• Title/Summary/Keyword: 적극적 상호작용

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An Analysis on Aspects of Concepts and Models of Fraction Appeared in Korea Elementary Mathematics Textbook (한국의 초등수학 교과서에 나타나는 분수의 개념과 모델의 양상 분석)

  • Kang, Heung Kyu
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.3
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    • pp.431-455
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    • 2013
  • In this thesis, I classified various meanings of fraction into two categories, i.e concept(rate, operator, division) and model(whole-part, measurement, allotment), and surveyed appearances which is shown in Korea elementary mathematics textbook. Based on this results, I derived several implications on learning-teaching of fraction in elementary education. Firstly, we have to pursuit a unified formation of fraction concept through a complementary advantage of various concepts and models Secondly, by clarifying the time which concepts and models of fraction are imported, we have to overcome a ambiguity or tacit usage of that. Thirdly, the present Korea's textbook need to be improved in usage of measurement model. It must be defined more explicitly and must be used in explanation of multiplication and division algorithm of fraction.

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Design and Implementation of MUG(Multi-User Graphic) Game for Elementary Students (MUG(Mutil-User Graphic)게임의 설계 및 구현 - 초등학생을 위한 -)

  • Ahn, Mi-Lee;Lee, Jeong-Ae
    • Journal of Digital Contents Society
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    • v.1 no.1
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    • pp.77-88
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    • 2000
  • Leading educational paradigm based on Constructivism drives for many changes in the field of education. It causes the shift from instructor-based to learner-based learning, and cooperative teaming amongst the learners. Multi User Game (MUG) which is a network-based cooperative game is popular among many college students. MUG is known to provide positive and creative activities encouraging learners to participate, reform and produce new knowledge and skills. Thus, it has potential as an effective learning tool. In this study, however, we have designed a prototype of Cooperative MUG Game for elementary students to learn within networked environment to play while learning new knowledge and skills. The elementary students will interact with the other students through chatting while playing MUG.

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Cyber Consultation System for Primary School Students (초등학교 학생들을 위한 사이버 상담 시스템)

  • Park, Ho-Cheol;Han, Kyu-Jung
    • Journal of The Korean Association of Information Education
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    • v.8 no.1
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    • pp.101-110
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    • 2004
  • The researcher designed and applied the cyber consultation system by making use of high-speed information networks and getting away from the established face-to-face consultation patterns in our society. The system is characterized by the means of communications to hold consultation with interviewees which enables us to feel free to converse with students in trouble and to more actively engage in interaction with the help of client-centered system. And it can also be used to help clients to change their attitudes towards consultation by relieving them of distrust, dislike and vague anxiety and to take active part in consultation. The established on-line consultation websites fail to continue consultation due to being able to hold secret consultation through e-mails. In this context, the researcher has produced the cyber consultation system to continuously hold various kinds of consultation including closed consultation between consultants and interviewees with the help of web servers where individual homepages are used.

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Effects of Stress-coping Styles on Depression in Children from Multi-cultural Families : Focusing on Mediating Effects of Social Support (다문화가정 초등학교 아동의 스트레스 대처양식이 우울에 미치는 영향 -사회적 지지의 매개효과를 중심으로-)

  • Yang, Sim-Young;Rhee, Ji-Young;Lee, Ju-Yeon
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.810-822
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    • 2012
  • The present study aims to investigate the mediating effects of social support in regard of the impacts of stress-coping styles on depression in children from multi-cultural families. In a nutshell, the findings in this study are as follows: First, the stress-coping styles of children from multi-cultural families and depression were found to be negatively related, while social support and depression were negatively correlated. Second, as for the effects of stress-coping styles in children from multi-cultural families on depression, the more passive and active stress-coping styles of children from multi-cultural families, the less their depression, behavior disorder, loss of interest, self-abasement and physical symptoms. Third, high levels of teachers' support partially mediated the relation between stress-coping styles and depression in children from multi-cultural families. This finding implies that children from multi-cultural families, who perceive high levels of peer support, cope with stress better and thus reduce depression.

A study on the interaction between visual perception and the body in contemporary painting space (20세기 회화공간에서 시지각과 신체의 상관성에 관한 연구)

  • Lee, Kum-Hee
    • Journal of Science of Art and Design
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    • v.11
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    • pp.109-152
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    • 2007
  • This thesis started from accepting the criticism and concretely seeking the possibility of visual visuality, in particular, visual physicality or physical visuality through the expression revealed in painting space. This study aims at stressing the role of the body in visual perception and pictorial expression by it by examining the interaction between it and the body. First of all, this study explored perception and the position of the body in the great frame of the historical stream from modernism, through minimalism, through post-minimalism to later art in order to confirm the interaction between visual perception and the body or the change in the intervention of physicality in the stream of contemporary art, and connected them with a discourse on perception and the body. It raised as the grounds for it the discussions which provided the theoretical background about perception. It dealt with the scientific discussions on perceptual physicality by Gestalt psychology in perceptive psychology, and next the discussion of Rudolf Arnheim who exemplified Gestalt psychology mainly on the dimension of visual art. It is significant in explaining the perceptual activeness which is the same as that of M. Merleau-Ponty as a primary debater to solve the questions of perceptual physicality and physical visuality. M. Merleau-Ponty set forth ambiguous perception and the body as its background as the fundamental bases for perceiving the world rather than consciousness proved explicitly. As Hal Foster said, as minimalist phenomenological background they provided appropriate theoretical background to the late art rising against modernist logic. Next, after the 1970s Frank Stella showed a working method and a tendency entirely different from those in the previous period. For example, deconstruction of frame, decentralized spatial expression, dynamic and mixed expression, and allowing real space by overlapping were judged to swing to approval of perceptual physicality. Francis Bacon's painting structure, that is, figure, triptych, aplat and a method of production by accident were understood to well reflect M. Merleau-Ponty's chair logic of chiasme. This study tries to seek the possibility of pictorial expression from works aiming at defining the question of seeing in connection with physicality, the role of the body as the body accumulated and the linking with a real, daily life as the background of the body, and confirm the phase shift.

