• Title/Summary/Keyword: 체험학습프로그램

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A Study on the Reading Effectiveness of School Library Event Collection Programs: Focusing on Korean History (학교도서관 이벤트컬렉션 프로그램의 독서 효과에 관한 연구: 한국사 분야를 중심으로)

  • Lee, Eunjung;Kim, Giyeong
    • Journal of the Korean Society for information Management
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    • v.34 no.1
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    • pp.73-110
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    • 2017
  • This study explores the effectiveness and applications of event collection programs, which are integrated programs with event experience and collection experience as a cooperation model that combines school education and library resources as course-related materials. For the purpose, a triangulated analysis with both quantitative and qualitative data was conducted. As a result, This study examined an event collection program's effectiveness which were positive effects on the participated students' reading and perceptions on the roles of their school libraries. The event collection supported the students to self-construct their knowledge by exploring information with the provision of a collection with various materials on a topic, which would be hardly provided within the traditional library subject classification, and that the event collection program could be a useful tool for self-directed reading due to its promotion of interaction, sharing, and participation among materials and the participated students by functional factors of experiential marketing.

A Study on Culinary Arts Major Students's Type of Subjectivity Recognition through Restaurant Start-up Experience Program -Focused on Pop-up Restaurant- (외식창업교육 체험프로그램을 통한 조리전공 재학생의 주관적 인식유형 연구 -팝업레스토랑을 중심으로-)

  • Kim, Chan-Woo;Shin, Seoung-Hoon
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.347-358
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    • 2019
  • This study used Q methodology for analogizing culinary arts major students' subjectivity through their participation of one of restaurant start-up experience program, called pop-up restaurant. The study tried to figure out particular structure of among students' responses and noticed five distinctive types. There were Increase learning effect type(Type 1, N=4), Collaboration of members importance type(Type2, N=8), Marketing PR need type(Type3, N=6), Restaurant business plan type(Type4, N=4), Industry work experience required type(Type5, N=3). The study also revealed that each type contained diverse characteristics figures in their own. The research finding could be used as fundamental source of future similar research but in other research methodology in the format of difference among students or diverse measuring point of time frame.

Redesigning of STEAM Learning/Teaching Program for Robot (로봇 STEAM 교수학습 프로그램 제안)

  • Park, HyunJu;Baek, Yoon Su
    • Journal of Engineering Education Research
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    • v.18 no.6
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    • pp.3-10
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    • 2015
  • The purpose of this study was to analyze STEAM learning/teaching program that relates robots and to develop and redesign STEAM teaching/learning program with a robot for elementary and secondary schools. 'Learning with a robot' is considered as one of the best candidates for STEAM education. This article mainly concerns a robot that can be helpful to improve students' interests in learning science and mathematics in schools. As the results of the STEAM learning/teaching program analyzing, the program for elementary schools contained more contents of liberal arts and fine arts, and the program for secondary schools contained more contents of science, technology, and math. In the middle school program, context for learning, class activities of creative design and emotional touch, evaluation, and job and career information were evenly implemented. In the elementary and high school program, there were few information about robotics career. We extracted all robot utilizable subjects and units from school curriculums, and redesigned contents which can be applicable to regular classes for schools. As the result of this study, we conclude that 'learning with a robot' can encourage students' interests in STEM area.

Study of 3D Environment Education Content Based Virtual Reality (가상현실 기반의 3D 환경교육 콘텐츠 연구)

  • Lee, Kuen-Wang;Jin, Byung-Wook;Oh, Myung-Kwan
    • Proceedings of the KAIS Fall Conference
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    • 2010.11a
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    • pp.209-211
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    • 2010
  • 본 논문에서는 기존의 환경교육용 프로그램과의 차별성을 두어 단순한 가상현실을 이용한 전통문화 체험학습이 아닌, 조선시대의 자연환경과 주거환경 모습을 가상현실로 재현하여 사용자 스스로 현재의 자연환경과 조선시대의 환경변화 모습을 학습하고 원인과 해결방안을 모색 할 수 있는 3D 환경교육용 콘텐츠를 설계 및 구현하는데 그 목적이 있다.

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Development of Web Courseware for Enhancing Student Motivation in Elementary Science Education (학습 동기 증진을 위한 과학과 웹 코스웨어의 개발)

  • Yeo, Hyun-Joo;Lee, Mi-Wha
    • 한국정보교육학회:학술대회논문집
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    • 2004.01a
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    • pp.331-339
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    • 2004
  • 본 연구는 초등학교 학생을 대상으로 하는 웹 코스웨어에서 학습동기 극대화로 학습효과를 높이기 위해 학습 동기 유발 전략을 적용한 코스웨어를 개발하는데 그 목적이 있다. 이에 따라 본 연구에서는 학습동기에 대한 제이론을 고찰하고 이를 웹 코스웨어에 적합한 동기전략으로 재구성하여 적용한 프로그램을 개발하였다. 개발 단원은 초등학교 과학교과의 '물체의 속력'으로 교실의 제한된 상황을 극복하도록 많은 가상 실험실을 제공하며, 학습자와의 상호작용을 극대화하고, 실제 생활에서 찾아볼 수 있는 많은 상황들을 가상 체험해 볼 수 있도록 하는 기회를 제공하여 과학교과 학습에의 학습동기를 극대화 할 수 있도록 하였다. 본 코스웨어는 물체의 빠르기 비교, 속력, 여러 가지 속력 비교, 물체의 속력과 안전등의 기본 학습내용과 심화, 평가, 게시판, 쉼터 등으로 구성되어 있으며, 초등학교 교육 현장에서의 활용 방안과 기대효과를 제시하였다.

