• Title/Summary/Keyword: 협동수업

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Analysis of Studies about Maker Education Based on Systematic Review (체계적 문헌고찰을 통한 메이커 교육 관련 연구 분석)

  • Jeo, YooHyeon;Song, UiSung
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.529-542
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    • 2019
  • Adverting of the 4th Industrial Revolution, maker education is emerged as a new paradigm and related studies keep increasing, As ideal human resources model has been changed. For this study, 65 theses on maker education were reviewed. The study has mainly analyzed the key factors for applying maker education in school. Though this study, it hopes to propose how further maker education studies should be developed. From the theses, 1.4 percent of the maker education program is actually usable in regular school class. For utilizing this education, it requires prior training and needs computer facilities. Most programs were designed as fusion form in more than two subject and included cooperative activities and sharing time. Further studies should be conducted on the application of education programs of within regular classes of school, recommended tools based on the school levels and prior training for tools, established the Makerspace in schools, shared student's output, evaluated students, and teacher training.

A Study on the Development of Collaborative Learning Model and Behavioral Elements in e-Learning Environment (e-Learning 환경에서의 협력학습을 위한 학습모형 및 학습행위요소 개발)

  • Lee, Insook;Leem, Junghoon;Sung, Eunmo;Jin, Sunghee
    • The Journal of Korean Association of Computer Education
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    • v.9 no.2
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    • pp.27-36
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    • 2006
  • This study intends to present essential models for collaborative learning in e-learning environment as well as to analyze learning behavior elements appearing in collaborative learning activities. In order to achieve goal of the study, the researchers analyzed existing cooperative learning models for face-to-face classroom, collaborative activity models based on instructional theory, and the structures and activities elements of learning community and collaborative activity models focusing on e-learning environment. As a result of the study, the researchers produced a generalizable collaborative learning model for e-learning which include general collaborative learning model, and further analyzed specific learning behaviors performed by learners while they proceed in this model based learning processes. The adequacy of this model and reliability of learning behavior elements were tested through experts' review meetings. The research result, suggesting generalizable collaborative learning model as well as learning behaviors elements which might occur within e-learning based collaborative learning, might work as a foundational model for software infrastructure and e-learning solution business. Moreover, its value might be maximized if its being used for enhancing learning content interoperability and reuse as well as for establishing international standardization for collaborative technology.

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The Effects of Science Lessons Using Jigsaw Cooperative Learning on Academic Achievement and Creative Personality (Jigsaw 협동학습 방법을 적용한 과학수업이 학업성취도 및 창의적 인성에 미치는 효과)

  • Kim, Yoonkyung;Lee, Yongseob
    • Journal of the Korean Society of Earth Science Education
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    • v.8 no.2
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    • pp.218-226
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    • 2015
  • This study is to find out that the effect of science class applied Jigsaw cooperative learning to study achievement and Creative personality. The class section of this study is 5th grade 1 semester of science 2 chapters, 'the solar system and the stars' This study has been aimed at 2 class 40 students of 5th grade in D metropolitan city G elementary school in 2015, one class 20 students are the research group to apply science class using a Jigsaw cooperative learning techniques, another class 20 students were comparison groups to apply general science classes. Research result and conclusion obtained through the discussion are as follows. First, science class using Jigsaw cooperative learning technique was not effective. Even though the science class with jigsaw cooperation education could not achieve the beneficial academic achievement, which is the cognition factor, when it comes to precedent study, the definition factors such as teamwork, consideration and readership show great effects. Second, science class using Jigsaw cooperative learning technique was effective in cultivating creative personality. This can be interpreted that the science class applied the jigsaw cooperation study help the creativity development. Third, after the science class applied jigsaw cooperation study, the students' perceptions also have changed in positive way. They were tend to care each other and cooperate with others. That means the class is good way to cultivate collective intelligence, which is a virtue of community.

