• Title/Summary/Keyword: 주제 중심 학습

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The Development of STEAM Education Material Focused on Elementary Mathematics Using Architectures (건축을 활용한 초등학교 수학 중심의 융합교육 수업자료 개발)

  • Lee, Jeong-Hak;Yoon, Ma-Byong
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.499-512
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    • 2014
  • Architecture is usually seen as a product of art and technology. However, most historical buildings also exemplify various sophisticated principles of mathematics. Outstanding examples of architecture around the world such as Seokguram, Daewoongjun of Bulguksa, Muryangsujeon of Buseoksa, and the Parthenon provide students with a great opportunity to study their underlying mathematical properties and principles. The activity of identifying and investigating such mathematical principles in historical buildings enables students to realize that mathematics is a practical subject, and thus provides justification for the study and importance of mathematics. For the purpose of this study historical architecture was reviewed with this in mind in order to develop STEAM education materials focused on elementary school mathematics. The result of this study is as follows: first of all, appropriate examples of historical architecture were selected on the basis of the 2009 revised curriculum's content and teaching goals. These involved chapters on 'proportion', 'symmetry', 'movement of figures', 'building blocks', and 'triangles'. Secondly, a meta-analysis was performed on the historical buildings that clearly illustrate mathematical principles. Thirdly, STEAM education materials focused on elementary mathematics using architectural examples were developed which made actual application in classrooms possible. And lastly, surveys of professional groups were conducted to verify whether the produced materials were suitable teaching resources.

The Effects of Socioscientific Issue (SSI)-Based Instruction on Underachieving 9th-Grade Students: Achievement, Attitudes, and Scientific Participation and Lifelong Learning Competency (과학기술 관련 사회쟁점(SSI) 기반 수업이 중학교 3학년 과학 학습부진 학생의 기초 학업성취도, 과학학습에 대한 태도 및 과학적 참여와 평생학습 역량에 미치는 효과)

  • Jin-Kyong Hur;Nam-Hwa Kang
    • Journal of Science Education
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    • v.47 no.1
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    • pp.11-23
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    • 2023
  • In this study, we examined the effect of socioscientific issue (SSI) based science lessons on underachieving 9th-grade students. A total of seven lessons centered on two SSIs related to the national science curriculum were developed and implemented during the first semester of 2021. Data were collected from 185 9th-grade students in one middle school in a mid-sized city of South Korea. Among them, 37 were identified as achieving far below the standards (underachieving students hereafter). Quantitative data were collected from pre- and post-tests on basic science content and attitudes and competency measures. To supplement quantitative data, lesson observation notes were recorded, and student interviews with a selected number of students were conducted. The analysis of quantitative data was conducted through the Wilcoxon Signed Rank Test and paired t-tests. Qualitative data were analyzed to find reasons for changing attitudes. The findings showed that the SSI-based lessons were more effective on underachieving students than the others in enhancing basic academic achievement, while there was no significant effect on all in attitudes and competency. Lesson observation data showed that underachieving students were more engaged in SSI-based lessons than before. Student interviews demonstrated several reasons why they were engaged, suggesting the aspects of SSI-based lessons that facilitated underachieving students' learning. Further research topics are suggested.

A Study on Discrete Mathematics Subjects Focused on the Network Problem for the Mathematically Gifted Students in the Elementary School (초등 영재교육에 적용 가능한 이산수학 주제의 내용 구성에 관한 소고 -네트워크 문제를 중심으로-)

  • Choi, Keun-Bae
    • School Mathematics
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    • v.7 no.4
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    • pp.353-373
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    • 2005
  • The purpose of this paper is to analysis the basic network problem which can be applied to the mathematically gifted students in elementary school. Mainly, we discuss didactic transpositions of the double counting principle, the game of sprouts, Eulerian graph problem, and the minimum connector problem. Here the double counting principle is related to the handshaking lemma; in any graph, the sum of all the vertex-degree is equal to the number of edges. The selection of these subjects are based on the viewpoint; to familiar to graph theory, to raise algorithmic thinking, to apply to the real-world problem. The theoretical background of didactic transpositions of these subjects are based on the Polya's mathematical heuristics and Lakatos's philosophy of mathematics; quasi-empirical, proofs and refutations as a logic of mathematical discovery.

