• Title/Summary/Keyword: 흥미유발

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Application of Problem-Based Learning (PBL) Method to Introduction to Creative Engineering Design Course: Case Study of Environmental Engineering in Chungnam National University (창의설계입문의 PBL(Problem-Based Learning) 적용: 충남대학교 환경공학분야 사례)

  • Jang, Yong-Chul;Kim, Geonguk;Kim, Mincheol
    • Journal of Engineering Education Research
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    • v.16 no.2
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    • pp.78-85
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    • 2013
  • An 'Introduction to Creative Engineering Design' course at College of Engineering at Chungnam National University is required for all freshmen. The objective of this course is to educate the freshmen with basic engineering design concepts and experiences in creative problem-solving approaches. It provides the students learning opportunities in solving engineering design problems through team efforts and creative approaches. Thus, this course emphasizes creative ideas and thinking, engineering design experiences to students over the course. This study presents the syllabus, the examples of PBL (problem based learning)-related activities as a team, and the results of the course evaluation and outcomes. Based on the results of this study, we can conclude that overall this course using PBL method had significant positive effects on the course outcomes and the creativity of the engineering freshmen in the department of environmental engineering at Chungnam National University. However, there are still efforts to be needed to improve the PBL-related activities in the course, including students' workload, financial supports, and team work.

The Influences of the Context of Discrepant Events on the Conceptual Change Process Using Cognitive Conflict Strategy (불일치 사례의 맥락이 인지 갈등 전략을 이용한 개념 변화 과정에 미치는 영향)

  • Choi, Sook-Yeong;Kang, Suk-Jin;Noh, Tae-Hee
    • Journal of the Korean Chemical Society
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    • v.53 no.4
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    • pp.445-452
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    • 2009
  • In this study, the influences of the context of discrepant events on the conceptual change process using cognitive conflict strategy were investigated in terms of students' cognitive and motivational variables such as cognitive conflict, situational interest, attention, effort, conceptual understanding. A preconception test was administered to 536 seventh graders. A test of response to a discrepant event and a situational interest questionnaire were then administered. The context of discrepant events, either scientific or everyday, was randomly presented to the subjects. After learning the concept of density, the tests of attention, effort, and conceptual understanding were administered. The reponses of 194 students who had been found to possess the target misconception were analyzed. The results revealed that the scientific-context discrepant event induced higher cognitive conflict than everyday-context one. The context of discrepant events, however, did not show significant correlations with situational interest, attention, effort, and/or conceptual understanding. The result of path analysis indicated that the context of discrepant events both directly influenced cognitive conflict and indirectly influenced conceptual understanding via cognitive conflict.

Design a Programming Education Plan for SW Education Using Robot and Mobile Application Development Tool (SW 교육을 위한 로봇과 앱 개발 도구 활용 프로그래밍 교육 방안)

  • Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.615-624
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    • 2014
  • According to the rapid growth and popularization of the SMART device, the society is being changed greatly and importance of SW education is being emphasized. Also many student have a lot of interests about mobile application programming. The latest study suggests using the robots in the programming education may help to induce learners' interest and motivation, participation, achievement. So in this research, I designed a programming educational plan for SW education using robot and mobile application development tool(App Inventor) and applied them. And I conducted a survey four ares such as class, robot, App Inventor, robot and App Inventor. As a result, learner's response of interest and satisfaction was very positive commonly at four areas. In particular, learners could get programming result immediately using smart phone and could control the robot using smart phone, so learner's interest had increased especially. The conclusion is that suggested plan for SW education using robot and mobile application development tool is useful for programming education.

The Influence of Textbooks Applying Gamification Motivation Strategy on Learners' Interest: Social Textbooks for 3rd Graders in Elementary School (게이미피케이션 동기 전략을 적용한 교과서가 학습자의 흥미에 미치는 영향: 초등 3학년 사회 교과서를 중심으로)

  • Bang, Mi-Hyang
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.29-38
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    • 2021
  • The social studies, mathematics, and science textbooks of the elementary curriculum will begin to be authorized from 2022. This study explores the effect of textbooks based on a gamification motivation strategy on learner interest. For this purpose, this study analyzes whether the systematic application of the gamification motivation strategy to elementary studies textbooks, which will be authorized from 2022, can develop this textbook into a "learner-centered curriculum book that induces interest." More specifically, this study applied Kumsung Publishing's experimental social studies textbooks in class and conducted a questionnaire among 121 third graders to verify the effectiveness of the textbooks. The results show that studies textbooks based on a gamification motivation strategy greatly influence increased learner interest in the classroom. The textbooks also represent a positive influence in learner understanding, interest, and curiosity regarding the class content and assistance. Demonstrating that gamification motivation strategy is worthwhile to actively apply in future textbook development for the enhancement of learners' interests, this study is significant in that it has presented a meaningful textbook development model.