The Development and Application for Multimedia Rich Project Based Learning (멀티미디어 기술을 활용한 프로젝트 학습 전략 개발 및 적용)

  • Lee, YoungMin;Ryu, JinSon
    • 대한공업교육학회지
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    • v.33 no.1
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    • pp.213-232
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    • 2008
  • The purpose of this study is that after developing and applying multimedia rich project-based learning methods in a Korean Special high school(Industrial and Technical Area), to provide how the learners recognize the effectiveness for it and to obtain the implication from effectiveness which they recognized. This study was conducted as action research based on a high school situation. The study included 100 participants in two classes purposively selected from 9 classes at 450 student high school. Data were collected through observations, surveys and interview. Results indicated the multimedia rich project-based learning allowed students to understand the contents of major subject overall, improve the handling skill for computer multimedia and be better at investigating and organizing skill for subject content. Also, it allowed them to improve interaction among students and participation, motivation, satisfaction, interest and confidence for learning. And there was close cooperation with and among group members to create better products.. Finally, the flexibility in the project-based learning environment allowed the participants to make decisions about their abilities, resources, and plans. Recommendations and implications for teacher educators as well as inservice and preservice teachers are also presented.

The Effect of Group Project in College Mathematics Teaching (대학수학 학습에서 그룹프로젝트의 효과)

  • Kim, Byung-Moo
    • Communications of Mathematical Education
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    • v.23 no.4
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    • pp.1043-1058
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    • 2009
  • This study concerns with the effects of group projects performed by the students in college math classes. The study result shows that 61% of the students get more self-confidence and interest in mathematics through working projects. In addition, the result reveals that one of the essential factors for successful college mathematics class is to provide a strong motivation for learning to students. For effective teaching through group projects, this paper suggests that 1) the number of students in the class be 20 or less, 2) the projects group be consisted of two members, 3) the instructor should select proper problems to students' level from extra-textbooks, 4) the problems should be interesting, positive and challenging, 5) each group should take only one problem, 6) the groups be provided with enough references and materials, 7) each student in the group be cared to feel importance and necessity of mathematics and cooperative work, 8) the students should work with math joyfully, 9) the instructor remind the students that we live with mathematics in real life, 10) 2-month be a necessary and appropriate term in working projects.

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A Study on the Change of the Perception of Students' Computational Thinking and Scientific Attitudes in Earth Science Classes Using a Block-based Coding (블록형 코딩프로그램을 활용한 지구과학 수업에서 학생들의 컴퓨팅 사고력에 대한 인식 및 과학적 태도 변화 연구)

  • Han, Shin;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.12 no.2
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    • pp.131-140
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    • 2019
  • In this study, a block-base coding that could develop computing thinking was applied to Earth science teaching and learning to identify how the perception of computational thinking and scientific attitude was changed as part of creativity education. Based on the results of the study, the conclusions are as follows: First, an Earth science education program was developed using a block-based coding for elementary school students. The 12-hour program was designed for inquiry activities to encourage students to engage in various thinking by providing them with activity-oriented problems. Second, the Earth science education program using a block-based coding showed significant results in confidence in the use of a computer program, integrated learning with a computer, computational thinking, and problem-solving factors with computational thinking. Third, the Earth science education program using block-based coding showed significant differences in the categories of curiosity, criticism, cooperation, persistence, and creativity. It could be judged that it was effective for students in the process of questioning and trying to solve the problem themselves.

Effectiveness Analysis and Development of ICT Electromagnetic Waves Textbooks for Elementary and Secondary Teacher Training Using Action Learning (액션러닝을 활용한 ICT 전파 교육 교원연수 교재개발 및 효과 분석)

  • Choi, Eunsun;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.501-510
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    • 2021
  • This paper was described to assess the possibility of field application of the developed textbooks by developing a textbook using action learning to conduct ICT electromagnetic waves training education for elementary and middle school teachers and applying it on a pilot basis. To this end, it was organized to be used in conjunction with classes in several subjects and provided various teaching materials to facilitate teachers' convenience to use the textbook. Also, the textbook was composed of a content structure of 10 sessions. As for the proposed textbook, the overall understanding of ICT electromagnetic waves was improved through pilot application in teacher training, and problem-solving ability, cooperative learning ability, democratic citizenship, and knowledge information processing ability were improved through action learning. It can be said that it contributed to improving the understanding of ICT electromagnetic waves and teachers' competencies.

