로-)

  • 박형빈;서경식
    • Journal of the Korean School Mathematics Society
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    • v.6 no.1
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    • pp.1-17
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    • 2003
  • In this paper, we study the methods of improving an ability of a creative solving mathematical problem belonging to an educational system which every province office of education has adopted for the mathematically talented students. Especially, we give an attention on a preferential reaction in teaching styles according to student's LQ., the relationship between student's LQ. and an ability of creative solving mathematical problems, and seeking for an appropriative teaching methods of the improvement ability of a creative solving problem. As results, we have the followings; 1. The group having excellent students who have a higher intelligential ability prefers inquiry learning which is composed of several sub-groups to a teacher-centered instruction. 2. The correlation coefficient between student's LQ. and an ability creative solving of mathematical is not high. 3. Although the contents and the model of thematic inquiry learning don't have a great influence on the divergent thinking (ex. fluency, flexibility, originality), they affect greatly the convergent thinking - a creative mathematical - problem solving ability. Accordingly, our results show that we should use a variety of mathematical teaching materials apart from our regular textbooks used in schools to improve a creative mathematical problem solving ability in the process of thematic inquiry learning. Also we can see that an inquiry learning which stimulates student's participation and discussion can be a desirable model in the thematic mathematical classroom activities.

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A Study on the Ride Film Appearing in Virtual Reality - the focus of Warrior of the Dawn - (가상현실에서 표출된 라이드필름 제작 사례연구 - Warrior of the Dawn 제작사례를 중심 -)

  • Kim, Tae-Hyung;Chung, Jean-Hun
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1204-1212
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    • 2008
  • The vehicle simulation (flight simulator) in 1920's was the first in the virtual reality. With the development of precise optical and electromagnetic equipment, the virtual reality widened its application for other purposes than military one. Based on the realistic display technology, it is more and more common in the various areas such as entertainment, medical profession, learning, film, architectural design, tourism and etc. In 1989, Jaron Ranier was the first to use the terminology 'Virtual Reality'. With this term, all virtual projects could be classified in a single item. But even before the term was used, the virtual reality has been studied up to now. As a part of virtual reality, the human thirst for the impossible thing has led to the development of ride film. The ride film consists of the special technical elements as well as the psychological analysis of human being. The ultimate purpose of virtual reality is engrossment through interaction. Even though the real interaction requires interface, input sensor and reaction ability, the ride film is not an element of the typical interaction. The virtual reality is mostly defined in technical terms now. But in this study, we will analyze the concepts worked out by Professor Michael Haim who is called a philosopher in the cyberspace in aspect of experience-oriented definition. We will analyze the adaptability of virtual reality based on his concepts such as artificial reality/ interaction/ engrossment/ networked world/ remote display/ simulation/ onmon engrossment. And also, we aim to suggest the directions of developing the ride films for perfect engrossment and to draw optimized conclusion thereon. In this viewpoint, we consider that the study of ride film on which there were few case studies will contribute to level up the basic frameworks of IT technology and the digital image.

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The Effect of Creative Education Program with HTE through Blended Learning on the Creative Problem Solving Capability of Middle School Students (블렌디드 러닝을 통한 HTE 창의교육 프로그램이 중학생의 창의적 문제해결력에 미치는 영향)

  • Sul, AhChim;Kim, Hyoungbum;Kim, YoungKi;Heo, Youn-Jeong
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.488-499
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    • 2021
  • This study investigated the effects of the HTE creative education program, which applies blended learning methodology as a convergence class strategy between offline and online, on middle school students' creative problem solving capability. As a result of applying for five creative education practice programs in the classroom, it turned out that there was a statistically significant difference (p < .05) in the case of idea manipulation, visualization, comparison, idea generation, and deliberation, subordinate constructs of creative problem solving capability. Also, the program turned out to be positively effective, with a 0.14 point improvement in the pre and post-means of all middle school students, showing from 3.65 to 3.79 points, and 72% of middle school students who participated in the program were satisfied, and 68% were interested. According to the results, HTE creative education programs using blended learning turned out to be effective as a customized methodology in the COVID-19 situation and the era of the 4th Industrial Revolution, where various creative talents are needed. Therefore, the need for the development of creative education programs on various related topics and teacher training for teaching and learning methodologies of blended learning.

