• Title/Summary/Keyword: 프로그램교과

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A study on U.K.:s design education program of the Primary school (Centered on analysing program of study in the National curicurrum) (영국의 초등학교 디자인교육 프로그램에 관한 연구 -국가교육과정 학습프로그램 분석을 중심으로-)

  • Son, Yeoun-Suck
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.243-254
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    • 2005
  • Great Britain and the United States and Finland are having an interest in long policy subject about child design education through early design education. And they approaches and practices it systematically. The research about the design learning program instance of advanced nation of primary school's design education for various objective is necessary for use with the fundamental reference data for an elementary design education. And so, This research presented the program instance investigation and analysis result of British primary school's design education. U.K is teaching an primary design education from two subjects of Art & Design and Design and Technology which is a legal subject with national curriculum. The analysis result of design relation unit learning program of two subjects is: Design relation unit learning programs of 'Design and Technology' subject's 20 unit which except 4 food relation unit is largely scientific engineering contents that include utility function contents in part. The reason is as behavior styles based on Design process solve problems scientifically & rationally. Design relation 6 units in subject of Art & Design which except the units which relates with the pure fine arts and architecture in 19 units is aesthetic-symbolic and utility-functional contents largely. And so, the result was analyzed about relation of scientific-engineering content of 'Arts & Design' subject is insufficient comparing with 'Design and Technology' subject Specially, I think that the design relation's unit learning program instances of 'Design and Technology' subject of the British primary school which have been presented by this research paper is a possibility becoming one reference model for a program development. And so I expects that this research could be applied in the program development for the primary design education of primary teacher & education agency.

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The Effects of Handwork Oriented Learning on the Brain Function and the Creativity of Elementary and Middle School Students ($\cdot$중학교 가정교과 수공노작학습이 두뇌기능 및 창의성에 미치는 효과)

  • Chung Mee Kyung
    • Journal of Korean Home Economics Education Association
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    • v.16 no.4 s.34
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    • pp.57-79
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    • 2004
  • The purposes of this study were to investigate the effects of handwork oriented learning in home economics subjects on the brain function and creativity of elementary and middle school students. To achieve these purposes, 134 elementary school students and 49 middle school students were sampled and assigned to the experimental group and control group. The 12 sessions of handwork oriented learning program were treated to the experimental group. And the 'Brain Function Test' developed by Gordon(l978), and the 'Creativity Test' developed by Korean Educational Development Institute(1990) were administered to them for pretest and posttest. The collected data were analyzed by t-test. The major findings of this study were as follows: 1. It was found that the handwork oriented learning in home economics subjects could develop the brain function of students. 2. It was found that the handwork oriented learning in home economics subjects could develop the creativity of students.

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Design and Development of STEM Program Based on Robotics Engineering Educational Model (로봇 엔지니어링 모델 기반 STEM프로그램 설계 및 개발)

  • Park, Jungho;Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.177-189
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    • 2013
  • According to a comparison study of international academic achievements, Korean students showed high academic achievements in science and mathematics, whereas their learning motivation appeared relatively low. Therefore, this work developed the robot-based STEM integrated education program reflecting an engineering class model. The title of the program is determined as 'animals' which are included in one section of the fourth grade science curriculum, are friendly to students, and are effective for robot application. Robot-based STEM program is consisted of three areas: robot education, subject-related course learning, and engineering education. The STEM program was reviewed by 14 teachers. The study result presented that regardless of knowledge of robot, most teachers gave positive response to program goal, composition of contents, application of robot.

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An Investigation of the Perception of Pre-service Teachers on Instructional Design based on Programming (프로그래밍 기반 수업 설계에 대한 예비 교사의 인식 조사)

