• 제목/요약/키워드: Class program

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과학 기반 STEAM 프로그램이 초등과학 영재 학생들의 창의적 문제해결력과 과학적 태도에 미치는 영향 (The Effects of the Creative Problem Solving Ability and Scientific Attitude through the Science-Based STEAM Program in the Elementary Gifted Students)

  • 김권숙;최선영
    • 한국초등과학교육학회지:초등과학교육
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    • 제31권2호
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    • pp.216-226
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    • 2012
  • The purpose of this study was to examine the effects of the creative problem solving and scientific attitude through the science-based STEAM program for the elementary gifted students. For the purpose of this study, a teaching plan and worksheet for students based on STEAM was developed and applied. The objects of this study were the fourth grade of both an experimental class (18 students) and a comparative class (20 students) at the gifted class located in Gyeonggi Province. The results of this study were as follows: First, the change in students' science creative problem solving in the experimental group applying science-based STEAM program has statistically meaningful difference (p<.05). Second, the scientific attitude score of the experimental class improved, but it has no meaningful difference statistically. Third, according to the analysis of questionnaire for evaluating the program, experimental class students had a positive recognition in respect of the STEAM program and got higher satisfaction about the lesson. Therefore, science-based STEAM program applied in this study might be useful to improve the creative problem solving, and can be expected the scientific attitude' improving and better be widely applied to gifted education.

객체지향 프로그램의 슬라이싱에 관한 연구 (A Study on Program Slicing of Object-Oriented Programs)

  • 김희천
    • 한국컴퓨터산업학회논문지
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    • 제2권9호
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    • pp.1199-1208
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    • 2001
  • 프로그램 슬라이싱은 테스팅 및 유지보수 작업의 효율성을 높이기 위한 프로그램 분해 기술이다. 본 논문에서는 객체지향 프로그램 실행부의 슬라이싱 방법을 제안하고 정확성을 분석하였다. 또한 프로그램이 주어졌을 때 클래스 선언부에서 필요 없는 함수와 사용하지 않는 데이터멤버 및 서브객체를 제거하는 클래스 인터페이스 슬라이싱 방법을 제안하고 정확성을 증명하였다. 또 클래스 선언부만을 가지고 주어진 데이터멤버에 영향을 주는 또는 영향을 받는 부분을 추출해 내는 클래스 계층구조의 슬라이싱 방법을 제안하였다. 이러한 기술은 클래스 테스팅 같은 분야에서 정보분석 작업에 이용될 수 있다.

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3D 프린터를 활용한 호흡계의 융합 수업이 초등학생의 과학 탐구 능력, 창의적 문제해결력, 과학 흥미도 및 STEAM 프로그램 만족도에 미치는 영향 (The Effects of 3D Printing STEAM Class for Respiratory System on the Science Process Skill, Creative Problem Solving Ability, Scientific Interest and STEAM Program Satisfaction of Elementary Students)

  • 고동국;홍승호
    • 한국초등과학교육학회지:초등과학교육
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    • 제37권3호
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    • pp.323-338
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    • 2018
  • The aims of this study are to develop the STEAM program focused '3D printing for respiratory system' and to ascertain its influence on elementary student's science process skills, creative problem solving abilities and scientific interest. The developed STEAM program was applied to 5th grade students of O elementary school located in J city. As a result of applying the STEAM program, the experimental group of the STEAM program class improved significantly in creative problem solving abilities and scientific interest than the control group of the theoretical class. The result of learner satisfaction survey of the STEAM program was high. Meanwhile, there was no significant difference in science process skills between the two groups. Therefore, the STEAM program class with the theme of '3D printing for respiratory system' could be meaningful works to encourage students' interest as well as their creative problem solving ability and scientific interest. In future, continuous and systematic studies on STEAM programs focused on 'structure and function of our body' are needed for elementary students' cognitive and affective developments.

