• Title/Summary/Keyword: 체험학습프로그램

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A Study on the Effect of Students' Problem Solving Ability and Satisfactions in Woodworking Product Making Program Using Design Thinking (목공 제품 제작 활동에서 디자인 씽킹의 활용이 학생들의 만족도와 문제해결력에 미치는 영향)

  • Kim, SeongIl
    • 대한공업교육학회지
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    • v.44 no.2
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    • pp.142-163
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    • 2019
  • The purpose of this study is to analyze the effect of problem solving ability and satisfaction of university students who are pre-technology teachers in woodworking products(birdhouse) making program using design thinking. Survey responses are analyzed by statistical programs(SPSS ver.20) such as satisfaction, confidence in problem solving, difficulties and causes of difficulties according to gender and grade of 33 students who conducted experience programs in extra-curricular programs to improve creativity and problem solving ability. The main conclusions of this study are as follows: First, the average of total satisfaction about experience programs is 4.39, which is somewhat high. The highest average response is 'feelings of accomplishment' and 'advice in the surroundings'(M = 4.46). There is no significant difference between male and female, and grade. The students interest in group-based different birdhouse woodworking together with the help of the surrounding people by the process of design thinking rather than practice to follow. Therefore, I'd like to recommend to other students due to this program shows a high self-confidence, sense of accomplishment, and satisfaction. Second, the total average response of students 'self-confidence for problem solving at the group based making experience program using design thinking is 3.80. In result of group activities, the students have self-confidence of 'problem-solving ability and deal with difficult situations'. Later, in making programs, complementing difficulties of making can enhance the satisfaction of the students. Third, in the survey questionnaire related with problem solving ability confidence, between 'I have the ability to solve many problems' and 'I always have the ability to cope with new and difficult business situations' show the highest correlation. Therefore, in order to improve self-confidence of problem solving ability, it is necessary to prepare teaching learning programs that can strengthen problem solving ability. Fourth, in the new design and making process not a given product design, the most difficult step is 'the process of rework and modifying idea product'. The main reason that students have difficulty in the production process is 'lack of knowledge and ability to produce'. To make various woodworking products using design thinking process, it can be helpful to make works if you have enough training on woodworking and design thinking before product making. The students' satisfaction about team-based learning using design thinking that helps improving creativity and problem solving ability is high. Therefore, the result of the research in other making activity program that design thinking is applied and analyzed can improve students' problem solving ability.

An Instructional Design of STEAM Programs using 3D Printer and Analysis of its Effectiveness and Satisfaction (3D 프린터를 활용한 융합인재교육 프로그램 개발 및 효과성과 만족도 분석)

  • Bae, Youngkwon;Park, Phanwoo;Moon, Gyo Sik;Yoo, Inhwan;Kim, Wooyeol;Lee, Hyonyong;Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.475-486
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    • 2017
  • The purpose of this study is to develop the STEAM program using 3D printer and to verify its effectiveness and students' satisfaction in order to draw implications and suggest the future directions. To design the alternative instructional framework utilizing the 3D printer, we used the learning standards of 'presenting the situation', 'creative design', and 'emotional experience' for the 3rd to 4th grade and 5th and 6th graders in elementary school. As a result of the experiment, statistically significant results were obtained about 'interest', 'care and communication', 'self-directed learning', 'career choice for science and engineering'. According to the students' satisfaction survey, students responded that they are interested in general, they can learn various subjects in relation to existing the regular classes, and that they have lots of making and experiencing activities.

