• Title/Summary/Keyword: Lesson Satisfaction

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The effects of learning strategies unit time based core achievement standard of science (과학과의 핵심성취기준에 근거한 단위시간 수업전략 효과)

  • Lee, Yong-Seob;Kim, Soon-Shik
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.2
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    • pp.169-179
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    • 2014
  • The purpose of this study is to research about the effects on improvement academic achievement of students based on the core learning standards of science. The researcher selected experimenter and started this study as a graduate student who is majoring in science education, experimenter chose to study 48 Sixth graders in elementary schools in B city for research group(24 students), Comparison group(24 students). The study was conducted from March to the end of July 2014. The teacher who is doing activity of professor in research group and the comparison group is science education specialist. Researcher and experimenter frequently exchange their opinions for control variables of teacher. The results are as follows. First, based on unit time strategies based on core achievement standards classes are effective in improving students' academic achievement. Elementary school teacher has difficulty in teaching for all subjects based on unit time strategies. Second, based on unit time strategies based on core achievement standards classes showed high level of satisfaction in perception of students. Thus it can be seen that teaching strategies of unit time based on the core achievement standards is effective to academic achievement improvement. The proposal for further study based on the results is as follows. First, research is needed to study the teaching methods that have practical and theoretical study time and lesson application opportunity for teaching strategies of curriculum unit time. Second, experimental studies that using strategies of unit time based on the core achievement standards are needed about learning method that can be applied in a variety of subjects.

A Case Study on the High School Library-Assisted Instruction: Focused on the Chinese Project Learning (고등학교 도서관의 협력수업 사례에 관한 연구 - 중국어과 프로젝트 학습을 중심으로 -)

  • Lee, Deog-Ju;Cho, Mi-Ah
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.23 no.3
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    • pp.231-251
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    • 2012
  • The present study was intended to present desirable directions of project learning of curriculum subjects utilizing school libraries. To this end, lesson contents including theme selection policies and selected themes were grasped centering on Chinese project learning conducted in the school library of S academic high school and examples of students' reports were presented. A questionnaire survey was conducted on 117 high school students in the second year who participated in the Chinese project class to analyze their interest in the themes, their perception of school library-assisted instructional processes and how the school library-assisted Instruction helped the students Also, this study analyzed differences in the perception of the help provided by the school library-assisted Instruction among students in the department of liberal arts, those in the department of natural sciences and those in the department of arts. The results of the study indicated that the students' satisfaction of the school library-assisted Instruction was high.

The Effects of the ARCS Model for Learners' Achivement and Motivation in Highschool Earth Science (동기유발을 위한 ARCS 이론을 적용한 수업이 지구과학 학업성취도와 태도에 미치는 영향)

  • Park, Soo-Kyong;Kim, Young-Han;Kim, Sang-Dal
    • Journal of The Korean Association For Science Education
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    • v.16 no.4
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    • pp.429-440
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    • 1996
  • This study examined the effects of the ARCS model for science education and found a way of improving ARCS while finding any weaknesses. More specific research questions were as follows: 1) Does the ARCS model enhance the learners' achivement in highschool Earth Science significantly?; 2) Does the ARCS model enhance the learners' motivation in highschool Earth Science significantly?; 3) What are the weaknesses of the prescriptions of the ARCS model for designing a lesson, if any?; 4) How can the weaknesses of the prescriptions of the ARCS modeI be overcome? In order to fulfill the purpose of this study, the two major research methodologies were implemented: pretest-posttest control group design and formarive research. This study was conducted in two distinct phases: 1) designing a set of instructions for 4 weeks with the principles of the ARCS model (to find the weaknesses of the ARCS model) and 2) teaching the instructions and checking the effectiveness of the ARCS model by pretest and posttest with control and experimental groups(to find weaknesses of the underlying theory of the ARCS). After the experiment, each group took an achievement test and an attitude test on the given instruction and gathered data were analyzed with t-tests. Also, from each four classes 7$\sim$8 students were randomly sampled and individually interviewed about the instructional effectiveness and their preference on the instructions. The results of this study are summarized as follows: Significant differences between the control group and experimental group are seen in three components; Attention, relevance, and satisfaction. No significant differences are seen in the attitude of confidence. The weakness of the prescriptions of the ARCS model, are insufficient of strategy for 'confidence'. For overcoming the weaknesses of the prescriptions of the ARCS model, developmental type research is needed.

