• Title/Summary/Keyword: 체험활동

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A Study Evaluating a Program for the Interaction between Children in Institutional Care and their Original Families (시설아동과 원가족 상호작용 프로그램 평가 연구)

  • Kim, Sung-Chun;Chang, Hae-Lim
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.91-96
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    • 2017
  • The purpose of this study is to evaluate the program for enhancing the interaction capacity between the child care institutions and the original family (associate) and propose a program suitable for the child care institutions. The program was conducted at two institution located in Seoul and Cheongju, and the process evaluation and outcome evaluation were conducted. First, the problems that appeared in the process evaluation were recruiting and maintaining participants. As a result of the satisfaction of each program, it was found that the satisfaction of the program sharing the various experiences or sharing the small daily life was high, and it was positive for the improvement of the relationship. Parents showed improvement in the post -test rather than the pre-test. Through qualitative assessment, positive evaluations were made in programs where the family participated in activities that could not be done together in the camp or everyday life, rather than just one-time activity programs.

Development and Case Review of IT Convergence GoGo Bumper Car Project (IT융합 기반의 고고범퍼카 콘텐츠 개발 및 프로젝트 적용 사례)

  • Park, Hong-Joon;Jun, Young-Cook
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.21-33
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    • 2015
  • This paper aims at developing IT convergence robot education contents using open hardware-based GoGo Board and presenting three cases that were applied into educational settings with elementary and middle school students. Several types of data for their activities were collected: photos, work output, survey data, video data and interview with robot teacher and students. Each student experienced building up a GoGo Bumper Car with touch sensors attached at front and back sides and figuring out the principle of digital board control and operating of electronic devices by sensing. The participants, in the following phases, conducted domino chain-reaction with GoGo Bumper Cars and acquiring GoGo Driving Licence by driving test on three different road maps. Students in a gifted education program creatively implemented their own ideas as part of robotic art. The result of case analysis showed that the proposed project provides students not only intimacy for technology, fun, concentration but her own empowerment for developing ideas and creative implementation.

Design and Implementation of a Dynamic Robot Agent System Considering the Server's Workload (서버 부하를 고려한 동적 로봇에이전트 시스템의 설계 및 구현)

  • Park, Kyoo-Seok;Lee, Chung-Seok;Kim, Sung
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.11S
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    • pp.3732-3838
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    • 2000
  • As the Internet sites and users have rapidly been increased, the development for search engines has also been accelerated to satisfy users' expectations. As the result, not only the action of collecting documents through many search engines gave hosts workload, but also regular updating all the information is needed since information is newly added. With the circumstances, the necessity of the technology to collect massive information in hosts has been increased for the speed which is a basic requisite of search systems, and for more accurate collection of documents. Also, the role of search engines grows bigger for Internet users' various demands and flexible process through World Wide Web. In this paper, we design and implement a robot agent and a remote control system which doesn't give an excessive workload on a target server and makes the collection of documents done in a short period by considering an average workload rate on the target server and the rate of the workload that a robot experience in collection time, after we compare and analyze the existing Robot Agent Systems and supplement their weak points.

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A Study on the Development and Application of Family Math Program (가족단위 수학공감 프로그램의 개발 및 운영 연구)

  • Chang, Hyewon;Lim, Miin;Yu, Migyoung;Park, Haemin;Nam, Jihyun;Kim, Hyejin;Lee, Hyewon;Shin, Saeme;Jeong, Jinhwan;Lee, Sangeun
    • Journal of Elementary Mathematics Education in Korea
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    • v.22 no.4
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    • pp.427-451
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    • 2018
  • This study aims to develop a family math program that can be experienced by the families in accordance with the 2nd Mathematics Education Comprehensive Plan and to spread the positive attitude and perception of mathematics to the people by applying the family math program for the family units. And this study aims to suggest some concrete ways to develop and apply family math sympathy programs. For this purpose, we developed over 24 activities for math tour, mathematical games, math activities, my home math, historical math, and e-world mathematics, which can be enjoyed by infants and students in the levels of elementary school and secondary school. And we applied these programs to 175 families eight times and surveyed them using a questionnaire. Based on the results, some implications related to the development and application of a family math sympathy program to disseminate a positive culture of mathematics were derived.

