• Title/Summary/Keyword: 핵심 학습요소

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Tele-Experience 서비스를 위한 원격 협업교육 기술

  • O, Hyeon-Taek;Kim, Jun-San;Yang, Jin-Hong;Choe, Jun-Gyun
    • Information and Communications Magazine
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    • v.31 no.3
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    • pp.12-21
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    • 2014
  • 본고에서는 Tele-Experience 서비스를 위한 원격 협업교육 기술과 개발 현황을 소개한다. 먼저 교육공학관점에서 협업학습의 특징 분석을 통해 협업학습을 지원하기 위한 핵심 기술 요소를 알아보고, 웹 기반 핵심 기술동향 및 서비스를 살펴본다. 그리고 고품질 Tele-Experience 환경에서의 원격 협업 교육의 핵심요소 기술 및 기술개발 추진계획을 기술한다.

Core Elements of Open Learning and Social Learning Platform in a Comparative Analysis (오픈 러닝과 소셜 러닝 플랫폼의 핵심요소 비교분석)

  • Che, Wan Soon;Ahn, Mi Lee
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.51-54
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    • 2017
  • 본 연구의 목적은 오픈 러닝과 소셜 러닝 플랫폼의 핵심요소 비교분석 결과를 바탕으로 학습자와 학습 환경 개선을 위해 고려해야 할 핵심 요소와 방향에 대한 시사점을 고찰하는 데 있다. MOOC로 대변되는 오픈 러닝 사례들의 핵심요소를 분석하여 각각의 공통점과 차이점은 무엇인지 알아보고자 했다. 소셜 러닝 플랫폼을 활용한 사례들을 살펴봄으로써 소셜 러닝 플랫폼의 정의와 특이사항을 살펴보았다. 오픈 러닝과 소셜 러닝 플랫폼의 특이사항은 서로 어떤 상호작용을 가질 수 있을지 비교분석 내용을 바탕으로 오픈 러닝에서 발견 된 장단점과 소셜 러닝 플랫폼의 장단점으로 대치하여 서로 보완해줄 수 있는 진화한 러닝 플랫폼을 구상해보는 것은 유의미 할 것이다.

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Analysis of 2015 Revised SW Curriculum in Elementary and Middle School based on Core Competency (핵심 역량 중심 2015 개정 초·중학교 SW교육과정 분석)

  • Ahn, Sung Hun;Lee, Sanghyeon
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.63-70
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    • 2019
  • In this paper, we analyzed 2015 revised curriculum for elementary school's practical art and middle school's information subject based on core competency. As a result, in 2015 revised curriculum for practical art subject, the ability to use information was well reflected in all achievement criteria and learning objectives. Also, problem solving ability and creativity·convergence ability were well reflected. In 2015 revised curriculum for information subject, the ability to use information was well reflected in all achievement criteria and learning objectives as like practical art subject. However, there were fewer learning elements to develop self-management ability. Therefore, it is proposed in this paper that the learning elements and teaching, learning activities and evaluation contents should be included in the SW curriculum, which can further enhance cooperative capabilities, self-management ability and communication ability.

The Study on the Investigation of the Mathematics Teaching Evaluation Standards Focused on Understanding of Learners (교사의 학습자 이해 지식에 초점을 둔 수학 수업평가 요소 탐색)

  • Hwang, Hye-Jeang
    • Journal of the Korean School Mathematics Society
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    • v.13 no.4
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    • pp.569-594
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    • 2010
  • On the standards or elements of teaching evaluation, the Korea Institute of Curriculum and Evaluation(KICE) has carried out several research as follows : 1) establishment of observation elements for selecting examples of good mathematics instruction between 2001 and 2002, 2) development of the standards on teaching evaluation between 2004 and 2006, and 3) investigation on the elements of Pedagogical Content Knowledge including understanding of learners between 2007 and 2008. The purposes of development of mathematics teaching evaluation standards through those studies were to improve not only mathematics teachers' professionalism but also their own teaching methods or strategies. In this study, the standards were revised and modified by analyzing the results of those three studies (namely, evaluation standards) focused on the teacher knowledge of learners' understanding. For this purpose, the meaning of learners' understanding was also investigated in-depth. Finally, the concrete elements on teaching evaluation focused on the teacher knowledge of learners' understanding in math class were new developed, based on the literature reviews on learners' understanding. Then, those evaluation elements were developed according to the five domains of learners' understanding such as evaluation domains such as students' intellectual and achievement level, students' misconception in math, students' motivation on learning, students' attitude on mathematics learning, and students' learning strategies.