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Effects of Eco-STEAM Program on Elementary School Students' Environmental Literacy and STEAM Attitude (과학과 Eco-STEAM 수업이 초등학생들의 환경소양과 STEAM 태도에 미치는 효과)

  • Lee, Sang-Gyun
    • Journal of the Korean Society of Earth Science Education
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    • v.10 no.1
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    • pp.62-75
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    • 2017
  • The purpose of this study is to examine the effects of Environmental literacy and STEAM Attitude through the use of the Eco-STEAM program for elementary students. For the purpose of this study, a teaching plan and worksheet for students using Eco-STEAM Programs was developed and applied. Through the questionnaires and the analysis of students' outcomes, the effects on Environmental literacy and STEAM Attitude in both quality and quantity were verified. The results of this study are as follows: First, the improvement in the Environmental Literary score has statistically meaningful difference(p<.05). Second, the change in students' STEAM attitude by applying the Eco-STEAM program has statistically meaningful difference (p<.05). Third, according to the analysis of a questionnaire used to evaluate the program, students had a positive perception of the STEAM program and gained higher level of satisfaction about the lesson. Therefore, Eco-STEAM Program applied in this study might be useful to improve Environmental Literacy, and can be expected to improve STEAM literacy and should be widely applied to Science education.

A Study on Development of Educational CanSat based on Arduino for Creative Engineering Design and Practice Class (창의공학설계 및 실습 수업을 위한 아두이노 기반 교육용 캔위성 개발 연구)

  • Lee, Younggun;Lee, Sanghyun;Kim, Jongbum;Kim, Songhyon;Yoo, Seunghoon
    • Journal of Engineering Education Research
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    • v.24 no.5
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    • pp.38-45
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    • 2021
  • The CanSat was designed as an educational satellite simulation program that implements the overall system of the satellite such as the command processing unit, the communication unit, and the power unit in a structure of the size of a can. In particular, the training effect is very excellent because the trainee can learn a process similar to the actual satellite development process by designing, manufacturing, testing, and launching. Republic of Korea Air Force Academy has been using the CanSat production kit used by the domestic can satellite contest experience department for education, but since it was produced based on PCB, it was impossible to show creativity and operation was restricted even with small mistakes. In this paper, we analyze the existing CanSat kit and propose a new educational CanSat kit that can be used in creative engineering design and practice subjects that will be reorganized into a regular course from 2021, and a lesson plan. In conclusion, by using the proposed CanSat kit for lectures, it is possible to achieve educational purposes and effects, improve lecture satisfaction, and provide stable instruction.

A study on the integrative feedback modeling to develop pre-service teachers' competence of planning STEAM lessons (예비교사의 융합적 수업구성 역량 향상을 위한 통합적 피드백의 모델링)

  • Hong, Ye-Yoon;Im, Yeon-Wook
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.75-88
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    • 2021
  • Along with the advent of the Fourth Industrial Revolution, fostering young talents with convergent mind is getting important. Moreover pre-service teachers' ability to design proper convergent classes can be a meaningful issue for high quality future education. This study proposes the role of professors' exquisite feedback is so significant for developing their competence in STEAM education, It analyzed how various theories regarding feedback support them to enhance convergent knowledge with e-learning. They participated in the 5 step group and individual activities for creating STEAM lesson plan and received suitable feedback. Lastly a survey was performed. The researchers did modeling how integrative feedback was applied to the procedure step by step according to the 'Ladder of Inference' theory. This strategic model contributed to elevating the participants' convergent knowledge, competence, achievement and satisfaction.

A Study on the Academic Achievement and the Needs of Prior Field Learning in a College (일개 대학의 선행 현장수업의 필요성과 학업성취도에 관한 연구)

  • Lee, Jae-Hong;Park, Eun-Mi;Kim, Sang-Soo;Kwon, Won-An;Kim, Han-Soo;Jeong, Tae-Eun;Choi, Han-Sung;Kim, In-Gyu
    • PNF and Movement
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    • v.12 no.2
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    • pp.81-88
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    • 2014
  • Purpose: The purpose of this study is to examine the needs of prior field learning and the academic achievement of field experience learning in a college. Methods: This study was performed from May 1 to October 30, and students were given questionnaire. The research questionnaire as follows: (1) to investigate the academic achievement after field experience learning, (2) to verify the needs of field experience learning. A statistical analysis was performed using SPSS 17.0 for window version. Results: The results was as follows : First, satisfaction of field learning had scored good(47.2%) in lesson goal, good(51.8%) in acquisition of knowledge and techniques, good(51.0%) in preparation of study and good(45.9%) in association. Second, curriculum of field learning had scored normal(35.5%) in prior education, good(47.4%) in composition, good(50.8%) in guidance and good(47.2%) in contents. Third, curriculum of field learning had scored good(44.6%) in duration, good(46.1%) in numbers, good(51.3%) in convenience and normal(38.1%) in means of transportation. Forth, needs of field learning had scored good(46.6%) in field learning of practicum, good(48.2%) in field learning of theory subject, 3-4 times(42.0%) in frequency of field learning and 2hours(57.3%) in a field learning hour. Conclusion: These findings suggest that college student's thinking of field experience learning is positive. Field experience learning provided that college students have directly an opportunity of gaining valuable experience to feel the field.