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The Roles of Parents in Science Learning at the Everyday Science Classroom in Gwanak-gu (관악구 생활과학교실의 과학학습에서 나타난 부모의 역할)

  • Lim, Ju-Hee;Lee, Ji-Young;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.29 no.4
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    • pp.373-387
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    • 2009
  • The purpose of the study was to investigate the roles of parents in science learning at the Everyday Science Classroom (ESC). Discourses of 20 parent-child dyads were analyzed to identify the roles of the parents and their significance. Data were also gathered through questionnaires that were made to survey the perception of parents and students of the Everyday Science Classroom (ESC) in Gwanak-gu. The results showed that parents played the role of Guide as well as Learner. Parents as the Guide showed roles of Process guide, Cognitive facilitator, Participation inducer, and Authoritative manager. Parents helped their children to accomplish the experiment successfully (34.5%) and offered cognitive scaffolds (21.3%) and affective scaffolds (8.7%) for children to reach a level of understanding that they could not reach by themselves. However, parents who helped their own children without considering their needs repressed children's autonomous learning (1.6%). The roles of parents as the Learner were categorized into Active learner (16.1%), Collaborative fellow learner (15.1%), and Authoritative leading learner (2.7%). The multiple roles of parents can influence the children's understanding of science in both positive and negative ways. This study can provide basic information on the roles of parents and their interaction with their children. Reflection on positive aspects of parent participation in program development will promote the understanding of science in both parents and children.

The Study on the Status and Development of International Ubiquitous Computing (유비쿼터스 컴퓨팅의 실태와 발전에 관한 연구)

  • Kim Kyung-Woo
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.4 s.32
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    • pp.221-231
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    • 2004
  • Ubiquitous computing is not radical as Mark Weiser argues and includes things. The status of each nation is as follows. Project of America or Europe are practice for computing infra. intelligence of things and space and man-computer co-relation study, otherwise Japan centers the studying of network ubiquity utilizing computing competence. In this thesis I analyzed real status on the ubiquitous computing case study of each nation. and I proposed computing development model. factor, structured value system. five type business and technology model.

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Design of an Instructional Model for Global Learning in Smart Education Environments (스마트교육 환경에서 글로벌 학습을 위한 수업 모형 설계)

  • Choi, Sook-Young
    • The Journal of Korean Association of Computer Education
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    • v.16 no.6
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    • pp.83-94
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    • 2013
  • As exchanges and cooperation of political, economic, social, and cultural aspects among nations are recently vigorous, recognition of the global world has increased. In order to nurture the right talent in this era of globalization, transition into appropriate education for the global age beyond the state centered curriculum is required. Due to the recent explosive spread of smart devices, a new educational paradigm of smart training has emerged. Global learning can be effectively supported in the smart educational environment that entails brisk interactions, active participation and cooperation in a highly connected society. In this research, we suggest an instructional model for effectively supporting global learning in smart learning environments.

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A Study on the Application of Teaching Methods to Improve the Learning Ability of Adult Learners (성인학습자의 학습능력 향상을 위한 교수법 적용 연구)

  • Jang, Young-Eun;Cho, Woo-Hong;Byon, Kil-Hee;Yun, Kyoung-Mi
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.423-424
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    • 2021
  • 본 연구는 성인학습자를 대상으로 효과적인 비대면 수업방법에 대한 개선점을 모색하여 교수자의 수업역량 향상에 기초자료를 제공하고자 하였다. 이를 위해 PBL(문제중심수업) 교수법을 기초로 4주차 수업을 설계하고 웹엑스(Webex)를 활용한 교수법을 49명의 학생에게 적용하였다. 연구 결과는 다음과 같다. 첫째, 고연령 성인학습자를 대상으로 디지털기기 활용법에 대한 사전 숙지가 필요하며, 둘째, 팀활동을 위한 웹엑스 세션별 수업은 강의실 수업에서 수동적인 학생들의 적극적인 수업참여를 이끌었고, 셋째, PBL(문제중심수업) 수업 방식은 비대면 수업에서도 학생주도의 수업을 이끌어 내고 활발한 상호작용을 통해 학생들의 문제 해결과 실천역량을 향상시킬 수 있었다. 이러한 연구 결과는 성인학습자를 대상으로 한 교수자의 비대면 수업 교수법에 기초적인 자료가 될 것이다.

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Psycho-therapeutic Elements in Serious Game for Therapy (치료용 기능성 게임에서의 심리 치료적 요소)

  • Yoon, Seon-Jeong;Ryu, Mi-Young
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.31-41
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    • 2012
  • The purpose of serious game for therapy is not to cure patients directly, but to have them cause psychological change, and get positive treatment will. In this study, we extracted 5 elements to be considered to design efficient serious games for psychological therapy through precedent data's analysis. For verification of the extracted elements, we intensively analyzed 2 elements. Those are 'Re-Mission' of which the effect was already proven, and 'SIMS2' which was designed to get the effect of treatment which patients who may experience difficulties in real-world can obtain in virtual space through previous experiences. As a result, material stability, reality, consistency with characters and self-determination of game progress are applied to all the analyzed games, But interactivity with reality is not applied. However, previous researches and validated questionnaire show that interactivity with reality is appropriate element. Consequently, the results of this study will be important materials in designing more efficient serious games for therapy.