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The Core Concepts of Mathematics for AI and An Analysis of Mathematical Contents in the Textbook (수학과 인공지능(AI) 핵심 개념과 <인공지능 수학> 내용 체계 분석)

  • Kim, Changil;Jeon, Youngju
    • Journal of the Korean School Mathematics Society
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    • v.24 no.4
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    • pp.391-405
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    • 2021
  • In this study, 'data collection', 'data expression', 'data analysis, and 'optimization and decision-making' were selected as the core AI concepts to be dealt with in the mathematics for AI education. Based on this, the degree of reflection of AI core concepts was investigated and analyzed compared to the mathematical core concepts and content of each area of the elective course. In addition, the appropriateness of the content of was examined with a focus on core concepts and related learning contents. The results provided some suggestions for answering the following four critical questions. First, How to set the learning path for ? Second, is it necessary to discuss the redefinition of the nature of ? Third, is it appropriate to select core concepts and terms for ? Last, is it appropriate to present the relevant learning contents of the content system of ?

Relations of Key Competencies and Home Economics Curriculum in the Competency-Based Curriculum (역량중심 교육과정에서의 핵심역량 요소와 가정과 교육과정과의 연관성 연구)

  • Yang, Ji Sun;Yoo, Tae myung
    • Journal of Korean Home Economics Education Association
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    • v.27 no.3
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    • pp.1-18
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    • 2015
  • This study analyzed components of key competencies and its relations with Home Economics curriculum though literature analysis method. The literature total of 26 relating to key competencies is collected from two research institutes(KICE, KEDI) and two academic Journals(KSCS, KHEEA). The results show, first, every countries suggested different categories and components of key competencies according to classification of DeSeCo report(OECD, 2005). In subject matter, intellectual and learning capacities are emphasized; where as in inter-disciplinary or trans-disciplinary areas promoting character and competencies are focused. Second, ideal portraits of human being through home economics education is not closely related with those in a national curriculum. Third, achievement standards should be stated aligned with competencies, goals and curriculum contents, standards. Finally, there is a need to develop a curriculum design framework that teaching learning process incorporates knowledge, skills, and strategies relating other subject areas.

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Contents and Organization of Geographic Education in Social Studies Curriculum-A Comparative Case Study of U.S. and Korea (한.미 지리교육의 내용과 조직 비교)

  • 박선미
    • Journal of the Korean Geographical Society
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    • v.36 no.2
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    • pp.191-210
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    • 2001
  • 본 연구는 지리교육의 내용 선정과 조직에 대한 기초 연구로써, 우리나라 제 7차 사회과 규과정에서 명시하고 있는 지리교육의 방향, 내용 및 조직을 분석하고 뉴욕주의 2000년 에 제시된 그것과 비교하였다. 우리나라와 미국의 지리교육의 내용과 조직에 대한 연구는 양국의 교육과정 개발 관점에 대한 분석과 더불어 현대 사회에서 교과로써 경쟁력을 갖춘 지리교육의 방향 및 지리적 지식의 성격에 대한 논의를 바탕으로 한다. 뉴욕주의 지리교육은 <기본으로의 복귀> 분위기 속에서 지리교육에서 학습해야 할 6가지 핵심 요소를 추출하고 그에 따라 내용을 체계화한 반면 우리 나라의 경우 한국과 세계의 지역지리, 계통 지리의 내용을 나열적으로 학습하도록 하였다. 그러나 백과사전식 내용 구성은 정보화 사회에서 지리교육의 역할을 스스로 축소시키고 지리교육에 대한 학생의 관심과 흥미를 감소시키는 결과를 초래한다. 미국 뉴욕주의 지리 내용과 조직은 우리나라 지리교육과정의 내용 구성 방향에 많은 시사점을 줄 수 있다. 지리교육의 생장력을 키우기 위한 지리 내용은 현대 사회 및 학습자의 요구와 지리학의 경향과 쟁점에 근거하여 그 핵심 요소가 선정되어야 하고, 지역적 방법과 계통적 방법을 적절하게 결함시켜 역동적이고 흥미있게 조직되어야 한다.되어야 한다.

