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Analysis on the Contents about Geological Domain with Regard to the Change of the Elementary Science Curriculum (초등과학 교육과정 변천에 따른 지질 영역에 관한 내용 분석)

  • Cho, Yong-Nam;Kwon, Chi-Soon
    • Journal of Korean Elementary Science Education
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    • v.24 no.5
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    • pp.546-557
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    • 2005
  • The purpose of this study was to analyze the characteristics of the geology-related contents in the 1st~7th elementary science curriculum. Our analysis was based on the analytical frameworks of geology-related contents (the structure of the contents, the amount of teaming, the contents of the experimental activities, the transitions of the terminology, and the change in the number of illustrations). The results are as follows: 1. Consistently covered contents were limited to weathering of the rock and soil, igneous rock, sedimentary rock, metamorphic rock, and the change of the earth's, fold and fault, earthquake and volcano, geologic stratum and fossil. 2. The geological contents account for (average), 11.5% (maximum), and 5.1% (minimum) of the elementary science curriculum. Most contents covered in the curriculum were rock and soil, and the change of the earth's surface. 3. Continuously covered experimental contents were the weathering and soil, igneous rock, change of the earth's surface, geologic stratum and fossil. 4. The terminology on the rock was the most frequently changed. Whenever the curriculum changed, the addition, deletion, or renaming of terminology led to confusions. 5. In terms of the transition of illustrations, the pictures replaced the figures or diagrams as the representative illustration methods as the science or the textbook compilation skill develope. The cartoons or tables were also used increasingly in order to help the children to understand and pay attention to study.

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Developing Korean Learning Contents Using Augmented Reality (증강현실을 활용한 한국어 학습 콘텐츠 개발)

  • Park, Eunha;Jeon, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.459-468
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    • 2013
  • With advancements in augmented reality technology, attempts to apply it in various fields have increased. With advancements in information technology and a growth in the number of Korean learners in Korea and abroad, there is a growing demand for state-of-the-art Korean learning contents. Because the Korean learning contents developed using augmented reality have been found insufficient, this paper investigates ways to develop better contents. This paper proposes ways to develop learning contents that can increase learners' interest in learning and lead to academic achievement, because the methods of education in Korea are limited to textbook learning and learning through the media. Because of the structure of fairytales and the educational lessons that can be learned from them, Korean learning contents are developed using fairytales. Additionally, Korean contents are designed to implement augmented reality technology, and learners need only have computers, webcams, and markers to make use of it. In consideration of Korean learners who do not have access to augmented reality technology, this paper clarifies that there should be a harmony between existing and new Korean learning contents. On the basis of this study, further studies on Korean education exploring the role of augmented reality should be conducted so that Korean learning contents that use diverse types of augmented reality technology can be will developed.

Features in Pre-Service Teachers' Reflective Discussion on their Practical Work-Based Teaching (예비교사의 실험 수업에 대한 반성적 논의의 특징)

  • Shim, Hyeon-Pyo;Ryu, Kum-Bok;Lee, Eun-Jeong;Jeon, Sang-Hak;Hwang, Seyoung
    • Journal of The Korean Association For Science Education
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    • v.33 no.5
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    • pp.911-931
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    • 2013
  • The purpose of this study was to analyze pre-service teachers' reflective discussion on their practical work-based teaching by focusing on the components of instruction and the connectivity of discussion. Eight after-class discussions were recorded and transcribed, and finally analyzed in terms of theoretically driven categories such as aims, teacher knowledge and learner response which also respectively reflect the actual flow of planning, implementation and evaluation of the teaching practice. The result showed that in their discussion about students, conceptual understanding and scientific skill components were most emphasized, while teaching method and strategy were most frequently addressed in the discussion about teacher knowledge. But this also revealed problems in their discussions such as the lack of discussion about inquiry and student interest, difficulties in clarifying theoretical terms and the lack of discussion about instructional models and theories. Meanwhile, pre-service teachers' discussions were limited in terms of connectivity between the components of instruction, meaning that their discussion tended to deal with each component separately rather than occurred in connection with each other. Furthermore, when connections were made during the discussion, only few components of instruction appeared. Based on this result, the paper suggests the need to develop tools to facilitate effective reflection in ways that incorporate various components of instruction and enhance connectivity between the components and between the instructions.