초등 과학 수업에 VR 구현 프로그램을 활용한 SW 융합교육프로그램의 개발과 적용 (The Development and Application of the SW-STEAM Program by Utilizing Software Supporting the Creation of VR for Elementary Science Class)

  • 김혜란;최선영
    • 한국초등과학교육학회지:초등과학교육
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    • 제39권2호
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    • pp.296-305
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    • 2020
  • The purpose of this study was to analyse the effects of the SW-STEAM program by utilizing software supporting the creation of VR for elementary science class. Two classes of 5th grade were selected, and were engaged in different teaching and learning methods during 12 class hours. The experimental group which is consisted of 20 students participated in the SW-STEAM program by utilizing software supporting the creation of VR, the comparative group which comprised 19 students was thaught by using a traditional instruction. Teaching unit was 'the solar system and stars' in 5th grade science text book. The results of this study were as follows. The SW-STEAM program by utilizing software the creation of VR had a positive effect on elementary school students' creative problem solving ability, scientific interest, science achievement. Therefore, the SW-STEAM program by utilizing software supporting the creation of VR could be meaningful works to encourage students' creative problem solving ability, scientific interest, science achievement, and this study will help elementary teachers teach 'the solar system and stars' in 5th grade science text book more interesting.

C++에서 프로그램 의존도 그래프를 이용한 클래스 분해 방법 (Class Slicing Method using Program Dependency Graph in C++)

  • 김영선;김홍진;손용식
    • 한국컴퓨터정보학회논문지
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    • 제3권1호
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    • pp.63-80
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    • 1998
  • 객체 지향 소프트웨어 개발에서 재사용은 소프트웨어 품질 향상과 소프트웨어 개발자의 생산성 향상을 위하여 연구되고 있다. 그러나 설계 단계에서 부적절한 작성과 유지보수시의 잘못된 변화로 인하여 클래스를 재사용 하는데 문제점이 존재한다. 본 논문에서 제안하는 방법은 C++. 프로그램 의존도 그래프를 이용하여 클래스의 의미론적인 결합 도를 분석하고, 결합 도에 따라 클래스를 분해하여 클래스의 품질 재평가와 확장성을 지원하도록 하는 방법이다. 따라서 본 논문에서 제안하는 방안은 개발자가 객체 지향 프로그램을 개발시에 원하는 부품만을 선택하여 재사용 시스템 구축을 용이하게 하였다.

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JSize: 유닉스의 size에 대응하는 자바 등가 프로그램 (JSize: A Java Equivalent of the UNIX size program)

  • 양희재
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2003년도 추계종합학술대회
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    • pp.548-551
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    • 2003
  • JSize 는 유닉스 운영체제의 size 프로그램에 대응하는 자바 등가 프로그램이다. 유닉스 size 프로그램은 실행 파일을 분석하여 그 파일이 메모리에 적재되었을 때 얼마 정도의 코드와 데이터 영역을 차지할지를 예측하게 한다. 마찬가지로 JSize 는 자바 클래스 파일을 분석하여 그 파일이 메모리에 적재되었을 때 얼마 정도의 클래스 영역 메모리를 차지할지를 예측하게 하는 기능을 갖는다. 본 논문은 클래스 파일을 분석하여 얻은 정보로부터 클래스 영역의 크기를 예측할 수 있게 하는 원리에 대해 소개한다. 아울러 실험을 통해 JSize 의 예측 정확성을 실제로 알아보았다.

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알레르기비염 환자를 위한 플립러닝을 적용한 건강 교육프로그램 개발 및 효과 (Development and Effects of Health Education Program using Flipped Learning for Allergic Rhinitis Patients)

  • 이영실;은영
    • 한국간호교육학회지
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    • 제25권2호
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    • pp.173-185
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    • 2019
  • Purpose: This study was conducted to develop and test effects of flipped learning on a health education program for allergic rhinitis patients. Methods: The study was a nonequivalent control group pretest-posttest design, with 38 participants (experimental group: 19, control group: 19). The education program for allergic rhinitis patients with flipped learning developed for this study was conducted in pre-class, in-class, and post-class stages for a total of 12 weeks. For the in-class stage, a TREAT model suitable for patient education program was developed. Data were analyzed with an independent t-test and repeated measures ANOVA. Results: The experimental group showed significant improvement in knowledge (F=15.029, p<.001), self-efficacy (F=6.814, p<.001) and self-care behavior (F=41.761, p<.001). In addition, subjective symptoms (F=61.453, p<.001) and quality of life (F=52.413, p<.001) improved. Conclusion: The results of this study show that flipped learning in an education program is an effective method for those in their twenties persistent moderate-severe allergic rhinitis. Therefore, the education program for allergic rhinitis developed by this study is actively recommended for nurses or health managers at universities to educate subjects in their twenties with allergic rhinitis.