Changes in the Number of Applicants and Mean Score and Applicants' Responses on the Test Items of 'Science Inquiry' of the CSAT (대학수학능력시험 '과학 탐구'의 응시자 수와 평균 점수 변화 및 문항에 대한 학생 반응)

  • Lee, Yang-Rak
    • Journal of The Korean Association For Science Education
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    • v.22 no.2
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    • pp.345-356
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    • 2002
  • This study investigated the trends in the number of applicants and mean score and applicants' responses on the test items of 'science inquiry' of the College Scholastic Ability Test(CSAT) implemented for 3 years$(1999\;{\sim}2001)$. The results of this study were as follows: The percentage of applicants of science track for 1995 CSAT were 43.13%, but reduced to 29.5% for 2001 CSAT. And unlike other tracks, the percentage of male applicants, ranking above average, of science track was 65.58%, which is about twofold of female applicants(34.42%). The mean score of 'Science inquiry' was 58.6 in 1999, and 69.5 in 2001. And the score of the applicants, ranking above average, of humanity and social science course and science course, were 85.8 and 90.7 respectfully in 2001 CSAT. These high mean scores were caused by the policy of "easy CSAT" so called. Most of test items were developed to have difficulty 60-79% or above 80%. This easy CSAT provoked intense dispute about the discriminating power of CSAT. The mean score of male applicants was higher than that of female. But the difference decreases every year. Applicants were generally very good at solving tests focusing on process skills only but poor at solving tests related to physics or calling for two or more science concepts. Thus special measures to cope with the decrease in applicants, especially female applicants, for science track should be provided. To increase discriminating power of CSAT, it is recommended to develop test items with wider range of difficulty and to reduce test items which are focussing process skills and can be solved without any special science concepts. And special consideration should be given to teaching the content area with poor achievement and high actual difficulty compared to the expected.

A Survey on the Spatial Sense Ability of Elementary School Students -Focusing on Fourth to Sixth Graders- (초등학생들의 공간 감각 실태 조사 -4,5,6학년을 중심으로-)

  • Cho, Young Sun;Chong, Yeong Ok
    • Journal of Elementary Mathematics Education in Korea
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    • v.16 no.3
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    • pp.359-388
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    • 2012
  • The study aims to extract the framework of sub-factors of spatial sense, to develop test instruments based on the framework to investigate the actual spatial sense ability of fourth to sixth graders in elementary school and to analyze the results. According to the framework of sub-factors of spatial sense of the study, spatial sense has two factors of spatial visualization and spatial orientation. Spatial visualization is divided into mental rotation, mental transformation and figure-ground perception while spatial orientation is categorized into direction sense, distance sense, and location sense. Based on the framework, the test instrument for spatial sense ability was developed and the test was conducted to 430 fourth to sixth students in five elementary schools in capital areas. The following conclusions were drawn from the results obtained in the study. Firstly, the higher school year gets, the more spatial sense grows. However, spatial visualization is developed much more than spatial orientation and their order is reversed with higher graders. Secondly, the most insufficient abilities among fourth to sixth elementary school students' spatial sense were mental transformation of spatial visualization and location sense of spatial orientation. Thirdly, the reasons of differences in sub-factors of spatial sense and graders seem to be from effects of students' learning experiences of spatial sense of mathematics curriculum and the complexities of test items.

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A Study on Children Edutainment Contents Development with Hand Gesture Recognition and Electronic Dice (전자주사위 및 손동작 인식을 활용한 아동용 에듀테인먼트 게임 콘텐츠 개발에 관한 연구)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1348-1364
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    • 2011
  • As the existing edutainment contents for children are mostly comprised of educational tools which unilaterally induce educatees to passively respond to them, the content-creating methodologies in terms of which active and voluntary learning is made possible is urgently needed. In this paper, we present the implementation of the tangible 'electronic dice' interface as an interactive tool for behavior-based edutainment contents, and propose a methodology for developing edutainment contents for children by utilizing the recognition technique of hand movement based on depth-image information. Also proposed in the paper are an authoring and management tool of learning quizzes that allows educators to set up and manage their learning courseware, and a log analysis system of learning achievement for real-time monitoring of educational progress. The behavior-based tangible interface and edutainment contents that we propose provide the easy-to-operate interaction with a real object, which augments educatees' interest in learning, thus leading to their active and voluntary attitude toward learning. Furthermore, The authoring and management tool and log analysis system allow us to construct learning programs by children's achievement level and to monitor in real-time the learning development of children educatees by understanding the situation and behavior of their learning development from the analytic results obtained by observing the processes of educatees' solving problems for themselves, and utilizing them for evaluation materials for lesson plans.