Development of Artificial Intelligence Educational program for Elementary students Based on Productive Failure (생산적 실패 기반 초등학교 인공지능 교육 프로그램 개발)

  • Dagyeom Lee;Youngjun Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.217-218
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    • 2023
  • 인공지능은 디지털 대전환 시대의 핵심적인 기술로 사회 전반에 변화를 주도하였다. 우리나라는 인공지능을 이해하고 이를 활용하는 역량을 길러주기 위해 전 국민을 대상으로 교육을 진행하고 있다. 그러나 초등학생 대상 인공지능 교육 프로그램은 체험 및 놀이 실습으로 한정되어 교육적 효과에 한계가 있다. 그러므로 본 연구에서는 생산적 실패를 활용하여 인공지능에 대한 개념적 이해 및 실생활 전이를 촉진하는 교육 프로그램을 개발하였다. 연구 대상은 초등학교 5~6학년이며 2022 개정 교육과정에서 강조하는 자기 주도적 학습 역량과 실생활 연계 교육을 반영하여 설계한 6차시 분량의 프로그램이다. 본 연구에서 개발한 교육 프로그램은 향후 타당성 및 신뢰도 검증을 거쳐 현장에 적용하는 후속 연구로 이어질 것이다.

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Design of Simulation Supporting System for Robot Programming Education (로봇 프로그래밍 교육을 위한 시뮬레이션형 지원 시스템 설계)

  • Kim, Hyo-Jong;Yoo, In-Hwan
    • 한국정보교육학회:학술대회논문집
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    • 2008.01a
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    • pp.245-250
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    • 2008
  • 초등학교 정보통신기술 교육에서 새롭게 실시되는 프로그래밍 교육을 위해 로봇 프로그래밍에 대한 관심이 어느 때보다 고조되고 있다. 교육용 로봇을 이용한 프로그래밍교육은 학습자가 로봇을 직접 제작하고 프로그램을 작성하여 실행시키는 과정을 통하여 프로그래밍의 원리뿐만 아니라 학습자의 창의력과 문제해결력 신장에도 많은 도움을 준다. 이러한 로봇 프로그래밍 교육을 활성화시키기 위하여 본 연구에서는 초등학교 아동의 발달 수준에 맞게 게임, 가상체험, 시뮬레이션 기법 등을 적용한 학습 지원시스템을 설계하고자 한다. 이를 통하여 학습자는 고가의 비용을 들이지 않고도 기존의 인터넷 환경에서 접근하여 가상의 로봇을 통하여 재미있고 흥미롭게 프로그래밍기법 및 알고리즘에 대해 쉽게 원리를 배울 수 있는 기회를 제공하고자 한다.

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An Experiential Research on a Confucianism Treatment Model - Focusing on an emotion experience program, A Confucianism thinking - (체험적 연구를 통한 덕(德) 철학치유 구조 - 유가의 철학적 사려방법인 「정감체험」 프로그램을 통하여 -)

  • Choi, Yeoung-chan;Choi, Yeon-ja
    • Journal of Korean Philosophical Society
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    • v.126
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    • pp.423-461
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    • 2013
  • The researcher conducted this study to investigate what special meaning does an emotion experience program, a Confucianism philosophical thinking, has for Sunwoo(善友), and based on what structure it unveils a good clue of Sunwoo(善友); and to reveal the structure of philosophical counselling treatment simultaneously. Thus, the researcher performed an "emotion experience program for 3 weeks, targeting 22 research subjects and collected the data of their experience. As for date analysis, a phenomenological analytic method of Colaizzi (1978), one of qualitative research methods was used. It was because the phenomenological analytic method of Colaizzi was suggested to derive common properties of whole research subjects rather than those of individual research subject, which could help develop the theories of philosophical counselling treatment. The finding of the analysis revealed the intrinsic structure of the phenomenon which the research subjects experienced through "an emotion experience program" was reborn as 'unfamiliarity and suspicion', 'burden', 'recognition of a method and a need', 'self-reflection', 'awareness of nature and the correct behavior', 'joy and pleasure', and 'rebirth as a valuable existence'. These were categorized to examine the structure of philosophical counselling treatment. The findings revealed the treatment went through the precesses: 'the start of learning and intentional guidance', 'reflection', 'enlightenment', 'Sugichiin(修己治人)', 'freedom', and 'transcendence. Considering the purpose of Confucian philosophy is living valuable life and the accomplishment of objectives is based on the transcendence, realizing preallotment and putting it into practice, the structure of emotion experience by the research subjects is appropriate for the purpose of Confucian philosophy and the process of objective accomplishment.