A Case Study on Student's Perspective on Java Applets in Web-based Online Courseware (자바 애플릿(Java Applets)의 교육적 활용에 대한 학습자의 인식 및 태도 : 웹기반수업 사례연구)

  • Park, HaeOck;Choi, WonSik
    • 대한공업교육학회지
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    • v.31 no.1
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    • pp.170-184
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    • 2006
  • The purpose of this paper is to examine student's perspective on java applets used in web-based online courseware. undergraduate The subject of study was 94 undergraduates and web-based online courseware for the study was made. A suvey was conducted using a questionnaire form right after the semester was over. The results of this study were as follows; 1. 61.7% of the students answered that java applets used in the web-based courseware was very interesting. 2. For the reason why the students had the feeling of liking on the java applets, 33% of the students checked the item "due to the java applets' characteristics of repetition", and 30.9% of the students checked the item "due to the concrete and dynamic explanation on the contents". 3. The majority of the students answered that the java applets helped their learning(71.3%), induced their academic motivation(67%), and felt interactivity while learning(73.4%). 4. 81.9% of the students felt that java applets was necessary and essential contents in the industrial education web-based online courseware.

A qualitative case study about mathematics pre-service teachers' deep motivation, pedagogical content knowledge and inner vision (중등 수학 예비교사의 심층 동기, 교과교육학 지식 및 내적 비전에 관한 질적 사례 연구)

  • Jun, Young-Cook;Kang, Yoon-Soo;Witz, Klaus
    • Journal of the Korean School Mathematics Society
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    • v.9 no.2
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    • pp.179-193
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    • 2006
  • The aim of this paper is to explore and understand, using in-depth interviews, the participant's enthusiasm for and involvement in studying mathematics and the deeper nature of his/her interest in mathematics teaching. In addition a larger aim is to understand how the individual's interest in mathematics and teaching are linked to his/her larger personal fulfillment. We conducted in-depth interviews with 4 pre-service teachers' subjective experiences focusing on deep motivation, pedagogical content knowledge, inner vision. Interviews focus much more on the participant's spontaneous feeling, consciousness, and state as these arise in the interview, and on past foiling, consciousness and state as they appear to the participant subjectively retrospectively in his/her memory. The output of this research consists of 2 portraits out of 4 individual participants, highlighting and conceptually developing the specific aspects under study; different ways in which individuals' involvement with the subject area affects their motivation, inner visions and academic efforts toward becoming teachers. Larger aspects of pre-service teachers' subjective experiences were sketched by contrasting the two cases. Several suggestions were put at the end to enhance mathematics education concerning curriculum development.

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The Influence of Learning App Inventor Programming of LT Collaborative Learning based on Children's Motivation (LT 협동학습 기반의 앱 인벤터 프로그래밍 교육이 초등학생들의 학습 동기에 미치는 영향)

  • Jeon, SeongKyun;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.1-9
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    • 2015
  • Excessive cognitive burdens caused by learning grammar should be reduced to cultivate high-level thinking skills in students through programing education. To this end, various educational programing languages have been developed. In recent years, block-based App Inventor that can used in real life have been introduced. This study intends to suggest an educational environment in which programing can be utilized as a leading problem solving tool by designing and producing an app that can be easily used by students in their real life. In particular, given the developmental phase of elementary school students, specific operational activities are important. For this reason, an App Inventor that can be proposed to enable dynamic interactions with the real world based on various smartphone sensors during the process of programing has significance as an educational programing language for elementary school students. In this regard, this study designed App Inventor programing education for elementary school students, which can be used in their daily life. The results of applying the education in fifth graders showed its positive effects on learning programing. LT collaborative learning where the students cooperated with each other, the theme of learning, which enables the utilization of various smartphone sensors in real life, and the app inventor may have generated and sustained the students' interest and attention.

A Systemic Model for the Gifted Education (체제적인 영재교육을 위한 Renzulli의 전교 심화학습 모형(SEM)의 개성방안)

  • Park, Eun-Young
    • Journal of Gifted/Talented Education
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    • v.10 no.2
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    • pp.1-23
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    • 2000
  • The Schoolwide Enrichment Model(SEM) is a representative model for the gifted education. As the model seems to be more conceptual in nature, it is hard to respond to the different interests and changing needs of the gifted learners. Also it does not provide specific procedures and prescriptions in teaching-learning processes for the teachers. Therefore, SEM needs to be modified into a Systemic Model that is more flexible and procedural. The paper proposes an Instructional Systems Design(ISD) model for SEM. The Systemic Model for SEM consists of 5 major steps. These are as follows: Planning, Diagnosis, Prescription, Implementation, Evaluation. In Planning step, there is a six-stage procedure for initiating the implementation of the SEM. In Diagnosis step, there are two-phases in identifying students for participation in the SEM and assessing strengths, interests, and talents of the learners and recording in The Total Talent Portfolio(TTP). In Prescription step, Curriculum Compacting is administered as a systematic procedure for modifying thecurriculum for above-average ability students. In Implementation step, Enrichment Learning and Teaching is an instructional strategy designed to promote active engagement in learning for teachers and students. Whenever each step has completed, Evaluation step should be followed. These 5 steps are repetitive, cycling and interactive. That is, each one becomes input for the next step, process for itself, and output for the previous step. Each step is monitored through the process of Review and Revision step. In conclusion, the paper suggests six strengths of the Systemic Model for SEM; The Model (1) provides the specific procedure in teaching-learning process; 92) has interactive relations with each component; (3) can be revised continuously for creation of the most effective system; (4) can be implemented more flexibly; (5) can be developed as an unique system for each school; (6) facilitates communications between teachers and students.

