• Title/Summary/Keyword: 체험학습프로그램

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A Study on the Development of Experiential STEAM Program Based on Visual Impairment Using 3D Printer: Focusing on 'Sun' Concept (3D프린터 활용 체험형 STEAM 프로그램 개발 연구: '태양' 개념을 중심으로)

  • Kim, Sanggul;Kim, Hyoungbum;Kim, Yonggi
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.62-75
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    • 2022
  • In this study, experiential STEAM program using 3D printer was produced focusing on the content elements of 'solar' in the 2015 revised science curriculum, and in order to find out the effectiveness of the STEAM program, analyzed creative problem solving, STEAM attitude, and STEAM satisfaction by applying it to two middle school 77 students simple random sampled. The results of this study are as follows. First, a solar tactile model was produced using a 3D printer, and a program was developed to enable students to actively learn experience-oriented activities through visual impairment experiences. Second, in the response sample t-test by the difference in pre- and post-score of STEAM attitude tests, significant statistical test results were shown in 'interest', 'consideration', 'self-concept', 'self-efficacy', and 'science and engineering career choice' sub-factors except 'consideration' and 'usefulness / value recognition' sub-factors (p<.05). Third,, the STEAM satisfaction test conducted after the application of the 3D printer-based STEAM program showed that the average value range of sub-factors were 3.66~3.97, which improved students' understanding and interest in science subjects through the 3D printer-based STEAM program.

Educational Using A Technology In The Education Of Future Mathematics Teachers (예비 수학 교사 교육에서 공학적 도구의 교육적 활용)

  • Kim, Nam-Hee
    • Journal of Educational Research in Mathematics
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    • v.21 no.4
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    • pp.345-359
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    • 2011
  • In this research, we designed an educational activities of exploring mathematics programs in a course of mathematics education in teacher's college. We divided future mathematics teachers into 8 groups and suggested 8 mathematics programs to them. Each group explored one mathematics program. We asked to future mathematics teachers exploring some cases that use effectively a mathematics program in the teaching of school mathematics. In the process of an exploring, we designed some activities of teaching and learning. We provided opportunities of long-term exploration, group learning, presentations, exercises, reflections to mathematics teachers. As a result, future mathematics teachers acquired basic knowledge on the usage of mathematics programs in school mathematics textbook. In addition, their capabilities that are needed to explore mathematics programs have been enhanced. Also they had learned the teacher's positive attitude through the activities of teaching and learning.

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A Study on how to activate the Gwacheon National Science Museum's regional tour program (국립과천과학관의 지역순회프로그램 활성화 방안 연구)

  • Yoo, Kyung-Suk
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.443-450
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    • 2020
  • This study was started to find a way to activate the regional tour program of the Gwacheon National Science Museum, which covers a relatively wide area among public service organizations with the theme of science. In addition to the permanent exhibition program, the Gwacheon National Science Museum has been conducting tour programs in Gyeonggi and Gangwon Province since 2018 for residents in underprivileged regions who are unable to visit the Science Museum for geographic and environmental reasons, but it lacks awareness and effectiveness compared to other areas such as culture, welfare for the elderly, and education. As a result of the study, the first was an opportunity for a very special experience. The second was the joy of the few, A total of 3 upper units and 5 lower units were derived. This has positive effects such as increasing interest in science and expanding opportunities for experience. but it can be seen that it is urgent to supplement such as systematic promotion and improvement of the quality level of contents through professional artists.

Contribution of the Free Learning Semester Programs of Public Library to Local Development: Focused on Cases of Busan City (공공도서관 자유학기제 프로그램의 지역발전 기여 - 부산지역 사례를 중심으로 -)

  • Yoon, Hee-Yoon;Kim, Gyoung Hee
    • Journal of the Korean Society for Library and Information Science
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    • v.53 no.2
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    • pp.29-48
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    • 2019
  • The free learning semester system focuses on the activation of career education of middle school students as an educational policy that links career recognition in elementary school, career search in middle school, and career planning in high school. This system was fully implemented in 2016 and public libraries also provided various programs. This study analyzed the free learning semester system programs of public libraries in Busan city and demonstrated the contribution of local development. As a result, career and job search, career exploration and experience, and information literacy enhancement programs contributed to local knowledge culture, reading culture, learning culture, living culture and leisure culture. However, contribution of reading exhibitions, job experience, information literacy enhancement to the leisure culture and local economy were limited. Therefore, it is desirable that all libraries should add programs related to knowledge ecosystem structure, digital information gap, human healing, social environment issues, future job prospects, and provide information literacy programs.