A Study on PBL Instructional Design for Creative Engineering Design Education (PBL을 적용한 창의공학설계 교수설계 방안 연구)

  • Lee, Keun-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.7
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    • pp.4573-4579
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    • 2014
  • In the 21st century, university education is changing from an objective knowledge and information to critical thinking and problem-solving ability. Moreover, university education should change rapidly towards a learner-centered educational environment because it has an educational goal to have college students experience authentic tasks they will be in charge of after graduation, and improves self-directed learning ability and cooperative learning ability. PBL is a pedagogical strategy for posing significant, contextualized, real world situations, and providing resources, guidance, and instruction to learners as they develop content knowledge and problem-solving skills. In problem based learning, the students collaborate to study the issues of a problem as they strive to create viable solution. For these advantages of PBL, the application of PBL in school has been enlarged. On the other hand, the application of PBL in engineering education has not been enlarged. To improve these instruction methods, the development or applications of new instructional methods will be needed. This study examined the PBL instructional design of a creative engineering design subject, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. A plan of creative engineering design subject was developed based on PBL, and focused on the process of PBL. To determine the effects of this model, studies applying this instructional design to many lecturers should be implemented.

Phenomenological Study on the Elementary Students' Experience Participating in the Science Fair (과학전람회에 참여하는 초등학생들의 경험에 관한 현상학적 연구)

  • Kim, Eunha;Kwon, Hyeoksoon
    • Journal of The Korean Association For Science Education
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    • v.36 no.1
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    • pp.113-123
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    • 2016
  • The purpose of this study is to understand the elementary student's growth and its implications from the students' experience participating in the science fair by phenomenological study. The results are as follows. First, the students have various experiences. They acquire scientific knowledge and inquiry skills by conducting in-depth experiments, visiting several places, and interviewing experts. They have some experience in writing experiment journals to record the inquiry process in their own language, and presenting their results in public. Second, the students suffer several difficulties while preparing for the science fair. They have some difficulties when the results were not consistent with the hypothesis, or they had to repeat the experiment over and over. They feel burdened in writing the experiment journal. They had a few time to meet friends or for hobbies. Third, the students improve scientific attitude through the science fair, and they receive a positive effect on the affective side. They developed scientific interest, curiosity, cooperation, etc. And they also gained a sense of accomplishment, confidence, friendship, good relationship with teachers, career interest, etc. This study finds out that students participating in the science fair have a lot of experience that cannot be done easily in a normal science class. Even though students confront some difficulties in the inquiry process, they make good progression and feel accomplished. So the science fair is valuable experience for them.

Instructional Design of m-Learning for Effective PBL in Engineering Education (공학교육에서 효율적 PBL을 위한 m-러닝 교수설계)

  • Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.619-623
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    • 2018
  • This paper aimed to design a computer course teaching-learning strategy for (m-learning?) to be used in a Problem Based Learning (PBL) environment. The research findings were as follows. Firstly, learning contents were provided as educational tools for mobile device usage. The educational contents provided were designed for effective usage on mobile devices, such as smartphones, thereby making mobile devices suitable for use as learning tools. Secondly, learning contents for PBL were provided. PBL problems (for computer engineering courses) were made with the principles of teaching plans. The learning objectives were achieved through the problem-solving progress of the learners and their self-directed and cooperative learnings. Thirdly, learning resources were provided that were easily accessible through smartphones, laptops and PDAs. This study is about the PBL instructional design of creative engineering design subjects, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. We made a plan for creative engineering design subjects based on PBL, and focused on the process of PBL. This research was able to establish the basis for PBL usage in Engineering Schools and help achieve its ultimate goal of endowing professional intellectuals with creative problem-solving abilities.