• Title/Summary/Keyword: 연구수행기반 수업

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A Study on the Development of Career Reading Program Applying Cross-curricular Learning Themes (범교과 학습주제를 적용한 진로독서 프로그램 개발에 관한 연구)

  • Song, Jiae
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.1
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    • pp.267-293
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    • 2021
  • This study is aimed at analyzing the achievement criteria of cross-curricular Learning themes that can be linked to curriculums, and developing and applying the career reading programs focusing on the school library. For these purposes, first, a class model was designed in connection with reading education programs through cross-curricular Learning themes of 2015 revised curriculum. Second, the career reading classes in the areas of self-understanding, career exploration and career design have been held through a career reading class model for 137 middle school students in 5 classes for one semester. Third, the data to evaluate the career reading for the analysis of the study was constructed, and the qualitative study was conducted through of anecdotal records, multilateral observation on checklists and the analysis of action research. Lastly but not least, the materials regarding the list of books focusing on the career reading storytelling and the career mentor in a type of interests were presented, and the career reading education activities at the school field were suggested.

Analysis of Pre-Service Mathematics Teachers' Experience on Design Thinking based Teaching Practicum (예비수학교사들의 디자인 사고(Design Thinking) 기반 교육실습 활동 경험 분석)

  • Lee, Jiyon;Kim, Hoonjoo
    • Communications of Mathematical Education
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    • v.34 no.3
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    • pp.235-256
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    • 2020
  • The purpose of this study was to investigate the experience of pre-service mathematics teachers who attended at a university course combined with teaching practicum based on design thinking process to identify the change of their awareness of its activities. For the research, 8 pre-service mathematics teachers participated in a mathematics major course, consisting of 5 phases of design thinking formed by Stanford d.school. In the end of the course, qualitative data were collected through individual and focus group interviews and the course activities. By data analysis, the results of this study were as follows. Firstly, the participants' perspectives of design thinking activities were changed from the difficulty and ambiguity of its activity in the beginning of the process to positiveness with competence of solving authentic problem in terms of teaching practicum over time. Secondly, the participating pre-service teachers emphasized that design thinking activities helped them prepare well teaching practicum and raise understanding of students they met in the school fields. Thirdly, some research participants went through the difficulty in utilizing their products drawn from 4th phase (prototyping) of design thinking process depending on the acceptance of their guidance teachers. Fourthly, the research participants also pointed out that the design thinking was a significant activity in that they learned how to understand and communicate with their students and how to collaborate with team members and it gave an insight about the preparation for a class. Through these results, this study identified the possibility of using the design thinking process for pre-service mathematics teachers' teaching practicum. In addition, the research put forward some implications for better use of design thinking in teacher education.

The Effects of Flash Panorama-based Virtual Field Trips on Students' Spatial Visualization Ability and Their Understanding of Volcanic Concept in High School Earth Science Class (고등학교 지구과학 수업에서 플래시 파노라마 기반 가상 야외 답사의 활용이 학생들의 공간 시각화 능력 및 화산 개념 이해에 미치는 영향)

  • Heo, Jun-Hyuk;Lee, Ki-Young
    • Journal of the Korean earth science society
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    • v.34 no.4
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    • pp.345-355
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    • 2013
  • While virtual field trips (VFT) are considered as an attractive alternative to traditional field experience, it is unclear how VFT are best used in Earth Science curriculum. In this study, we investigated the effects of flash panorama-based VFT on students' spatial visualization ability and their understanding of volcanic concept in high school Earth Science class. To investigate the effects of instructional treatment, we conducted pre and post-test on participants' spatial visualization ability and their understanding of volcanic concept, and analyzed using analysis of covariance (ANCOVA) and linear regression. Findings are as follows: First, the change in students' spatial visualization ability in experimental group was significantly higher than that of control group, especially in spatial manipulation category. Second, the change in students' understanding of volcanic concept in experimental group was higher than that of control group in most of the categories, but it is statistically not significant. Last, the change in correlation between spatial visualization ability and understanding of volcanic concept in experimental group was remarkably high compared to control group.