가상현실 기반 중재가 지적장애학생의 일상생활 기술 및 수업태도에 미치는 효과 (Effects of VR based Intervention on Daily Living Skills and Class Attitudes of Students with Intellectual Disabilities)

  • 이태수
    • 한국융합학회논문지
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    • 제12권2호
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    • pp.155-162
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    • 2021
  • 이 연구의 목적은 가상현실 기반 중재가 지적장애 학생의 일상생활 기술과 수업태도에 미치는 영향을 파악하는 것이었다. 전남지역에 거주하는 중학교 2-3학년 지적장애학생 30명을 연구대상으로 선정하였고, 중재방법에 따라 세 집단으로 배치하였다. A집단은 가상현실 프로그램을 이용하는 중재, B집단은 직접 체험 활동을 중심으로 하는 중재, C집단은 가상현실 프로그램과 직접 체험 활동을 결합한 중재에 참여하였다. 중재는 7월 4주부터 8월 3주까지 4주 동안 진행되었고, 일주일에 4회씩 총 16회기의 중재가 이루어졌다. 평가는 사전 평가와 사후 평가를 실시하였다. 수집된 자료는 일원분산분석으로 분석하였고, 사후 분석으로는 scheffe'를 사용하였다. 연구 결과, C집단이 A집단과 B집단보다 일상생활 기술을 유의미하게 향상시켰고, C집단은 B집단보다 수업태도를 유의미하게 향상시켰다. 이를 통해 가상현실 프로그램과 체험활동을 결합한 중재가 일상생활 기술 및 수업태도를 향상시킬 수 있는 효과적인 방법 중에 하나라는 것을 확인하였다.

과학교사의 실험수업 지도능력 향상을 위한 실험연수프로그램 개선에 관한 연구 (A Study on the Improvement in Experiment Training Program to Increase Science Teachers' Ability for Instructing Experiment Class)

  • 김순식;이용섭;이상균
    • 대한지구과학교육학회지
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    • 제4권3호
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    • pp.231-241
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    • 2011
  • The purpose of this study lies in finding out a betterment of ongoing experimental training program in science for the secondary science teachers to increase their training ability more effectively. For this, from 2010 July to September, a preliminary study on secondary science experiment training, questionnaire on the satisfaction of 128 secondary teachers in U metropolitan city with the training program were carried out which were contributive to the preparation of a better plan for the training program to be helpful for the teachers at schools. Following are the study results. First, the class theme should be selected by the teachers who participate in the experiment for the year to raise their training ability for experiment class. Second, the direct activity of the teachers' joining in experiment training for the development of experiment training module, and the demonstration with the developed module-used experiment class need to be included to the program Third, the assessment for the demonstration of experiment attitude, the development process of experiment training module, would be more advisable compared with that for written examination for the teachers joined in the experiment training to concentrate more on the experimental activities and to get richer experiment experience As this study results show, the theme selection, class method and assessment method involved in ongoing experiment training need for betterment for the science teachers to apply it at schools and this improved experiment training program proposed by this study is suitable for that under a condition it has to be modified and supplemented to the distinct features of every city and province.

뇌 기반 STEAM 교수-학습 프로그램이 초등과학영재와 초등일반학생의 창의성과 정서지능에 미치는 효과 (The Effects of Brain-Based STEAM Teaching-Learning Program on Creativity and Emotional Intelligence of the Science-Gifted Elementary Students and General Students)

  • 류제정;이길재
    • 한국초등과학교육학회지:초등과학교육
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    • 제32권1호
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    • pp.36-46
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    • 2013
  • The creative thinking and emotional trainings are very important educational issues in the knowledge-information-based future society. Recently STEAM education is suggested as one of the educational solutions to prepare the future society. The aims of this study are to develop STEAM teaching-learning program and analyze its effects on the creativity and emotional intelligence of science-gifted and general students in elementary school. Four different subject matters based on the 2007-revised curriculum were selected to construct the brain-based STEAM teaching-learning program consisting of 12 class hours. The program was applied to 50 elementary general students and 19 science-gifted elementary students. The findings of this research are as follows. The brain-based STEAM programs is effective to improve the creativity and emotional intelligence of science-gifted and general elementary students after class. The creativity of two groups was not statistically different before the class. However after class, the creativity of gifted-science students is significantly higher than that of general students. The emotional intelligence of gifted-science students was higher than that of general students before the class. Therefore in oder to analyze the different effects of the program on two groups in emotional intelligence, the test results of both group of students were analyzed by ANCOVA after class. This analysis also showed that the program is more effective in gifted-science students to improve the emotional intelligence compared to general students.