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Vocabulary Acquisition of Korean Learners for Academic Purposes -Focusing on the Effects of Instruction Introductory Methods of Context Inference and Activation of Background Knowledge (학문목적 한국어 학습자의 어휘 습득 연구 -문맥 추론과 배경지식 활성화를 통한 수업 도입을 중심으로-)

  • Lee, MinWoo
    • Journal of Korean language education
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    • v.29 no.4
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    • pp.93-112
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    • 2018
  • The purpose of this study is to deal with vocabulary in KFL. As a result of this study, learners learned vocabulary on average 43 points through contextual inference and introduction of the class to activate background knowledge. In particular, the implicit method showed the highest learning rate of 52 points, and the thematic method had a 41 point-learning rate. In contrast, the semantic method was the lowest with a 25 point-learning rate. There was no significant difference in the improvement rate of upper vocabulary learners, but in the case of the lower learner, there was significant difference in the improvement rate. The difference was not significant in the post-test relative gain rate of upper learners, but there was significant in lower learners. In the delayed test relative gain rate, the difference was significant in all groups. There was correlation between vocabulary difficulty and score, but there was no correlation with the thematic method. And there was no correlation between vocabulary difficulty, improvement rate and relative gain rate in all three classes. However, content understanding, lexical grade, improvement rate, and relative gain rate showed a significant correlation.

Development and Application of Ethics Education STEAM Projects using DeepFake Apps (딥페이크 앱 활용 윤리교육 융합 프로젝트의 개발 및 적용)

  • Hwang, Jung;Choe, Eunjeong;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.405-412
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    • 2021
  • To prevent problems such as portrait rights, copyright, and cyber violence, an ethics education STEAM projects using deepfake apps using AI technology were developed and applied. The Deepfake apps were screened, and the contents of the elementary school curriculum were reconstructed. The STEAM project as creative experiential activities was mainly operated by the UCC activities, and applied the info-ethics awareness measurement test based on the planned behavior theory. The social STEAM project as money (financial) education was qualitatively analyzed. It was found that this STEAM classes using AI technology app significantly enhances the ethical awareness of information communication.

An Investigation into Students' Perception of Problem-Based Learning Implemented in Middle School Open-Inquiry Program (문제 중심 학습에 대한 학생들의 인식 탐색: 중학교 1학년 과학 자유탐구 수업 사례를 중심으로)

  • Yoon, Heo-Jeong;Kim, Kyung-Won;Woo, Ae-Ja
    • Journal of The Korean Association For Science Education
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    • v.31 no.5
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    • pp.720-733
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    • 2011
  • Problem-based learning (PBL) is an effective teaching-learning strategy for enhancing students' motivation, problem solving ability, and creativity. Its educational values coincide with the aim of open-inquiry activity introduced in 2007 revised national curriculum. From this aspect we designed the PBL open-inquiry program and implemented to 202 first year middle school students in Gyeonggi provincial office of education for one semester. We developed an energy related PBL problem. The program was designed in four steps: 'understand the problem,' 'investigate information,' 'solve the problem,' and 'present and evaluate the result.' Through the program, students did such activities as 'make Know/need to know chart,' 'group discussion,' 'search information,' and 'preparation of group report.' After completing the program, a survey was conducted to understand the students' perception of the program. The results are as follows: First, 40.6% of students showed positive attitude toward the program. Especially, students responded that 'make Know/need to know chart' was very useful. However, some students responded that 'search information' and 'preparation of group report' were difficult to perform. Second, male students showed positive attitude toward the PBL program compared to female students. Also students had higher scores in attitude toward science, showed more positive attitude toward the PBL program. Third, there was a significant correlation between attitude toward science and perception of PBL steps. Based on survey results, some suggestions were made for teachers who were planning to implement PBL in open-inquiry program.

An Evaluative Study on the 7th National Elementary-school Science Curriculum Implementation (제7차 초등 과학과 교육과정 운영 실태 분석)

  • Kwak, Young-Sun
    • Journal of The Korean Association For Science Education
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    • v.24 no.5
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    • pp.1028-1038
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    • 2004
  • This study investigated how the 7th national elementary school science curriculum was implemented at science classrooms. Data from surveys with 140 elementary schools, 18 science classroom observations, and in-depth interviews with teachers were used to examine the characteristics of elementary school science instruction. Based on the data, I explored (1)how science curriculum is operated in terms of objectives, contents, methods and evaluation of school science, and (2)how student-centeredness and localization themes are reflected on the reconstructed school science curriculum. It was found that the degree of the reorganization of the national curriculum at the teacher level was minimal. And most of the elementary teachers followed the directions and contents of the science textbook and teacher's guidebook regardless of their own local situations. For most teachers, restructuring science curriculum meant reordering the sequences of the contents, and adding or deleting some units or topics. I also examined why elementary teachers have difficulty in reconstructing science curriculum at the classroom level. The necessity of curriculum reconstruction at the teacher level is also discussed.