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The Development of STEAM Educational Program Based on Topophilia Using Jeonbuk Educational Resources (전북지역 교육자원을 활용한 토포필리아 STEAM 교육 프로그램 개발)

  • Yoon, Mabyong;Kim, Haksung;Lee, Jonghak
    • Journal of Science Education
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    • v.38 no.1
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    • pp.41-56
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    • 2014
  • This study has developed STEAM educational program designed to cultivate topophilia using Jeonbuk educational resources and applied the program to a science camp. Topophilia is a sense of attachment and nostalgia towards one's birth place and specific objects, which can create positive affection and act as motivations for learning to the students. We developed a 32-hour STEAM program which consisted of 8 experiential activities and 2 travel programs including Gochujang, Hanok Village, a reverse ice spikes in Mai Mountain, and art works by Choi Book. In particular, we emphasized the fun of class, voluntary learning, and process of attaching significance by providing aesthetic and emotional experience of synesthesia. As a result of application, the students' level of confidence(Likert scale level 4, 2.5 points) in science and the level of interests(3.3 points) have improved. The pleasant experience of voluntary learning and active participation in class provided meaningful memories through value recognition and significance ascription. 93.3% of the students participated said they would recommend the Topophilia science camp to their peers. The level of satisfaction overall was 3.8 points(Likert scale level 5) and the program received positive evaluations that the class was fun and interesting(4.1 points).

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행사 - 청주 직지축제 및 직지상 시상식 성료 -1377합창단 감동의 하모니 극찬

  • Im, Nam-Suk
    • 프린팅코리아
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    • v.10 no.10
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    • pp.104-105
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    • 2011
  • 2012 '청주직지축제'가 지난 9월 3일부터 9일까지 7일간 청주예술의전당과 청주고인쇄박물관 일원에서 펼쳐졌다. 이번 축제에는 기존의 형식과 관행을 깨고 보다 시민들이 함께하는 프로그램인 시민합창단이 진행돼 눈길을 끌었다. 전시행사로는 미디어전시관, 미디어아트 전시회, 세계기록유산 패널, 지식정보 선도도시 청주의 미래상 등이, 참여행사로 1377퍼레이드, 멀티미디어쇼, 댄스, 노래, 콘서트, 가을밤 음악연주회 등의 공연과 미디어과학체험, 영상, 애니메이션, 고인쇄문화체험(활자, 한지, 배첩) 등 체험학습도 진행됐다. 학술행사로는 미디어학술회의(멀티미디어). 국제학술회의(고인쇄전문가) 등이 열렸다. 한편 매년 9월 4일은 직지의 날인데. 1377년 청주 흥덕사에서 간행한 백운화상초록불조직지심체요절의 유네스코 세계기록유산 등재일인 2001년 9월 4일을 직지의 날로 청주시 조례로 정했다. 이에 매년 9월 4일 직지의 날을 기념하기 위해 격년제로 직지축제와 직지상 시상식 행사를 개최하고 있다.

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An Analysis of the Effect of Career Education Programs for the Future Society Using Virtual Reality(VR) (가상현실(VR) 활용 미래사회 진로교육 프로그램의 효과 분석)

  • Kim, Daekwon;Lee, Dongkuk
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.835-845
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    • 2021
  • Virtual Reality (VR) has high potential to provide learners with rich learning experience based on a sense of presence and various interactions. The purpose of this study is to investigate the effect of career education programs for the future society using VR. To this end, 29 third grade students were given an eight-session education program, and changes in their perception of career and their overall opinion on the program were examined. The results are as follows: First, the VR-based career experience program for the future society had a positive effect on changes in the students' self-understanding and their attitude and perception of career. Second, the study subjects showed high interest in and satisfaction with the VR-based career education program. The results of this study suggested the need for the extensive use of VR in career education, the development of content considering achievement criteria and learners' characteristics, and the establishment of VR learning environments.

Development of Convergence Educational Program Using AI Platform: Focusing on Environmental Education for Grades 5-6 (인공지능 플랫폼을 활용한 융합수업안 개발 : 5-6학년 환경교육을 중심으로)

  • Choi, Heyoungyun;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.213-221
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    • 2021
  • With the advent of the 4th industrial revolution, the need for artificial intelligence education has increased. The online learning environment caused by COVID-19 made it possible to use variety of artificial intelligence platforms. In this study, an aritificial intelligence class plan was developed and proposed to achieve the goal of artificial intelligence education using an AI platform. The AI platform used is AI for Oceans, With the theme of creating a program for the environment, designed a 6-hour project class using Novel Engineering-based on STEAM model. Students experience AI for Oceans enough time and learn supervised learning by experience. Based on understanding of supervised learning, students design their own programs for the environment using Entry's AI blocks. In this study, for AI convergence education, this lesson was developed and presented with the goal of acquiring the creative problem solving ability and integrated thinking ability by using the principles of artificial intelligence to solve problems.

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Development and Application of Internet-based Consumer Education Program for Children (인터넷 기반 아동소비자 교육프로그램 개발 및 적용)

  • 김영옥
    • Journal of Korean Home Economics Education Association
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    • v.15 no.3
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    • pp.13-28
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    • 2003
  • This study presents a development of internet-based consumer education program for children. We also investigate how this program affects on the children's consumer competency and how much children are interested in this program. This program consists of 6 domains: the concept of consumer. wants and scarcity. advertisement, tips on purchasing. consumer's rights. and consumer's problem imd solutions. In order to attract children. multimedia data such as pictures. drawings. and animations were included in designing the screens. The subjects of this study were 40 children at forth grade to participate in consumer education program. Surveys were conducted twice to collect data for consumer competency and children's interest in the program. According to the results of t-test. We found that consumer education has a positive effect on consumer knowledge and consumer-role attitude but has not a positive effect on consumer skill. We also found that children's interest on this program was very high.

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