• Title/Summary/Keyword: 탐구 요소

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Development and Application about Program for Enlightened and Productive Creativity by Using Moire Pattern (무아래 패턴을 이용한 깨달음과 생산적 창의성 신장 프로그램 개발과 적용)

  • Yuk, Keun-Cheol;Kim, Yong-Guk;Cramond, Bonnie
    • Journal of Gifted/Talented Education
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    • v.17 no.1
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    • pp.193-213
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    • 2007
  • We present a creative program model for encouraging the creative ability of gifted students by using overlapped patterns found in every day life. This model is based on the basic concept that the purpose of physics education is enlightenment from around the world. Combining both the Western perspective of creativity as productivity and the Eastern perspective of creativity as enlightenment, a Program for Enlightened and Productive Creativity(PEPC) for teaching inquiry was devised. This Program for Enlightened and Productive Creativity describes stages through which a student is guided to solve a problem using increasingly complex observation, inquiry, and experimentation. The use of this model in teaching is illustrated through a physics lesson of moire patterns using overlapping patterns found in our every day life. A case is made that PEPC can be applied to teaching general students as well as gifted students and in different content areas. PEPC model is applied to general students in middle school, scientifically gifted students and physics teachers.

An Analysis of Inquiry Context Elements in the High School Science Textbooks (고등학교 과학 교과서의 탐구상황요소 분석)

  • Kim, Young-Ae;Sung, Min-Wung
    • Journal of The Korean Association For Science Education
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    • v.23 no.1
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    • pp.47-56
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    • 2003
  • The present study was carried out to analyse the frequency(%) for five kinds of inquiry context elements for six kinds of the high school science textbooks in the 7th curriculum. All the elements was classified into three process achievement level such as the basic, supplementary and further level introduced firstly in the 7th curriculum. Five elements of the inquiry context categories appeared as pure scientific context(61.8%), everyday context(22.2%), natural environmental context(7.7%), techno-industrial context(5.9%), and social context(2.4%) in the basic, supplementary and further level. Social context wasn't appeared in the supplementary level. In five elements of inquiry context, total elements appeared 7,139(85.5%) kfrequencies in the basic level and 691(8.1%) frequencies in the further level. However total elements appeared 529(6.4%) frequencies in the supplementary level. The kinds and frequencies of the elements for the inquiry context suggested in the basic level were more than those in the supplementary and in the further level. The social context was not appeared in the supplementary level. However five inquiry context elements were all appeared in the basic and further level.

Analysis of Game Documentary - Focused on Indie Game: The Movie (게임 다큐멘터리 분석 - Indie Game: The Movie를 중심으로)

  • Han, Sukhee
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.37-50
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    • 2018
  • This study multi-dimensionally analyzes "Indie Game: The Movie", The game documentary film published in June, 2012. As game industry increases, game-related documentary films are also being produced. Previous game documentary films usually focus on the success of popular game or game users and deal with the reason of success. However, "Indie Game: The Movie" centers on Indie game developers who are not from famous and huge companies. Due to the development of the game engine, these days, Indie games become a new trend that game developers are able to develop their own game freely. Then, this study has a purpose to study the life of Indie game developers and explore how and why they want to make their own game. More specifically, this study analyzes "Indie Game: The Movie" by 1) Story 2) Conflict and Resolution 3) Form 4) Sequence. As a result, it concludes that "Indie Game: The Movie" has interview section mainly and represents that Indie game developers want to develop their own games due to their ego and identity. In other words, throughout the analysis of the documentary film, it explores the reality that Indie Game developers face and many features of Indie Game in the game industry.

An Analysis of Creativity Factors, Family Backgrounds and Parenting Styles of Korean 3 Inventors in Korean Elementary Textbooks through Narrative Inquiry (내러티브 탐구를 통한 초등 교과서에 수록된 한국 발명가 3인의 창의성 요소, 가정환경, 부모 양육방식 특징 분석)

  • Chae, Dong-Hyun;Jo, Dae-Young
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.3
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    • pp.196-210
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    • 2020
  • According to many researches, invention education relates to improvement of students' creativity and problem solving skills, which are essential in future. So effective invention education is necessary. This study is to analyze creativity factor, family background and parenting style of three korean inventors in elementary textbooks through narrative inquiry and find similarities. As a result of study, all three inventors had intellectual curiosity, originality, productive thinking and sophistication. And they were born in wealthy families and had a member who support them. Also, their parents had secure attachments to them, actively participated in their education and were the first person who found their creativity.

Development of a Design Model for School Library-based Instruction under EduTech (에듀테크 기반 학교도서관활용교육 설계 모형 개발)

  • Gi-Ho Song
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.1
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    • pp.31-51
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    • 2024
  • The purpose of this study is to propose a design model for school library based instruction under EduTech. EduTech-based education expands learning boundaries and requires new instructional environments and learning experiences for learner-centered deeper learning. Accordingly, this study modified the ADDIE model based on the system theory and presented a four-stage instructional design model (draft) consisting of 'analysis stage, preliminary learning and development stage, learning management stage, and team teaching evaluation stage.' This model reflects elements of flipped learning, the backward design model, and inquiry-based learning to develop of customized student materials and inquiry activities. In addition, the scope of learning was expanded to include prior learning, face-to-face learning, and additional learning to increase the diversity of collaboration and opportunities to utilize school library materials. Also, Several ways for school library based instruction within EduTec were proposed in terms of teacher librarians' expertise, school library space, budget, standard curriculum development, and comprehensive support system for reading education.

