• Title/Summary/Keyword: 사고력 도야

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수학 성적과 이산수학의 문제 해결력 비교 -초등학교 고학년에서-

  • Han, Gil-Jun;Lee, Yang-Gi
    • Communications of Mathematical Education
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    • v.13 no.1
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    • pp.73-96
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    • 2002
  • 수학적인 사고력과 창의력이 강조되고 있는 요즈음 수학교육에서는, 이산수학적인 영역이 담당해야 할부분이 더욱 많아진 것으로 생각된다. 이에 발맞춰, 최근에 이산수학에 관한 연구가 활발해지고 있다. 그러나, 아직 초등학교에서 적절히 사용할 수 있는 별도의 이산수학 관련 서적이나 연구 문헌이 없어 아동들의 이산수학에 대한 관심과, 수학 성적과 이산수학의 문제 해결력과의 관계에 대하여 조사해 보았다. 이산수학의 문제들을 구성하여 아동들에게 예고 없이 평가하고 문제에 대한 수학적인 태도를 질문을 통하여 알아보고, 수학 실력이 우수한 학생과 그렇지 못한 학생들과의 이산수학 문제 해결력의 관계를 알아보고자 다음과 같은 연구 내용을 설정하였다. 이를 살펴보면 첫째, 초등 수학교육에서 이산수학에 대한 학생들의 반응에 대하여 생각해 본다. 둘째, 수학 성적과 이산수학 문제 해결과의 관계를 생각해 본다. 이상의 연구 문제를 해결하기 위해, 문헌 연구를 통하여 이산수학에 관련된 초등학교 내용을 소개하고, 문항을 구성하였다. 소개된 주제 중에서 4개의 주제(수 세기, 한 붓 그리기, 지도 색칠하기, 최소 거리 ${\cdot}$ 비용 수형도)를 선정하여 10개의 문항을 작성하였다. 조사 연구를 위한 대상은 서운 시내 2개 초등학교 5, 6학년 2개 반을 선정하였다. 각 문항의 정답율은 백분율(%)에 의하여 분석하였는데 그 결과를 살펴보면, 첫째, 수 세기의 정답율은 첫 번째 문항의 정답율이 낮았을 뿐, 다른 문항들의 정답율은 비교적 좋게 나타난 것으로 보아 문제를 이해하기 쉽게 구성하는 것이 중요하다는 것을 알게 되었다. 둘째, 한 붓 그리기와 지도 색칠하기의 문제들의 정답율은 상당히 높게 나타났는데, 그러한 것은 아동들이 직접 다양한 방법으로 시도해 봄으로써 문제를 해결할 수 있었기 때문인 것 같다. 또한 이러한 유형의 문제들은 아래 학년에도 투입해 볼 수 있을 것 같다. 셋째, 최소거리 ${\cdot}$ 비용 수형도의 문제에서는 난이도가 높은 이유도 있지만 문제 이해를 완전히 하지 못해 정답율이 무척 낮게 나온 것으로 생각된다. 넷째, 수학 성적이 높은 학생들이 대체적으로 문제 해결력이 높았던 것으로 나타났으나, 몇몇 학생들은 정반대의 결과가 나와 특이한 시사점을 제공했다. 그러한 이유로는 정형화된 문제들을 선호하고 쉽게 해결하는 아동들과, 그렇지 않은 아동들 사이의 문제 접근 방법의 차이라고 생각된다. 본 연구를 통하여 다음과 같은 제언을 하고자 한다. 첫째, 이산수학에 관련된 많은 문항을 개발하여 아동들에게 확대 투입함으로써 수학 수업의 효과와 문제 해결력을 높일 수 있을 것이라 생각된다. 둘째, 수학 실력이 떨어지는 아동들에게 보다 흥미있는 이산수학적 문제들을 제시함으로써 수학에 대한 자신감과 흥미를 높일 수 있을 것이라 생각된다. 셋째, 초등학교 과정에 알맞은 이산수학의 다른 주제도 학습 지도안과 그와 관련된 문제들을 개발하는 연구가 진행되어야 하겠다.