Development and Validation of a Global Citizenship Education Teaching-Learning Plan and its Effects on Fostering the Global Citizenship Competencies of Elementary School Students (세계시민역량 함양을 위한 초등 가정과 세계시민교육 교수·학습 과정안 개발 및 효과 검증)

  • Kwon, Boeun;Yu, Nan Sook
    • Human Ecology Research
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    • v.62 no.2
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    • pp.351-368
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    • 2024
  • The objectives of this study were to develop, implement a home economics education teaching-learning plan and assess its effects to enhance global citizenship competencies among upper elementary school students. The ADDIE model was employed for learner needs analysis, instructional design, development and implementation. This was followed by assessments of global citizenship competencies and class satisfaction. Based on an analysis of the core ideas associated with an area of "Living Environment and Sustainable Choice," four practical problems were designed: What actions should I take for the rational management of living resources? What actions should I take to ensure consciousness of the need to respect diversity in daily life? What actions should I take to maintain a safe and healthy living environment? What actions should I take to make sustainable choices? Based on these four practical problems, four lesson topics were developed in accordance with both the voyeur's and the critical perspectives, resulting in a total of 8 sessions. The subsequent delivery of an 8-session class on global citizenship education in home economics yielded significant improvements in the global citizenship competencies (knowledge, skills, attitudes, and willingness to act) of 37 elementary school students immediately after the sessions. The significance of this study lies in its focus on the core ideas of the revised 2022 curriculum, thereby offering directions for the development of global citizenship education within the curriculum.

A Study on Home Economics Education Lesson Plan Design Using Gamification: Focusing on 'Eco-friendly Clothing Life Cycle' Theme (게이미피케이션을 활용한 가정과 수업 설계에 관한 연구: '환경친화적 의류 라이프 사이클' 주제를 중심으로)

  • Jang, Eun Ju;Kim, Hye Rin;Lee, Su Kyung;Kim, Eun Jo;Hwang, Shin Hye;Kim, Ji Seul;Kim, Nam Eun
    • Journal of Korean Home Economics Education Association
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    • v.34 no.1
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    • pp.35-57
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    • 2022
  • This study developed an 'Eco-friendly Clothing Life Cycle' class applying gamification. And the effect of and learners' satisfaction on the class were examined after implementation. The developed class was applied to 40 sophomore students from "A" high school in Gyeonggi-do from February 3, 2022, to February 10, 2022, in a total of 4 sessions. The class was conducted in the stages of production-distribution-consumption-disposal, and was conducted in a way that a mission is solved after learning in Gather Town. It is designed so that learners continuously repeat learning until they accomplish the mission. The learners completed pre-class and post-class questionnaires. And a focus group interview was conducted with a randomly selected group of three learners. According to the pre-/post-class test comparison, the gamification class on the theme of "Eco-friendly Clothing Life Cycle" was found not to have a significant effect on learners' immersion or self-directed learning attitudes. However, in the case of the learners with high levels of non-immersion tendency, the level of immersion in the class increased, and the satisfaction level was positively associated with the level of immersion and self-directed attitude. Learners expressed 'concern' and 'expectation' about the gamification class, and said that although the developed class was using a 'new teaching method', 'appropriate use' was necessary. And learners were evaluated this class as a 'student-centered class' and acknowledged that it allowed 'self-directed learning'. The teacher who implemented the class said that this class was more effective in attracting students' expectations and interests compared to the conventional classes, and that the class in the meta-verse environment was perceived as a new type of class in the non-face-to-face era. The teacher also mentioned that when applied to the actual educational field, a detailed design is needed that allows the learners to proceed smoothly, and the role of the teacher in the class was more important. And the teacher also mentioned that the class should be properly designed so that the expectations given by the 'game' do not obscure the essence of the class.

Developing an Online-based Learning STEAM Program for Elementary School Students using Metaverse (메타버스를 활용한 초등학생 대상 온라인 기반 학습형 STEAM 프로그램 개발)

  • Ki Rak Park;Hyoungbum Kim
    • Journal of the Korean Society of Earth Science Education
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    • v.16 no.1
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    • pp.43-55
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    • 2023
  • This study examined the effects of an online-based learning STEAM program using Metaverse on elementary school students' attitudes toward and satisfaction with STEAM in 197 students in grades 2, 4, and 6 at a rural elementary school. To conduct this study, we developed and implemented a four- to five-lesson online-based STEAM program in each grade level. The conclusions of this study are as follows. The online learning STEAM program had a statistically significant effect on improving elementary school students' attitudes toward STEAM, and students' satisfaction with the program was high. In addition, the pilot teacher said in an interview that 'the students' attention to the program was very high, and it was very interesting to use the Metaverse space'. Based on the results of the pilot, one STEAM program for students and teachers was developed for the fourth and fifth periods of each grade level in elementary school. Online learning programs using Metaverse have the potential to transform education during the pandemic by addressing educational inequalities and providing a flexible learning environment. Therefore, we propose a study on the development of online STEAM programs for middle and high school students.