The Influences of Cognitive Conflict and Situational Interest by a Discrepant Event on the Conceptual Change Process in Learning the Concept of Combustion (연소 개념 학습에서 변칙 사례에 의한 인지 갈등 및 상황 흥미가 개념 변화 과정에 미치는 영향)

  • Choi, Sook-Yeong;Kang, Suk-Jin;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.28 no.8
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    • pp.779-785
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    • 2008
  • In this study, we investigated the role of a discrepant event from both cognitive and motivational perspectives in learning the concept of combustion. A preconception test, a test of response to a discrepant event, and a situational interest questionnaire were administered to 433 eighth graders. After learning the concept of combustion, the tests of attention, effort, and conceptual understanding were administered as post-tests. The reponses of 208 students who had been found to possess the target misconception were analyzed. The percentages of rejection and exclusion responses were relatively high compared to the previous studies about density concept, whereas a proportion of belief change was low. The results of the path analysis indicated that situational interest after presenting an alternative hypothesis had a direct effect and an indirect effect via attention and effort on conceptual understanding. Situational interest induced by a discrepant event directly influenced cognitive conflict after presenting an alternative hypothesis.

The Current Status of Puzzle Based Learning (퍼즐 기반 학습 현황 분석)

  • Choi, Jeong-Won;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.153-155
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    • 2013
  • 퍼즐은 주어진 문제를 사람이 스스로 문제해결 알고리즘을 찾아내도록 한다. 이러한 퍼즐은 손으로 직접 조작하거나 텍스트를 통해 접할 수 있으며 흥미를 유발하고 논리적 사고력과 창의력을 개발하도록 한다는 장점이 있어 효과적인 교육을 위하여 종종 도입된다. 본 연구에서는 이러한 퍼즐 기반 학습을 교육에 적극적으로 도입하기 위하여 지금까지 연구된 퍼즐 기반 학습의 현황을 분석하고 퍼즐의 활용 방향을 제시하고자 하였다.

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implementation of a free exercises program for elementary physical education (초등체육교과학습을 위한 맨손체조 프로그램 구현)

  • Jang, Yeon-Lan
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.280-285
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    • 2007
  • 체육교과에서 맨손 체조를 구성하는 수업은 기존의 자료 제시 형태의 컴퓨터 활용 수업에서는 일제식 수업이나 학습 목표를 달성하지 못한 흥미 위주의 수업으로 흐르기 쉽다. 그래서 맨손 체조에 관련된 제 7차 교육과정 내의 학습 내용을 살펴보고, 학습자가 자신에게 필요한 맨손 체조를 직접 구성하는 프로그램을 설계하였다. 여러 가지 동작을 익히고, 그 동작의 효과를 학습한 뒤, 적절한 동작을 연결하여 맨손 체조를 구성하는 프로그램으로써 평가를 통해 피드백이 가능하도록 한다. 이 프로그램을 통해 맨손 체조 구성 학습에 대한 학습자의 동기를 유발하는 동시에 학습 목표에 충분히 도달하여 학습자의 자기주도적 능력을 신장시키고자 한다.

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Verification of the Effectiveness of Attention-Concentrating Method, used in E-Learning contents (이러닝 컨텐츠에 사용된 주의집중장치의 효과성 검증)

  • Koo, Min-Kyoo;Kwon, Oh-Sung
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.65-70
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    • 2007
  • 이러닝 컨텐츠를 활용하여 학습자가 자기주도적으로 학습을 진행할 때, 컨텐츠에 사용된 여러가지 멀티미디어적 요소들은 학습자에게 흥미를 유발시키고 주의집중을 유지시켜주는 역할을 한다. 의지가 약하고 주의집중 가능 시간이 짧은 초등학생들의 주의를 컨텐츠에 집중시키기 위하여 다양한 장치들이 현재 사용되고 있다. 그중에서 특히 플래시 애니메이션과 스크립트를 이용하여 학습자의 학습활동을 유도하는 장치들을 주의집중장치로 정의하고 그 효과성을 검증한다.

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소리와 음악을 통한 초월 함수의 학습과 교수

  • Choe, Jong-Sul;Kim, Hyang-Suk
    • Communications of Mathematical Education
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    • v.17
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    • pp.77-94
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    • 2003
  • 본고에서는 함수 영역에서 학생들이 가장 배우가 어려워하는 삼각함수와 지수함수 및 로그함수를 대부분의 학생들이 아주 좋아하는 소리와 음악을 통한 새로운 학습과 교수 환경을 제공하고자 한다. 먼저, 소리와 음악을 통하여 학생들의 흥미를 유발시킨다. 두 번째로 초월함수의 성질을 듣고, 볼 수 있게 함으로써 학생들이 이를 쉽게 이해하고 기억할 수 있도록 하였다. 마지막으로 학생들로 하여금 초월함수를 사용하여 그들이 가장 좋아하는 음악을 직접 작곡해보게 함으로서 초월함수들의 실용성을 직접 경험해 보도록 하였다.

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Implementation of VoIP using Parlay Web Service (Parlay Web Service를 이용한 VoIP서비스의 구현)

  • 정의헌;김화성;최영일;이병선
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10c
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    • pp.415-417
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    • 2003
  • 개방형 네트워크로의 진화는 third­party업체들의 참여를 가능하게 하였고. third­party애플리케이션의 대표적인 예로 VoIP를 들 수 있다. 최근 플랫폼에 중립적이며, 언제 어디서나 손쉽게 접근할 수 있는 Web 서비스의 등장은 많은 개발자들의 흥미를 유발하고 있다. 이에 Parlay Group에서는 개방형 네트워크에서 Web서비스를 지원하기위해 Parlay X API를 제정하였다. 본고에서는 개방형 네트워크에서의 Web서비스 제공을 위한 방법으로 VoIP Web서비스를 구현하여 Parlay X API를 활용하여 보았다.

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