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Development of the Career Education Teaching Materials for the 'Information and Communication Technology and Our Life' Unit ('정보 통신 기술과 생활' 단원에서 진로교육 수업자료 개발)

  • Choi, Ji-Na;Lee, Yong-Jin
    • 대한공업교육학회지
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    • v.37 no.1
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    • pp.145-164
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    • 2012
  • The purpose of this study is to develope the teaching materials of career education for the 'Information and Communication Technology and Our Life' unit in the technology education. As preparation phase, in order to choose the suitable contents for career education, we analyzed the technology education curriculum and 'Information and Communication Technology and our Life' unit of technology and home economics. And then we compared and analyzed the existing related researches. After content analysis of the teaching materials for career education, we mapped the contents into career education area. In the 'Design' step of teaching, we extracted the unit design components after analyzing 'Development in Information and Communication Technology' unit of eleven text books used in 2007 revised curriculum In the 'Introduction', 'Activity', 'Arrangement' steps of teaching, by applying the SHIP model, one of career education program model, we develop the teaching materials. Then, we get expert evaluation using questionnaire and improve the suitability of the teaching materials. The results are as followings: First, our teaching materials reflect the development history of information and communication technology well, show the features of career education, and are suitable to middle school students as the teaching materials. Second, our teaching materials can help students to face various jobs related with the development of Information and communication technology, to have more interests and exploring opportunities about 'Information and Communication Technology' subject. Third, our teaching materials can help teachers to use it for the career education of 'Information and Communication Technology and our Life' unit of 2007 revised curriculum in the class time. Our teaching materials can also be used in the extra activity related to career education and the Creative Experience Activities. Furthermore, since 2009 revised curriculum includes the career education unit in the 'Information and Communication Technology' subject, our teaching materials can be used partially as the teaching materials in the future.

Exploring Activation Plan for Entrepreneurship Education in Vocational High School (직업계고 창업교육 활성화 방안 탐색)

  • Kang, Kyoung-Kyoon;Baek, Minjung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.12
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    • pp.689-698
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    • 2019
  • The purpose of this study was to develop methods to practice and revitalize entrepreneurship education at vocational high schools. To achieve this goal, we analyzed the vocational high school program as well as effective entrepreneurship education programs at vocational high schools. In addition, FGI (Focus Group Interview) was conducted to determine strategies for developing entrepreneurship education at vocational high schools. The results were as follows. First, curriculum formation was found to important for vitalizing entrepreneurship education at vocational high schools. It is necessary to develop vocational high schools to account for the 4th Industrial Revolution as well as develop students' competence in entrepreneurship as the basis for the curriculum. Second, the operational aspect of the entrepreneurship education curriculum must be considered. Entrepreneurship education linked to regular curriculum is needed. Third, the competence of school members is an important factor for the efficient operation of vocational high school entrepreneurship education. Fourth, entrepreneurship education can consist of various educational activities through connection with the school and community. Based on these results, operating vocational high school entrepreneurship education will enable practical and dynamic entrepreneurship education at vocational high schools.

An Analysis of the Factors that Change the Science Academic Emotion of Elementary Students in Storytelling Classes Using Fairy Tales Connected to Exhibits in Science Museum (과학관 전시물 연계 동화 활용 스토리텔링 수업이 초등학생의 과학학습정서에 변화를 가져온 요인 분석)

  • Choi, So-Young;Shin, Youngjoon
    • Journal of Science Education
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    • v.43 no.3
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    • pp.300-317
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    • 2019
  • This study aims to find how storytelling classes using fairy tales related to science museum exhibits have an effect on positive experience about science. For this study, the theoretical background and preceding studies on the relevance of science education and literature were collected and based on the characteristics of assimilation and the educational value of assimilation, naturally connected to the exhibits in relation to their own life, so that individuals could explore science even out-of-school. Four types of activities were developed by linking four fairy tales mentioned in elementary school textbooks to the G science museum exhibits. Seven elementary school teachers verified the validity of the activity materials. Classes through the developed activity materials were conducted four times in a row, one and a half hours at every turn for 10 students. A positive experience about science test was conducted on the students in a study to confirm that this activity has caused significant changes in science academic emotion among sub-domains of positive experience about science. In order to find the factors that affected the science academic emotion, we interviewed the students in the study and their parents. The results of this study show that the use of fairy tales related to science museum exhibits has led to a significant change in science academic emotion by reducing the burden of learning through the exhibition experience at the science museum, which creates scientific curiosity and recognizes them as a playground.