  • Kim, Seong-Won;Lee, Youngjun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.117-120
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    • 2018
  • 테크놀로지의 발달에 따라 Technological Pedagogical Content Knowledge(TPACK)의 중요성이 증가하고 있다. 이에 따라 김성원과 이영준(2017)은 TPACK에서 테크놀로지의 도구를 프로그래밍까지 확장한 TPACK-Programming(TPACK-P) 교육 모델을 제안하였다. 또한, TPACK-P 교육 모델을 기반으로 TPACK-P 교육 프로그램을 개발하였으며, 예비 교사에게 적용하여 효과를 검증하였다. 그 결과, 다른 영역의 지식 발달에는 효과적이지만, Technological Content Knowledge(TCK)와 Technological Knowledge(TK)에는 영향을 주지 못하였다. 본 연구는 TPACK-P 교육 프로그램이 모든 영역의 지식 발달에 효과적이도록 만들기 위해서 예비 교사를 대상으로 TPACK-P 교육 프로그램을 적용하고, TPACK-P 교육 프로그램에 대한 인식을 조사하였다. 그 결과, 예비 교사는 프로그래밍 학습, 교과와 교육과정에 맞는 프로그램 설계, 프로그램 제작 과정에서 어려움이 있는 것으로 나타났다. 또한, 이러한 어려움을 극복하기 위해서 프로그래밍 학습의 강화와 프로그래밍 수업 설계 예시의 탐색이 필요하다고 말하였다. 이러한 연구 결과를 통하여 TCK와 TK의 향상을 위하여 프로그래밍을 효과적으로 가르치기 위한 교육 방안과 예비 교사의 교과 내용과 프로그래밍의 연결을 촉진하기 위한 내용이 TPACK-P 교육 모델에 보완되어야 한다는 것을 확인할 수 있었다.

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Problem Analysis and Recommendations of Memory Contents in High School Informatics Textbooks (고등학교 정보 교과서에 제시된 기억 장치 영역 내용의 문제점 분석 및 개선 방안)

  • Lee, Sang-Wook;Suh, Tae-Weon
    • The Journal of Korean Association of Computer Education
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    • v.15 no.3
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    • pp.37-47
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    • 2012
  • One of the major goals in high school Informatics is for students to develop creative problem-solving abilities based on knowledge on computer science. Thus, the contents of the textbooks should be accurate and appropriate. However, we discovered that the current Informatics textbooks contain the untrue and/or inappropriate descriptions of main memory and virtual memory. The textbooks describe that main memory is composed of RAM and ROM. The virtual memory is described as a technique in which a part of the secondary storage is utilized as main memory to execute an application of which size is larger than that of main memory. In this study, we attempted to uncover the root causes of the fallacies, and suggest the accurate explanations by comparing with renowned books adopted in most schools worldwide including USA. Our study reveals that it is inappropriate to include ROM in main memory from the memory hierarchy perspective. Virtual memory is a technique that provides convenience to programmers, through which an operating system loads the necessary portion of a program from secondary storage to main memory. As for the advantages of virtual memory in the current computer systems, the focus should be on providing the effective multitasking capability, rather than on executing a larger program than the size of main memory. We suggest that it is appropriate to exclude virtual memory in textbooks considering its complexity.

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The Development of STEAM Program with the Unit 'Energy and Transportation Technology' on the Subject of Technology.Home Economics (기술.가정 교과 '에너지와 수송 기술' 단원에서 활용할 STEAM 프로그램 개발)

  • Kim, Ki Yeol;Ham, Hyung In;Kim, Ki Soo
    • 대한공업교육학회지
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    • v.38 no.1
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    • pp.29-48
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    • 2013
  • The purpose of this research is to provide a desirable case of STEAM education utilizing 'Energy and Transportation Technology' unit on the subject of technology home economics. The middle school students learned with the integrated approach based on STEAM integrated education, and through production process they had the opportunity for application and expression in diverse forms. The results of this process to achieve the purpose are as follows. First, as the procedural model to develop STEAM program utilizing 'Energy and Transportation Technology' unit on the subject of technology home economics, the five stages: preparation, development, verification, practice, and evaluation, were presented. The preparation stage was composed of requirement analysis, the selection of program subject, and STEAM program curriculum analysis, the selection and organization of STEAM program lesson. The development stage was composed of the development of lesson plan, multimedia teaching materials, worksheet and worksheet answer key. In the verification stage, the verification of validity by experts was conducted, and in the practice stage, the developed program was applied to the middle school students in the educational field, and in the evaluation stage, based on the evaluations received from learners and teachers, it was revised and supplemented. Second, the STEAM program was developed into the program summary map, lesson plan, multimedia teaching materials, worksheet and worksheet answer, etc., and after the validity was secured through experts' verification, it was revised and supplemented and applied to actual classes. Third, the results of the learners' evaluation of the developed STEAM program showed that the degree of satisfaction with the program was high with the average score of the entire questions being 4.00 on a five-point scale. As the teachers also evaluated the developed STEAM program as very effective, the opinions of learners and teachers were collected and the program was finally improved and completed.