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A Study on Developing and Validating Core Competencies for Gifted Education Based on Delphi Technique (델파이 조사를 통한 영재교육 핵심역량 개발 및 타당화 연구)

  • Park, Hye-Jin;Cha, Seung-Bong;Kim, Yong-Young
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.319-328
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    • 2021
  • The purpose of this study is to develop core competencies for gifted education by utilizing Delphi survey methods and to present behavioral element selection and scale questions based on the definition of competencies. First, the core competence for gifted education was selected through literature analysis, and the first Delphi survey was conducted to verify that the definition of each competency is suitable for the competency name. Subsequently, through a second Delphi survey, detailed questions were developed and verified by expressing the capabilities required to develop core competencies as behavior elements. Through two rounds of Delphi surveys, eight key competencies were finally selected: attitude and practice willingness, communication and collaboration, information processing and tool utilization, creative problem solving, convergence and application, higher-order inference, community spirit, and learning achievement orientation. This study is meaningful in that it selects core competencies and behavior elements for gifted education that are necessary to pursue goals that meet social needs and it presents tools to measure the degree of competency improvement for gifted education.

An Analysis of Proper Curriculum Organization Plan for Elementary and Secondary Invention/Intellectual Property Education (초·중등 발명·지식재산 교육과정의 적정 편성 방안 연구)

  • Lee, Kyu-Nyo;Lee, Byung-Wook
    • 대한공업교육학회지
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    • v.42 no.1
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    • pp.106-124
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    • 2017
  • This study used the secondary Delphi method for experts, in order to propse a proper formation plan for the goal and curriculum of elementary and secondary invention/intellection property education. Its results are as following; First, the key objective of invention/intellectual property education for each school level is evaluated as appropriate. With regard to the key objective, elementary schools are aiming at 'fostering awareness and attitude for invention'(M=4.5), middle schools, 'understanding of invention process and method'(M=4.2), general high schools, 'application and evaluation of invention method'(M=4.1), and specialized high schools, 'understanding and application of Employee Invention'(M=4.6). The objective and goal of education for each school level are also evaluated as appropriate. Second, although the proper formation plans for a key learning element of elementary and secondary invention/intellectual property education were almost identical to an actual formation of preceding literature, overall change is required for the formation balance of each learning element, according to the objective and goal of school-leveled invention/intellectual property education. An appropriate formation shall be focusing on basic learning elements (A, B, C, D, E, and F) for elementary and middle schools(73.2%, 65.1%), lowering somewhat the former elements and increasing expanded learning elements for high schools(51.0%), which are connected to the invention, course(H), and patent application(K). Third, elementary and secondary invention/intellectual property education system should be oriented to its objective and goal. In order to reach this, an appropriate formation plan should be made for each school level, based on the principle of Tyler's learning organization, such as continuity, sequence and integration, which are key learning element. Specialized high schools, in particular, need to be differentiated from general ones, as well as elementary and middle schools. Additionally, for understanding and applying an employee invention, invention/intellectual property education system needs to be established in the phase of secondary occupational education.

A Study on Improvement Direction of Onboarding Process Design for Elevating Early User Experience of Online Games (온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구)

  • Yang, Seung Hee;Yoo, Seung Hun
    • Design Convergence Study
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    • v.18 no.4
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    • pp.1-15
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    • 2019
  • As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game's onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.