The Effect of Presence Experience of Virtual Reality Sports Class on Pleasure, Flow, and Intention to Participate in Sports Activity (가상현실 스포츠실 수업의 프레즌스 경험이 즐거움, 몰입 및 스포츠 활동 참여의도에 미치는 영향)

  • Hwa-Ryong-Kim;Sang-Yong Yoon
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.2
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    • pp.268-276
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    • 2023
  • The purpose of this study is to investigate how the presence experience of virtual reality sports room class affects the intention to participate in sports activities when pleasure and immersion are experienced. For the survey, a total of 300 people, 60 copies each, were sampled for the upper grades of elementary school, and a total of 276 copies of data were used for the study, excluding 24 copies with insincere answers from among the questionnaires. The data processing used in this study was SPSS ver. 24.0 and AMOS ver. 24.0 Statistical program was used to perform confirmatory factor analysis, frequency analysis, Cronbach's α coefficient calculation, correlation analysis, and structural equation model analysis. Through this procedure, the following results were derived. First, the presence experience of the virtual reality sports room class had a positive effect on enjoyment. Second, the relationship between enjoyment and immersion in virtual reality sports room classes had a positive effect. Third, the enjoyment of the virtual reality sports room class had a positive effect on the intention to participate in sports activities. Fourth, the class immersion of the students who participated in the virtual reality sports room had a positive effect on their intention to participate in future sports activities.

A Study on the Elderly's User Experience by Using Virtual Reality (가상현실 기기를 활용한 고령자 사용자 경험에 관한 연구)

  • Lee, Jong-Sik;Lee, Kang-Nyeon
    • Journal of the Korea Knowledge Information Technology Society
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    • v.13 no.3
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    • pp.305-317
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    • 2018
  • This study is about the elderly people's use and experience of Virtual Reality (VR) in order to enhance their quality of life. Leisure is main activity of the elderly. As a result, the quality and diversity of leisure affects the quality of the elderly people's life. VR services including video contents could provide them with advanced and interesting experiences. Across the world, population aging becomes one of the most important problems in each society. The social and economic burden of aging is serious challenge to sustainability welfare of the world, including S. Korea. The authors used virtual reality devices to conduct experiments on 99 aged 50 to 90 (men's average age : 75 and women's average age : 70.8). Through the survey, major variants were measured such as system quality, present sense, enjoyment, intent to reuse, and awareness of advanced technology. Multiple regression analyses with the presence as a dependent variable resulted in a sense of closeness (t = 5.381, p <. 01) and a sense of clarity (t = 4.494, p <. 01). The presence of an independent variant had significant effects on pleasure (t = 4.312, p <. 01) and significant effects on the intent to reuse (t = 3.323,).Therefore, it can be interpreted that the higher the sense of existence, the more pleasure and the intent to reuse it. As a result, the possibility of using VR devices and content to enjoy leisure activities can be found in this study even if the elderly group is unfamiliar with IT devices.

Concerns and Difficulties in Applying the National Curriculum in the Process of Developing Science Textbooks: Focused on 'Integrated Science' of the 2022 Revised National Science Curriculum (과학 교과서 개발 과정에서 교육과정 적용에의 고민과 어려움 -2022 개정 과학과 교육과정의 '통합과학'을 중심으로-)

  • Bongwoo Lee;Jaeyong Park;Jeongwoo Son;Ki-Young Lee;Wonho Choi;Kew-Cheol Shim
    • Journal of The Korean Association For Science Education
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    • v.44 no.2
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    • pp.219-229
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    • 2024
  • The purpose of this study is to analyze the concerns and difficulties encountered by authors involved in the development of integrated science textbooks. Specifically, it focuses on their experiences with understanding and implementing the 2022 revised science curriculum. We collected 89 opinions from textbook authors and categorized them into several key areas: understanding the terminology and descriptors provided in the curriculum, structuring learning content, inquiries and activities, and the depth and scope of learning content. The analysis revealed that the most difficulty encountered by the textbook authors was in defining the level and scope of learning content. Many also expressed concerns and difficulties related to the ambiguity of terms and predicates. In terms of the composition of learning content, difficulties were identified in concerning the repetitive descriptions of achievement standards and the discrepancy between the arrangement of achievement standards and the flow of learning. Regarding inquiries and activities, there were experiments presented that were difficult to experience or actually implement, along with limitations in activity composition due to the need to optimize learning volume. Given the importance of high-quality textbooks for effective science education at the national level, it is crucial to establish effective communication channels between curriculum developers and textbook authors. Additionally, a robust support system for textbook development should be established.