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A Study on the Relative Weights of the Components of Core Competence Based Learning Outcomes in STEAM (Science, Technology, Engineering Art, Mathematics) (융합인재교육에서 핵심역량 기반 학습성과 구성요소의 상대적 가중치 연구)

  • Park, Ki-Moon
    • 대한공업교육학회지
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    • v.40 no.2
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    • pp.239-258
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    • 2015
  • The purpose of this study is to provide basic data that can be used in a reasonable assessment of the learning outcomes of STEAM. It presented a learning outcome evaluation method, relative weights of key competencies standard that a learner should cultivate. For this study, a pairwise comparison questionnaire about the key competencies was conducted on the STEAM professionals, and AHP was applied to analyze the priority of main factors of key competencies. The results of this study are as follows. First, the importance of capabilities of convergence accomplishment and capabilities of convergent cognition, in the first layer of key competencies, were 39.4% and 36.8%, respectively. In the education evaluation of the STEAM, capabilities of convergence accomplishment and capabilities of convergent cognition showed similar level of importance, and were considered more important factor than capabilities of convergence attitude (23.8%). Second, the relative importance of capabilities of problem solving (20.0%) was highest in the second layer of key competencies, and followed by capabilities of creative thinking (18.3%), responsibility (15.3%), and understanding convergence knowledge (11.0%). Third, it will be a foundation of a competency evaluation, which reasonably evaluates, based on the relative weights, whether to accomplish educational objectives of the STEAM program In addition, this results is expected to become a guide to develop an education program that can improve the teaching and learning process and raise the learning outcome, as well as an education evaluation of the STEAM.

Analysis of Programming Questions of the Informatics·Computer Secondary Teacher Recruitment Examination (정보·컴퓨터 중등교사 임용시험의 프로그래밍 문항 분석)

  • Kang Oh Han
    • KIPS Transactions on Computer and Communication Systems
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    • v.12 no.10
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    • pp.291-298
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    • 2023
  • In this paper, we study whether the programming questions of the Informatics·Computer recruitment tests were suitable for selecting teachers with required programming skills. The average points of the programming questions constituted 38%(20.8 points) of the total scores for the entire curriculum based on the results from analyzing the previous questions in the past 5 years. Moreover, the distribution of points for each evaluation criteria within programming and data structure, two exam subjects which have a high proportion of programming questions, demonstrated a large deviation ranging from 0% to 47% and 0% to 53% respectively. In this study, a questionnaire survey was conducted on 31 teachers to examine if the previous programming questions were suitable for measuring teachers' competency in programming abilities required in the actual teaching experience. Computational thinking ability was ranked the highest at 58% in response to the area that needs to be evaluated in the recruitment test. In response to the relevance of previous questions, problem solving ability was ranked the highest at 2.84 on a 5-point scale, but the overall appropriateness was deemed low. C language and Python were regarded as the computer languages suitable to be tested for programming questions with each ranked 55% and 45%. The finding confirms that teachers preferred Python and the incumbent C language to others. Based on the results of the questionnaire, we recommend changes in the programming questions to improve the selection criteria.

The Effects of Grouping in Cooperative Learning Strategy (협동학습 전략에서 소집단 구성 방법의 효과)