Development of SW Teachers' Training Course using Robot for Non-informatics teachers (비 정보과 교사를 위한 로봇활용 SW 교사 연수 프로그램 개발)

  • Yi, Soyul;Lee, Youngjun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.271-272
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    • 2018
  • 제4차 산업혁명시대에서 강조하는 SW교육은 컴퓨팅 관련 교과 뿐만 아니라 타 교과에서도 그 중요성이 대두되고 있으며, 따라서 정보과 교사가 아닌 비 정보과 교사들에게도 SW 교사 연수의 필요성이 높아지고 있다. 따라서 본 연구에서는 선행 연구들의 고찰을 통하여 비 정보과 교사를 위한 햄스터로봇을 활용한 SW 교사 연수 프로그램을 개발하였다.

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A design of a Learning Program based on the Playing Activity for an Automata Learning (오토마타 학습을 위한 놀이중심의 학습 프로그램 설계)

  • Kim, Su-Yi;Sung, Young-Hoon;Gu, Jung-Mo;Han, Byoung-Rae;Lee, Jae-In
    • 한국정보교육학회:학술대회논문집
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    • 2009.08a
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    • pp.67-72
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    • 2009
  • 현재 초등학교의 정보통신기술교육 내용은 실생활에서 컴퓨터를 도구로 활용한 교과 학습이 대부분이다. 그러나 컴퓨터의 기초개념과 원리를 이해시킬 수 있는 학습과정이 부족하여 컴퓨터교과목에 대한 학업성취도와 지적 능력 신장에 한계점을 가지고 있다. 따라서 본 연구는 오토마타를 이용한 놀이중심의 학습 프로그램을 개발 적용하여 컴퓨터의 기초원리 학습시 학습자의 학업 성취도를 향상 시킬 수 있는 프로그램을 설계하였다.

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Analysis of the Core Concepts of Middle School Informatics Textbook Using Big Data Analysis Techniques (빅데이터 분석 방법을 이용한 중학교 정보 교과서 핵심 개념 분석)

  • Woon, Daewoong;Choe, Hyunjong
    • Journal of Creative Information Culture
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    • v.5 no.2
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    • pp.157-164
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    • 2019
  • Big data is a field that has been utilized and developed in various fields in our society recently. Big data analysis techniques are frequently used to analyze various big data in various fields of politics, economy, and society to grasp various meanings hidden in the data. However, big data analysis is used some case studies of in fields of analysis of educational data, but analysis of the curriculum and direction is still inadequate. Therefore, this study aims to identify and analyze the core concepts of middle school informatics textbooks using big data analysis techniques. Text mining was used for big data analysis for informatics textbook analysis. Through the core concepts of middle school informatics textbooks identified using this techniques, we could confirm the concepts to be emphasized in the textbooks and the possibility of using big data in the field of education.

Development and Implementation of a Robot-based Subject-related SW Education Program (로봇기반 교과연계 SW교육 프로그램 개발 및 적용)

  • Kim, Bong Sup;Jo, Miheon
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.87-98
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    • 2020
  • Globally SW education is becoming increasingly important, and the government is preparing for this trend as a mandatory implementation of SW education in the 2015 revised curriculum. However, because the 17 hours of annual education offered in the course of Practical Arts cannot have great educational effects, this study attempted to develop a robot-based SW education program related to other regular subjects. Also in order to verify the effects of the program related to future competencies, problem solving ability and communication ability were selected as key factors. The paired t-test was conducted to examine whether there was a significant difference between pretest and posttest results. As a result, it was verified that the subject-related SW education program using robots was effective in improving students' problem-solving ability and communication ability. In addition, after the program was completed a survey was conducted, and it was possible to confirm that students could have positive perception on SW education.