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Analysis of Epistemic Thinking in Middle School Students in an Argument-Based Inquiry(ABI) Science Class (논의기반 탐구(ABI) 과학수업에서 나타나는 중학생들의 인식론적 사고 분석)

  • Park, Jiyeon;Nam, Jeonghee
    • Journal of The Korean Association For Science Education
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    • v.39 no.3
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    • pp.337-348
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    • 2019
  • The purpose of this study is to examine epistemic thinking in middle school students in an argument-based inquiry science class. Participants of the study were 93 9th grade students from four classes of a middle school in a metropolitan city. Observations were made over one semester during which argument-based inquiry lessons on five subjects were conducted. Data was collected from argument-based inquiry activity worksheets and student questionnaires. After analysis of epistemic thinking in the written reflections, students were found to have the highest frequency of epistemic metacognitive skills, followed by epistemic cognition, epistemic metacognitive experience, and epistemic metacognitive knowledge. While investigating the effects of an argument-based inquiry science class on student epistemic thinking and after analysis of the reflections written for the first ABI activity and the fifth ABI activity, we found that all of the sub-elements of epistemic thinking have increased. The rate of growth for epistemic cognition is greatest, followed by epistemic metacognitive knowledge and epistemic metacognitive skills. Assessed for epistemic thinking, the level of epistemic thinking improved over the course of the argument-based inquiry science class. The results of the survey show that students actively participating and being recognized for their active participation in the argument-based inquiry science class are helpful in understanding scientific knowledge. Therefore, an argument-based inquiry science class is a teaching and learning program that allows students to understand and experience the epistemic nature of scientific knowledge and its construction through collaboration and agreement.

A Proposal for the Design of Augmented Reality Reading Activity Application and Class Model Based On Nuri Curriculum (누리과정을 기반으로 한 증강현실 독후활동 애플리케이션 및 수업 모형 설계 제안)

  • Seo-Young Kim;Tae-Woo Kim;Kyung-Up Lee;Yu-Bin Joe;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.355-360
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    • 2023
  • Recently, with the development of digital, children are exposed to a lot of media media. Reading activity decreases, making it difficult to acquire information from books or organize and remember acquired information. Since education with augmented reality increases children's participation and immersion in learning, we proposed a reading activity application with augmented reality technology to increase children's reading interest and creativity. In addition, based on the five nurturing processes, we designed a play-oriented reading activity for the application. In addition to the application suggestions, we designed a play-centered lesson model so that it can be used in actual lessons. In order to analyze the conceptual thinking framework according to the lesson model design, we visited an actual daycare center and conducted a class attended by an expert. Experts who participated were asked to fill out a pre-produced questionnaire to review the suitability of the reading activity class model and operation, and the feasibility was examined. Our lesson model design was based on limited book content, and due to ethical concerns, large-scale experiments with children could not be conducted, so the results of the study are not representative of the whole. However, it is significant that the possibility of running a new reading activity class based on the Nuri course has been examined and proposed.

A Study on Lip Sync and Facial Expression Development in Low Polygon Character Animation (로우폴리곤 캐릭터 애니메이션에서 립싱크 및 표정 개발 연구)

  • Ji-Won Seo;Hyun-Soo Lee;Min-Ha Kim;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.409-414
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    • 2023
  • We described how to implement character expressions and animations that play an important role in expressing emotions and personalities in low-polygon character animation. With the development of the video industry, character expressions and mouth-shaped lip-syncing in animation can realize natural movements at a level close to real life. However, for non-experts, it is difficult to use expert-level advanced technology. Therefore, We aimed to present a guide for low-budget low-polygon character animators or non-experts to create mouth-shaped lip-syncing more naturally using accessible and highly usable features. A total of 8 mouth shapes were developed for mouth shape lip-sync animation: 'ㅏ', 'ㅔ', 'ㅣ', 'ㅗ', 'ㅜ', 'ㅡ', 'ㅓ' and a mouth shape that expresses a labial consonant. In the case of facial expression animation, a total of nine animations were produced by adding highly utilized interest, boredom, and pain to the six basic human emotions classified by Paul Ekman: surprise, fear, disgust, anger, happiness, and sadness. This study is meaningful in that it makes it easy to produce natural animation using the features built into the modeling program without using complex technologies or programs.