  • Noh, Tae-Hee;Park, Soo-Youn;Lim, Hee-Jun;Cha, Jeong-Ho
    • Journal of The Korean Association For Science Education
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    • v.18 no.1
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    • pp.61-70
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    • 1998
  • This study investigated the effects of grouping (group composition) in cooperative learning strategy upon students' achievement, the attitude toward science instruction, the perception of learning environment, and the self-esteem. Three different groups were used in this study. For the two treatment groups with cooperative learning strategies, High-Medium-Low ability grouping (HML) and High-Low I Medium-Medium ability grouping (HL/MM) were used. For the control group, traditional instruction was used. Before the instructions, the short-version Group Assessment of Logical Thinking, the test of attitudes toward science instruction, the perception questionnaire of learning environment, and the questionnaire of self-esteem were administered, and their scores were used as covariates. Mid-term examination score was used as a blocking variable. After the instructions, a researcher-made achievement test consisting of three subtests (knowledge, understanding, and application), the test of attitude toward science instruction, the perception questionnaire of learning environment, and the questionnaire of self-esteem were administered. The ANCOVA results revealed that there were significant interactions between the instruction and the level of prior achievement although there were no significant differences in all subtest scores of the achievement test. The high-level students in the HL/MM cooperative group performed better than those in the control group and the HML cooperative group. The low-level students in the HL/MM cooperative group also performed better in the subtest of knowledge than those in the other groups. However, the medium-level students in the HML cooperative group scored better than those in the control group and the HL/MM cooperative group. Significant main effect was also found in the perception of learning environment but not in the attitude toward science instruction and self-esteem. The cooperative groups, regardless of grouping, exhibited more positive perception than the control group.

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A Study on PBL Instructional Design for Creative Engineering Design Education (PBL을 적용한 창의공학설계 교수설계 방안 연구)

  • Lee, Keun-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.7
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    • pp.4573-4579
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    • 2014
  • In the 21st century, university education is changing from an objective knowledge and information to critical thinking and problem-solving ability. Moreover, university education should change rapidly towards a learner-centered educational environment because it has an educational goal to have college students experience authentic tasks they will be in charge of after graduation, and improves self-directed learning ability and cooperative learning ability. PBL is a pedagogical strategy for posing significant, contextualized, real world situations, and providing resources, guidance, and instruction to learners as they develop content knowledge and problem-solving skills. In problem based learning, the students collaborate to study the issues of a problem as they strive to create viable solution. For these advantages of PBL, the application of PBL in school has been enlarged. On the other hand, the application of PBL in engineering education has not been enlarged. To improve these instruction methods, the development or applications of new instructional methods will be needed. This study examined the PBL instructional design of a creative engineering design subject, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. A plan of creative engineering design subject was developed based on PBL, and focused on the process of PBL. To determine the effects of this model, studies applying this instructional design to many lecturers should be implemented.

The Application of the Scratch2.0 and the Sensor Board to the Programming Education of Elementary School (초등학교 프로그래밍 교육을 위한 스크래치2.0과 센서보드 활용)

  • Moon, Waeshik
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.149-158
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    • 2015
  • Programming education plays a very effective role in comprehensively learning problem analysis ability, logical thinking ability, procedural problem solving method, and imaginary problem solving method. Until recently, however, it is not applied to the elementary and the middle school in Korea, which is very different from the other IT centerd countries such as the U.S., etc., where coding class is actively implemented. Fortunately, Korean government recognized this reality and decided to implement programming education as a regular subject in the elementary school from 2017. In this situation, many researchers' programming education model research is urgently required for the students to learn in the elementary and the middle school. This research developed and suggested 17 sessions of programing education model connected with scratch language and sensor board, which is hardware, to be applied to the class of the 5th and 6th graders. As the result of implementing the joint class of 5th and 6th graders during the after-school class based on programming education process suggested to verify the suitability for elementary school programing education, satisfactory achievement was attained by the assessed students. The researcher plans to develop an optimum model proper for the elementary school students' intellectual capacity by more improving programming education model.