A Study on the Development of Larchiveum Strategies and an Instructional Model for School Libraries (학교도서관 라키비움 전략 및 교육모형 개발 연구)

  • Soo-Youn Cho
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.3
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    • pp.35-64
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    • 2024
  • The purpose of this study is to develop educational strategies and models by applying future-oriented elements of libraries, which are transitioning into integrated spaces through collaboration with archives and museums, into school library education. This study focuses on the changes where libraries expand their spaces and roles in response to the trends of a pluralistic society. The term 'Larchiveum' was established to represent a knowledge and culture complex space. The concepts and functions of this term were identified, and the characteristics of materials collected and managed by archives, museums, and art galleries, as well as domestic and international educational information services, were analyzed to explore ways to integrate them into school library education. Based on the ASSURE instructional design model, which emphasizes the effective selection and use of teaching and learning media, this study developed Larchiveum strategies, including 'Inquiry-based Information Utilization,' 'Curriculum Integration and Convergence,' 'Collaboration, Sharing, and Dissemination,' and 'Digital Archive,' and structured the educational content accordingly. The procedures and steps were refined through the evaluation and feedback of field experts, leading to the development of a collaborative educational model that incorporates Larchiveum strategies, resources, and inquiry-based instruction.

Anatomizing Slots of Social Casino: Focus on Slotomania (소셜 카지노의 슬롯 해부하기: Slotomania를 중심으로)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.77-88
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    • 2018
  • This study anatomizes various traits of slots in Slotomania, the most popular online slot game in the world. Developed by Playtika, Slotomania is a social casino genre game that runs over Facebook. Slotomania has been the number one as a title in the social casino genre, and this study multi-dimensionally analyzes various characteristics of slots that exist in the game. Specifically, it analyzes factors of 1) User Interface(UI) 2) Theme 3) Payline & Betting 4) Structure & Symbol 5) Bonus 6) Additional Traits. As a reuslt, it reports that there is "diversity". Therefore, it not only researches how and why those slots are attractive to people but also explores the market of social casino based on Facebook.

Effect of Reading in Mathematics Classroom on Mathematical Affective Characteristics of Middle School Students (독서를 활용한 수학 수업이 중학생의 정의적 태도에 미치는 영향)

  • Na, Ki Yoon;Son, Hong Chan
    • Journal of the Korean School Mathematics Society
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    • v.19 no.1
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    • pp.83-102
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    • 2016
  • In this study we explored the effect of reading in mathematics classroom on five mathematical affective characteristics of middle school students. 100 2nd male middle schoolers' were participated in this study and five affective characteristics - interests, self-confidence, recognition of mathematics value, self-regulation, and mathematics anxiety- were investigated. According to the results, reading in mathematics class had an overall positive effect. Especially the characteristics interests and self-confidence of students' were improved. And for the low level students all characteristics were improved. And based on the result of pre and post test, and interview with 6 students, we suggest that desirable reading in mathematics classroom.

The Development of Pre-Engineering Educational Program Model Based on STEM Integration Approach (STEM 통합 접근의 사전 공학 교육 프로그램 모형 개발)

  • Moon, Dae-Young
    • Journal of Engineering Education Research
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    • v.11 no.2
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    • pp.90-101
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    • 2008
  • This study was conducted to develop pre-engineering educational program model based on STEM integration approach. To accomplish this purpose literature review and content validity ratio survey were carried out. The main results of this study were as follows: First, the conceptual model of STEM integration approach was constituted. Second, the conceptual model of pre-engineering educational program model based on STEM integration approach was proposed. Third, the formation steps of inquiry project activity, problem solving activity, and creative engineering design activity were developed to structure the educational program.

THE SPECIFICATION OF EVALUATIVE OBJECTIVES AND SELECTION OF BEHAVIORAL ELEMENTS TO MEASURE. SCIENCE INQUIRY SKILLS RELATING TO EARTH SCIENCE AMONG QUANTITATIVE(MATHEMATICAL) INQUIRY DOMAIN OF UNIVERSITY COMPETENCY TEST (대학 수학능력 시혐의 수리.탐구 영역중 지구과학 교과에 관련된 탐구능력 측정을 위한 행동요소의 추출과 평가 목표의 상세화 연구 I)

  • Woo, Jong-Ok;Lee, Kyung-Hoon;Lee, Hang-Ro
    • Journal of The Korean Association For Science Education
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    • v.11 no.1
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    • pp.83-96
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    • 1991
  • The purpose of this study is to construct the evaluative objectives of science inquiry skills specificationaly. Specification of evaluative objectives will be able to serve as evaluative criterion for development of a test of the integrated science process skills. The results in this study are as follows ; (l) The selections of science inquiry skills from the previous developed taxonomies are observation, measurement, formulating hypothesis, designing an experiment and controlling variables, inference, predicting(including intrapolation and extrapolation), organizing data and interpreting, defining operationally, formulating a generalization or model, drawing a conclusion. (2) The definitions of the selected science inquiry skills are made operationally. (3) Evaluative objectives relating to the selected science inquiry skills are specified with the previous developed items. Based on the above results, total 9 science inquiry skills are selected and 72 evaluative objectives are specified.

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