Development and Evaluation of UX Design Centered STEAM Career Education Program Utilizing Personas Models (페르소나 모델을 통한 UX 디자인 STEAM 활용 진로교육 프로그램 개발 및 효과분석)

  • Jeon, Jinsoo;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.77-86
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    • 2015
  • The purpose of this paper is to give the opportunity to explore the career in UX(User Experience) designer and presents how to teach for UX design that is stressed in IT industry recently. We develop the textbook which is for 3 class periods for STEAM career exploration of UX designer for K-3 and K-4 students considering their students' intellectual level, prior knowledge and interests. We will offer this program to K-3 and K-4 students, soon. It will be expected that students can accept the knowledge about UX design and explore the career for UX designer.

Design and implementation of a class homepage to cultivate the right character of elementary school students (초등학생의 바른 인성 함양을 위한 학급 홈페이지 설계 및 구현)

  • Kang, Dong-Sug;Moon, Wae-Shik
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.362-369
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    • 2004
  • 인성 교육은 창의성 교육과 더불어 교육 개혁 과제의 핵심이자 새 학교 문화 창조의 밑바탕으로 일선 교육 현장에서 최우선으로 해결해야 할 당면 과제이다. 교육의 궁극적인 목적이 '인간에 의한, 인간을 위한, 인간의 교육' 임을 알고 있으면서도 다양한 체험 활동을 통한 인성 교육을 등한시하고 지식을 중시하는 지식 편중의 교육 활동을 전개하는 실정이다. 오늘날 교육은 웹의 풍부한 자원의 활용으로 새로운 교육형태, 학습모형 등이 점차 확산되어 가고 있는 추세이다. 그러나 학생들에게 풍부한 학습환경 제공과 비례하여 극단적인 이기풍조는 여전히 우리의 삶을 위협하고 교육을 저해하는 요인이 되고 있다. 이러한 교육적 현실로 전통적인 학습방법에서 탈피하여 사이버 공간의 학급홈페이지를 이용한 인성교육의 프로그램을 개발하여 좀더 능동적이고 시간과 장소에 제약을 받지 않는 자유로운 마음열기 대화활동을 통해서 아동들의 적성과 능력을 극대화하고 자아실현의 기쁨을 느끼게 하는 올바른 심성의 장 학급홈페이지 설계 및 구현을 통해 온라인 상에서 이루어지는 학생과 학생, 학생과 교사 등 상호작용의 장으로서 그 역할을 담당하고 쉽고 친숙한 학급홈페이지의 활용면에서 있어서도 성과가 있을 것이다.

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English Zone Education Methodology Utilizing the Wireless Internet (무선인터넷을 활용한 English Zone 영어 학습 방법 연구)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.407-415
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    • 2015
  • Offline English Zone refers to a physical environment in which the learners can check the results while they practice speaking and listening in English, and look up the vocabulary and information on their own. However, offline English zone is inevitably dependent on limited and artificial environment and its operation is greatly limited in having to provide an environment in which the students can spontaneously experience role play in an artificial space set in a small-scale English village consisting of shopping, restaurant, and hospital zones. The purpose of this study is to analyze the problems of the environmental restrictions in educational methodology utilizing offline English zone programs. Moreover, based on the ubiquitous concept. It is to provide a strategy for utilizing online English zone programs which utilize multimedia tools, wireless internet, and SNS.