The Case study of using MTBL(Music Technology-Based Learning) in a Teaching Profession Course: A Case Study on the Instructional Methods and Educational Technology Class (교직과목 수업에서 음악 테크놀로지 기반 학습(Music Technology-Based Learning: MTBL) 활용 사례 연구: 교육방법 및 교육공학 수업사례)

  • Kim, Eunjin
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.497-510
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    • 2013
  • The researcher's objective is to analyze a case study from the teaching profession course entitled "Instructional Methods and Educational Technology: IMET," in which the instructional method 'Music Technology-Based Learning: MTBL' has been implemented. In addition to the analysis and the completion of the associated 16-week coursework, the researcher conducted an open-ended survey, and conducted and analyzed in-depth interviews, with participants in the case study. Using MTBL in IMET has elicited mostly favorable responses from participants such as "interesting" and "fun." They also mentioned "active learning participation." There were also negative responses to MTBL, citing "the lack of interconnection between MTBL and other teaching profession courses," "the difficulty of hybrid and convergence classes," and "the need for additional time and attention in an individual study." The analysis of this case study indicates that the use of MTBL in teaching profession courses somewhat enhances the understanding of the general concept of integrating technology into education, although some difficulties remain. The analysis of more case studies is required in order to establish more effective training courses, in which learning is not limited to the theoretical aspects of education. Using MTBL as an integrated part of the educational method would help to foster more creative and professional teachers.

Change of Mother-child Interaction and Perceptions After Participating in Parent Counseling Education Combining Physical Contact Play Activities (신체접촉놀이를 통합한 부모상담교육 참여에 따른 어머니-유아 상호작용 및 인식 변화 연구)

  • Shim, Mi Kyung
    • Korean Journal of Child Education & Care
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    • v.18 no.4
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    • pp.91-108
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    • 2018
  • Objective: The main purpose of this study was to investigate the change of mother-child interaction and perceptions of parenting and play after participating in parent counseling education program which is combined physical contact play activities with client-centered counseling technique. Methods: The subjects were 6 mothers and their child who attended more than 7 out of 8 times in the program, which carried out totally 8 sessions, once a week for 90 minutes. Marschak Interaction Method (MIM) and semi-structured questionnaire about parenting and play were used to assess the change. Results: First, mothers' interaction with their child was become more nurturable and mutual engaged, and facilitated their child's challenge simultaneously providing structure. Second, child-directed interaction was increased rather than mother-directed, and the waiting time for their child's attempt became longer. Conclusion/Implications: The parent counseling education program changed the mother-child interaction more positively. This study has the implication in terms of combining play with education and counseling, but there is the limitation of generalization due to qualitative analysis based on limited cases.

Uncanny Valley Effect in the Animation Character Design - focusing on Avoiding or Utilizing the Uncanny Valley Effect (애니메이션 캐릭터 디자인에서의 언캐니 밸리 효과 연구 - 언캐니 밸리(uncanny valley)의 회피와 이용을 중심으로)

  • Ding, LI;Moon, Hyoun-Sun
    • Cartoon and Animation Studies
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    • s.43
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    • pp.321-342
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    • 2016
  • The "uncanny valley" curve describes the measured results of the negative emotion response which depends on the similarity between the artificially created character and the real human shape. The "uncanny valley" effect that usually appears in the animation character design induces negative response such as fear and hatred feeling, and anxiety, which is not expected by designers. Especially, in the case of the commercial animation which mostly reply on public response, this kind of negative response is directly related to the failure of artificially created character. Accordingly, designers adjust the desirability of the character design by avoiding or utilizing the "uncanny valley" effect, inducing certain character effect that leads to the success in animation work. This manuscript confirmed the "uncanny valley" coefficient of the positive emotion character design which was based on the actual character design and animation analysis. The "uncanny valley" concept was firstly introduced by a medical scientist Ernst Jentsch in 1906. After then, a psychologist Freud applied this concept to psychological phenomenon in 1919 and a Japanese robert expert Professor Masahiro Mori presented the "uncanny valley" theory on the view of the recognition effect. This paper interpreted the "uncanny valley" effect based on these research theory outcomes in two aspects including sensation production and emotion expression. The mickey-mouse character design analysis confirmed the existence basis of the "uncanny valley" effect, which presented how mickey-mouse human shape image imposed the "uncanny valley" effect on audience. The animation work analysis investigated the reason why the produced 3D animation character should not be 100% similar to the real human by comparing the animation baby character produced by Pix company as the experimental subject to the data of the real baby with the same age. Therefore, the examples of avoiding or utilizing the "uncanny valley" effect in animation character design was discussed in detail and the four stages of sensation production and emotional change of audience due to this kind of effect was figured out. This research result can be used as an important reference in deciding the desirability of the animation character.