A Study on the Operating Conditions of Lecture Contents in Contactless Online Classes for University Students (대학생 대상 비대면 온라인 수업에서의 강의 콘텐츠 운영 실태 연구)

  • Lee, Jongmoon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.4
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    • pp.5-24
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    • 2021
  • The purpose of this study was to investigate and analyze the operating conditions of lecture contents in contactless online classes for University students. First, as a result of analyzing the responses of 93 respondents, 93.3% of the respondents took real-time online lectures (47.7%) or recorded video lectures (45.6%). Second, as a result of analyzing the contents used as textbooks, it was found that e-books (materials) and paper books (materials) were used together (36.6%), or e-books or electronic materials (36.6% and 37.6% respectively) were used in both liberal arts (47.3%) and major subjects (39.8%). In addition to textbooks, both major subjects and liberal arts highly used web materials (47.6% and 40.5% respectively) and YouTube materials (33.3% and 48.0% respectively) as external materials. Third, both liberal arts and major subjects used 'electronic files in the form of PPT or text organized and written by instructors' (62.9% and 58.1% respectively), 'internet materials' (16.7% and 19% respectively) and 'paper book or materials' (10.4% and 12.3% respectively) to share lecture contents. For the screen displayed lecture contents, 93.5% of the respondents satisfied in major subjects, and 90.2% of the respondents satisfied in liberal arts. These results suggest developing multimedia-based lecture contents and an evaluation solution capable of real-time exam supervision, developing a task management system capable of AI-based plagiarism search, task guidance, and task evaluation, and institutionalizing a solution to copyright problems for electronicizing lecture materials so that lectures can be given in the ubiquitous environment.

A Study on the Software Convergence Education for Non-Majors Computer Science using Creative Robot (창작로봇을 이용한 비전공자의 소프트웨어 융합 교육에 관한 연구)

  • Ku, Jin-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.2
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    • pp.631-638
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    • 2017
  • In the age of the Fourth Industrial Revolution, lifestyle and industrial structures are faced with evolution from IT-based automation to the intelligent stage, demanding talents with software capabilities in various fields. Reflecting these demands, the government has enhanced basic software education for non-majors in elementary and secondary schools as well as universities. In this study, the software convergence education of Non-Majors is proposed to improve the general problem solving ability based on computational thinking and the software convergence ability in the field of their own by developing robot activity. The subjects of this study were 91 students, who were composed of various majors. The class was designed with computing thinking, convergence elements, and creative robot activity. The study was conducted for 13 weeks. To examine the effects of software convergence education through the creative robot activity, this study observed changes in the students' learning outcomes, satisfaction with creative robot activities, and perceptions of other disciplines after class based on pre-diagnosis surveys. The survey asked 12 questions including an understanding of the learning contents, overall satisfaction with multidisciplinary collaborative learning, understanding of other disciplines, and self-evaluation of problem solving ability through creative robot activities, which were compared with that before the class. They answered that their ability was improved.

Design and Implement of Collaborative Learning System for Web Based Problem Based Learning (웹 기반 문제중심학습을 위한 협동학습 시스템의 설계 및 구현)

  • Yeo Sang-Han;Kho Dae-Ghon;Ahn Seong-Hun
    • The Journal of the Korea Contents Association
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    • v.4 no.4
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    • pp.53-63
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    • 2004
  • There have been a lot of studies on problem based instruction and collaborative learning environment, but there is a lack of the studies on a system that offers a collaborative learning environment for problem based instruction. Thus I developed and applied a collaborative instruction system for web based problem based instruction. The system was comprised of the collaborative instruction room and the problem based instruction room so that the students could solve the problems by groups through collaborative instruction. The developed system was applied to the actual learning. As a result, the system contributed to the students' improvement in academic achievements, drew a high degree of responses from them, and had positive effects on their affective domain.

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The Effect of Computer Game-Based Learning on Computer Education Achievements of Middle Schoolers (컴퓨터 게임기반학습이 중학교 컴퓨터교과의 학업성취도에 미치는 영향)

  • Hong, Il-Soon;Kim, Sung-Wan;Seo, Jeong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.1 s.45
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    • pp.83-88
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    • 2007
  • The goal of this research was to investigate the effect the computer game-based learning has on learning achievement in computer education for middle school students. To achieve this goal 74 middle schoolers were allocated into the experiment group(34 students) with the educational computer games class and the control group(34 students) with the traditional face-to-face class. After identifying the homogeneity of two groups through the pre-test, the experiment was carried out. As a result, the mean difference between the experiment group and the control group was statistically significant. That is, learning achievement of middle schoolers utilizing the computer games was higher than that of the face-to-face class. It is suggested that the game factors should be considered in designing the computer education.