Confucius' viewpoint of happiness: Focusing on Analects (공자의 행복관 : 『논어(論語)』를 중심으로)

  • Ahn, Woe-Soon
    • (The)Study of the Eastern Classic
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    • no.41
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    • pp.303-331
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    • 2010
  • The theme, 'Good Life', is one of the most classical questions all over the oriental and European societies in the history of politic ideas. Confucius (BC. 551 ~ BC. 479), a philosopher representing oriental ideas, also sought 'Good World' by proposing new world, and such 'Good World' cannot be separated from 'Good Life', which is 'Happy Life', so that his foundation of Confucius School means that he dreamt of 'Confucianism based Happiness' in another words. This study is aimed to look into Confucius' viewpoint of happiness using Analects that best shows his ideas, words and behaviors. In the Chapter 2, I checked good life and happy life dealt in the ancient European societies to get a general cognition of them. Then, I looked into the details written in the Chapter 1 Introduction, Section 1 'HakEe(學而)', Analects, in which Confucius thought that the genuine happiness of human was the process toward internal joy from learning, external joy from communicating with society and humanistic human that was the completion of oneself, which I used as the keys for this study. In the Chapter 3, 4 and 5, therefore, I investigated how such keys shown in the Chapter 1 of the Section 'HakEe' were achieved all through Analects.

Development and Evaluation of Home Economics Education Teaching-Learning Plans Using Happiness Education Program: Focused on the Unit of Understanding Families in a Middle School (중학교 가정과교육에서 행복교육을 적용한 교수·학습 과정안 개발 및 실행: '가족의 이해' 단원을 중심으로)

  • Im, HongSoon;Choi, Saeeun
    • Journal of Korean Home Economics Education Association
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    • v.31 no.2
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    • pp.35-50
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    • 2019
  • The purpose of this study is to develop a home economics education curriculum by using the 'happiness education program' in order for students to improve a feeling of happiness and enhance positive relationships. This study focuses on the unit of 'understanding families' with middle school students. Based on the ADDIE model, 15 lesson plans were developed and implemented on four classes of middle schools in Chungbuk area from March 13 to July 7 in 2017. Findings show that feelings of happiness and interrelationship among others significantly improved and showed strong enhancement. Also, understandings the importance of close relationships and the value of family showed significant improvement. The teaching methods using happiness practice activities and group activities for the happiness education in the home economics classes were evaluated as effective by participants. This study has the significance and implications for further studies in a sense that it combines happiness education with home economics education curriculum.

Analysis of learner's attitude and satisfaction through development and application of metaverse environment STEAM educational program (메타버스 환경의 융합(STEAM) 교육 프로그램 개발과 적용을 통한 학습자 태도 및 만족도 분석)

  • Jeon, Jae Cheon;Jang, Jun Hyeok;Jung, Soon Ki
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.187-195
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    • 2022
  • Recently, with interest in metaverse, attempts are being made to utilize the metaverse platform in various forms. In this paper, we focused on the educational application potential of metaverse, and developed and applied a metaverse STEAM program to provide an effective learning experience to learners in non-face-to-face educational situations. The developed program utilizes Minecraft and ZEPETO, familiar to students, as metaverse learning platforms, and consists of a total of 16 lessons of 5 modules in the form of modules so that alternative classes can take place in the educational field. Through this, the learner's change in STEAM attitude and learning satisfaction were measured, and through the developed STEAM program, the learner's interest, consideration, communication, usefulness, self-concept, self-efficacy, and career choice areas significantly increased. In addition, positive results were confirmed in all areas of the learner satisfaction test related to satisfaction, interest, and overall class. In the future, considering the characteristics of the metaverse, it is necessary to break free from the constraints of time and space to communicate anew, and various learner-centered educational approaches based on a high degree of freedom and immersion should be implemented.