A Study on Determinants of the Ecotourist's Satisfaction with Geumgang Birdwatching Destination (금강 철새도래지 생태관광객의 만족에 영향을 미치는 결정요인에 관한 연구)

  • Moon, Chang-Hyun
    • Korean Journal of Environment and Ecology
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    • v.23 no.5
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    • pp.460-470
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    • 2009
  • The purpose of this research is to suggest appropriate directions for the desirable ecotourist attraction management through the investigation of the tourist's satisfaction with ecotourism in case of Geumgang birdwatching destination. This research focus on the identification of the determinants of the ecotourist's satisfaction and the estimated regression model. The results of this study for the tourist's satisfaction with the ecotourism are summarized as follows. First, as a result of the factor analysis of the tourist's satisfaction variables, five factors like 'knowledge information', 'experience', 'ecological value', 'guide service', 'facilities environment' are deduced. Second, as a result of the test of significance, the difference of the satisfaction with ecotourism in aspect of the tourist's demographic characteristics like age and academic background is confirmed to be statistically significant except sex. Third, the tourist's satisfaction with ecotourism appears to be positively correlative with the tourist's overall satisfaction.

Development of a Play-Learning Model in Science Museum (과학관 놀이-학습 모형 개발)

  • Kwon, Yi-Young;Jeong, Eunyoung
    • Journal of The Korean Association For Science Education
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    • v.36 no.2
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    • pp.191-202
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    • 2016
  • In this study, a science museum teaching-learning model was developed with emphasis on play. In order to do this, the models of factor-centered museum education and process-centered museum education were reviewed and characteristics of science museum education were considered. The model developed in this study is called 'Play-Learning Model in Science Museum', and 'play' is defined as activities to achieve the mission in accordance with methods and rules set by individuals or small groups including scaffolding and play is divided into competition, simulation, and chance. 'Play-Learning Model in Science Museum' emphasizes learning using the articles on exhibition, scaffolding and interaction in small groups, and play. The model consists of four steps: 'Preparation', 'Exploring the exhibits', 'Experience', and 'Summary of learning content'. In the 'Preparation' step, the students form related knowledge and are ready to play. The 'Exploring the exhibits' step is the core step of this model, and entails the students solving problems in the mission by interacting with members of the small group. When they cannot find resolution, they get help. In the 'Experience' step, hands-on activities related to the prior step are included. In the 'Summary of learning content' step, the students summarize what they learned while playing. As science museum education is implemented in a variety of forms, continuous research about the science museum learning model and development of various programs are needed.

Greenhouse Design for Subtropical Plants in Apartment Housing Complexes in Temperate Regions (온대지역 공동주택단지의 아열대 식물용 온실 설계)

  • Kim, Jai-Sik;Kim, Jeong-Moon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.6
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    • pp.34-42
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    • 2009
  • This study was executed to introduce a greenhouse style "Evergreen Park" to apartment complexes to target hands-on resident participation and application rather than a mere viewing of the plants as a way to provide convenient and profitable service to residents in a year-round center of usable outside space. The four key points can be summarized as follows: first, subtropical plants are evergreen broad-leaved trees, which maintain their green during all four seasons the leaves are thick and glossy. Greenhouses geared toward these subtropical trees-mainly broad-leaved evergreen species-are in planning to introduce these unique, elegant plants to temperate regions. Residentswill not only gain an education regarding these species but will be provided with the best quality evergreens at very reasonable maintenance costs. Second, subtropical plants greenhouses introduced in apartment complexes are suggested for structures connected via underground passage as well as free-standing structures so as to make use of geothermal heating and apply to reducing sunlighting. Third, as a way to provide (1) health & relaxation(evergreens, herb garden, water space), (2) community & education (plant flea market/plant hospital, plant-related lecture(exhibition), hands-on experience program), (3) a vine garden for year-round use such festivities as a Butterfly Festival, Aroma festival, Smile Oak Nuts, Candlelight Festival and Christmas Photo Site. Lastly, it has been suggested that the operation and maintenance of these greenhouses will be both by resident council operation management and by outsourcing company operation management.

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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