Application and Development of astronomical STEAM program for Science Culture and Creative Education

  • Kim, Harim;Kim, Hyoungbum;Sul, Ah-Chim
    • The Bulletin of The Korean Astronomical Society
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    • v.46 no.2
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    • pp.73.3-73.3
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    • 2021
  • 이 연구의 목적은 PEST 방법론을 적용한 STEAM 프로그램 개발 및 적용에 대한 효과성을 알아보는 창의교육을 위한 연구이다. 특히, 이 연구는 과학문화 소외지역에 대한 이동천문대 활용 STEAM 프로그램을 개발하여 이에 대한 학생들의 수업효과 및 만족도를 알아보는 연구로, 과학 문화에 소외된 지역의 학생들에게 천문에 대한 흥미를 주어 향후 천문과학의 올바른 과학적 개념을 이해하고 미래 직업으로서 천문관련 분야에 관심을 갖도록 하는 데 있다. 이 연구에서 개발한 STEAM 프로그램은 관련분야 전문가 5명이 한국천문연구원을 통해 이동천문대 교육 프로그램에 대한 지속적인 연구와 PEST 방법론 적용 및 소외지역에 대한 현장 적합성 연구를 5회의 워크숍과 전문가 타당화회의와 Pilot test를 통해 최종 STEAM 프로그램을 개발하였다. 이 연구에서 개발된 STEAM 프로그램의 적용 결과는 다음과 같다. 첫째, 이 연구에서 개발된 이동천문대는 모든 학생들에게 천문에 대한 호기심을 자극하는 긍정적인 효과를 나타내었다. 둘째, 이 프로그램은 총 11시간의 PEST 방법을 적용한 프로그램으로, '상황제시 1차시, 감성적 체험 5차시, 창의적 설계 5차시로 구성되어 과학문화 소외지역 학생들에게 높은 수업 만족도를 나타내었다. 따라서 PEST 방법을 적용한 이동천문대 STEAM 프로그램은 학습자의 천문과학에 대한 과학적 소양과 과학적 본성을 불러일으키는데 매우 긍정적인 효과를 나타낼 것으로 사료되며, 추후 연구에서 다양한 학년과 지역 및 위계에 따른 프로그램의 개발과 적용될 필요가 있다.

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Development of a Writing Program Using a Mind-map Software (마인드맵 소프트웨어를 활용한 논술 프로그램 개발)

  • Seo, Mi-Kyung;Park, Sun-Ju
    • Journal of The Korean Association of Information Education
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    • v.13 no.2
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    • pp.215-224
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    • 2009
  • The aim of teaching writing is not to memorize a single piece of knowledge but to acquire higher thinking that could be related to other fields using learners' various reading experiences and schemata. Among several strategies or techniques to write well, it is recommended to use a mind-map technique. A mind-map software applies the mind-map technique into computer for learners to study autonomously. However, the mind-map software is not common in educational fields yet and there are only few studies on the effect of it. Therefore, this study analyzed various curricula to extract the elements of writing and developed a mind-map software program which was applied and tested. As a result, the writing program using the mind-map software was effective in promoting learners' motivation and lowering anxiety. It also improved learners' competence of writing such as understanding, analytic thinking, creativity, ability to organize, and expression.

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Evaluation for School Facility by Disabled Experimental Activity of Middle School Students (장애 체험 활동을 통한 학교 편의시설 접근성 평가)

  • Cho, Jae-Soon;Lee, Jeong-Gyu
    • Journal of Korean Home Economics Education Association
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    • v.19 no.1 s.43
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    • pp.47-64
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    • 2007
  • The purpose of this study was to develop, apply and evaluate the teaching learning plan for disabled experimental activity to evaluate the accessibility of middle school experimental facilities. Three main resources such as 2 hours teaching learning plan for disabled activity, recording sheets and evaluation sheets had been developed. The process plan had been applied 214 senior students in 7 middle schools purposely selected by areas, constructed years, number of stories of school during November to December, 2005. General accessible levels of middle school facilities was somewhat inadequate especially exterior slops, toilets, bowls were the most unaccessible ones. Most of all students had accidents and/or injuries in school environments from minor to major ones. Male Students were more likely than female Students to get injuries. Students experience of accidents and injuries and awareness of inconvenience, danger, needed facilities supported. the result of the accessibility levels evaluated by disabled activities. Students were generally satisfied with and positive to the teaching learning process plan developed and applied in this study. Students had improved critical Perspectives as well as awareness of inaccessible chances in the school facilities through the experimental process. The evaluation as differed by school characteristics and students' interests in disability.

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