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Science Teachers' Recognition of the Changing School Environment and Challenges for Teaching Practices (학교의 변화를 마주한 과학 교사들의 인식과 수업 실천에서 나타난 도전과 변화)

  • Ji, Youngrae;Shim, Hyeon-Pyo;Baek, Jongho;Park, Hyoung-Yong
    • Journal of The Korean Association For Science Education
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    • v.37 no.6
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    • pp.937-949
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    • 2017
  • In this study, we investigated how science teachers perceive the changes in school systems, including infrastructure and curriculum, in the context of preparing for future education. And the changes in their perception of the educational environment, the challenges, and changes of science teachers' classroom practices were also explored. In-depth interviews and analysis were conducted with two science teachers in a middle school that is trying to innovative on changes compared with general schools. The results of the study are as follows: First, teachers perceived that their schools had factors that could change the science class in terms of school size and infrastructure, peer teacher culture, and students' abilities. Second, the enthusiasm of teachers who are trying various ways of teaching and the students' ability to adapt in a smart learning environment formed a synergistic circle that lowered entry barriers to trying changes. Third, science classes changed to activity-centered classes, and teachers realized that these changes promoted students' self-directed learning. Fourth, teachers perceived themselves as playing an independent role in curriculum management, and this perception promoted more varied attempts in improving their classes. Through the changes of the learning environment and systems of the school and the formation of a culture that shares their challenges and innovations with the voluntary learning community, teachers constantly try to change their classes and schools. The changes of school need to be understood in the context of the interaction of teachers, students, and infrastructure.

A Design of a simulated Educational Program based on API (API에 기반한 시뮬레이션형 교육 프로그램 설계)

  • Jang, Yeon-Ju;Choi, Jin-Seek
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10a
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    • pp.124-129
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    • 2006
  • 정보 통신 기술의 발달로 컴퓨터를 활용한 교육 영역이 계속 발전해 나가고 있고, 교수-학습에 도움을 주기 위한 많은 코스웨어 들이 개발되어 사용되고 있다. 기존의 코스웨어는 수업시간에 이미 배운 내용을 단순 반복하거나 형성 평가 형식의 예제를 풀어보는 유형으로, 학습자는 미리 계획된 커리큘럼과 프로그램에 수동적으로 반응하게 되어 코스웨어에서도 교수 중심의 학습이 이루어 지는 것을 극복하기 위해 본 연구에서는 학습자가 능동적으로 학습 과정에 참여하여 학습자 중심의 교육이 이루어 질 수 있고 텍스트가 아닌 프로그래밍 언어나 아이콘화 된 메뉴를 이용해 쉽게 접근이 가능하며 실제 상황과 유사하게 학습환경을 제공하고 수행결과를 확인해 학습의 효과를 극대화 시킬 수 있는 응용 프로그램 인터페이스(Application Program Interface) 기반의 시뮬레이션형 코스웨어를 설계해보고자 한다.

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The Analysis of Individual Learning Status on Web-Based Instruction (웹기반 교육에서 학습자별 학습현황 분석에 관한 연구)

  • Shin, Ji-Yeun;Jeong, Ok-Ran;Cho, Dong-Sub
    • The Journal of Korean Association of Computer Education
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    • v.6 no.2
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    • pp.107-120
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    • 2003
  • In Web Based Instruction, as evaluation of learning process means individual student's learning activity, it demands data on learning time, pattern, participation, environment in a specific learning contents. The purpose of this paper is to reflect analysis results of individual student's learning status in achievement evaluation using the most suitable web log mining to settle evaluation problem of learning process, an issue in web based instruction. The contents and results of this study are as following. First, conformity item for learning status analysis is determined and web log data preprocessing is executed. Second, on the basis of web log data, I construct student's database and analyze learning status using data mining techniques.

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