A Study on the Current Status and Improvement of Cultural Arts Education in the 4th year University Early Childhood Education Curriculum -Focused on metropolitan universities- (4년제 대학교 유아교육과의 교과과정 중 문화예술교육의 현황과 개선에 관한 연구)

  • Park, Joo-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.1
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    • pp.360-372
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    • 2017
  • Cultural arts education helps in the holistic development of children and enhances their language skills and creative thinking. This type of education not only fosters emotional intelligence, but has also been proven to play a positive role in helping children understand different cultures. Based on these findings, in recent times, interest in cultural arts education has been focused on the importance of experiencing art in childhood and the development of artistic ability. A high standard of cultural arts education is desirable, in which regular classes are held based on the close cooperation of teachers, with extensive knowledge and sense of the cultural arts, and cultural arts experts. Therefore, it is necessary to include extensive cultural arts education in the training of early childhood educators, considering the importance of early childhood cultural arts education. This study suggested ways to improve the academic curriculum and develop plans to enhance the expertise of early childhood teachers in the field of cultural arts by analyzing the academic curriculum of early childhood education courses in 4-year universities in the metropolitan area.

Analysis on the Characteristics of the IT Science tilted Students Toward Computer Learning (정보과학영재의 학습 특성 분석)

  • Kim, Eui-Jeong;Seo, Seong-Won;Baek, Soon-Heum
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.491-495
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    • 2008
  • The purpose of this study is to analyze the characteristics of IT gifted middle school students. The researcher analyzed the observational assessments of 16 gifted noddle school students through 19 education programs conducted from During the latest 3 years at the Science Gifted Children Education Center. The researcher hypothesized that IT gifted children would be outstanding in computer skills and information processing abilities. But they were not much different from gifted children in the other areas. Therefore there are two suggestions resulted from the study. First, it might not be meaningful to sub-categorize the subjects because of their developmental stages. The tenth grade students observed in this study were in their formal operational period by Piaget. Therefore, it would be desirable to teach them integrated areas rather than separated areas. Second, gifted children could be excellent in most areas. Due to their curiosity, task tenacity, and intellectual abilities, they could show excellence in any areas. Therefore, it is important to elaborate the educational programs so that the gifted children can develop their abilities in each areas.

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The Effects of Havruta Class on High School Students' Geographical Attitude and Academic Achievement (하브루타 수업이 고등학생의 지리학습에 미치는 영향)

  • Kang, Eung Jung;Cho, Chul Ki
    • Journal of the Korean association of regional geographers
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    • v.23 no.2
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    • pp.420-436
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    • 2017
  • This study is to design and apply the Havruta class in the geography class and to investigate the effects of the students' attitude on the geography class and the change of the academic achievement through the Havruta class. As a result, it was found to be effective. The students who experienced the lessons in the class were more interested in the geography class, so they were more active in the class activity and they were useful as the class strategy to turn into the self - leading learner participation class. Through the help of Havruta class, students have been helped to understand the concept of geography, and it can be seen that their interaction with their mates has changed into an active attitude to improve their problem-solving ability and creative thinking ability. But, the students who experienced Havruta class did not get a meaningful difference in the evaluation of academic achievement after the class application. We can expect a positive effect on the application of short-term teaching, but it is necessary to give appropriate grace period to the evaluation of the cognitive domain and to develop a proper evaluation method rather than the existing selective evaluation I knew.

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Needs Analysis Case Using Key Competencies of National Competency Standards (국가직무능력표준(NCS) 직업기초능력 기반의 직군별 요구역량 : 국내 대기업 A사를 중심으로)

  • Yoon, Duk-Won;Woo, Hye-Jung;Ghang, Bong-Jun;Kim, Yoon-Ho
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.383-398
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    • 2016
  • The objective of this research is to depict examples of how a company could derive the skillset areas with the highest priority when analyzing the skill set requirements of human resources, based on the skillset requirements that are unique to each work site. For this purpose, a survey was conducted for each of the job categories for new employee in A company. The analysis results showed that in 32 out of the 34 areas, the gaps between the current levels and the expected levels were statistically significant. For employees of company A, the following 7 areas were determined to be the key job competencies with the highest priority: document creation skills, diagram creation skills, thinking skills, problem solving skills, time management skills, technology comprehension ability, and task comprehension skills. The required job competencies with the highest priority were found to be different for each job category. As a result of this research, the priority rankings of skillset requirements for each job category in company A could be determined, along with the implications for HRD/HRM and other companies.