• 제목/요약/키워드: Problem-solving abilities

검색결과 432건 처리시간 0.029초

하브루타를 활용한 SW 수업 설계 및 적용의 효과성 (Effectiveness of Designing and Applying SW Classes Using Havruta)

  • 김창희
    • 디지털산업정보학회논문지
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    • 제15권4호
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    • pp.137-148
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    • 2019
  • This paper is designed to examine the effectiveness of Computational Thinking and programming awareness by designing and applying programming classes using Havruta. In the present society, where the Fourth Industrial Revolution was in full swing, the capacity to be equipped has changed, and the education has been changed accordingly. Programming education is logically capable of thinking and improves comprehensive problem solving skills. This direction of programming education allows us to get ideas for solving problems based on computing thoughts and to create our own creative results. However, because they require the grammar of the programming language and many additional abilities, they are not easy for learners, and individual differences in competencies make learning less immersive and interesting. In this paper, to solve the problems of the uniform programming class, this study is designed and applied to the class applying the Jewish traditional teaching method, Havruta's teaching method, to find out the effect of computing thinking and programming perception.

가정과 실천적 문제 중심 수업에서 교사의 경험에 대한 연구 (Experiences of the Teachers in the Practical Problem-Based Home Economics Class)

  • 한주;채정현
    • Human Ecology Research
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    • 제54권4호
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    • pp.351-363
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    • 2016
  • This study examined in depth what teachers experience in a practical problem-based home economics class. This study established the research question, "What do teachers experience in the practical problem-based home economics class?" and selected three teacher participants who had steadily performed a practical problem-based home economics class to directly observe classes and conducted intensive interviews with the class performing teachers. The three research participants performed the practical problem-based class as a method of practicing their educational beliefs and based on a problem consciousness that textbook centered classes focusing on concepts cannot manage. They also tried to make efforts to reconstruct the textbook centered with practical problems to promote the critical thinking abilities of students. In practicing the practical problem-based class, the research participants recognized that it was important to show the present problems in reality to the students, teach broad value concepts, and establish rapport with students. They tried to make class content correspond to class evaluation. They felt awarded in how they influenced the development of students and the perception of home economics subjects in a positive way as well as experienced various actual difficulties in performing the practical problem-based class. The three research participants examined themselves through the agony and reflection of the class, and integrated the class with daily activities by applying problem solving methods of practical problem-based classes to their lives.

Role-playing을 적용한 가구 디자인 수업 개발 사례 연구 (Study on Development Process of Furniture Design Class by Applying Role-playing)

  • 인치호
    • 한국가구학회지
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    • 제27권4호
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    • pp.280-290
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    • 2016
  • In design education enhancement of design methodology and creativity can be stimulated through taking on several creative roles within an interactive and enjoyable studio course. To overcome blocks to creativity I developed a intermediate course, 'Furniture Design Studio I' at the sophomore advanced level course. Inventive thinking and a sense of aesthetic are the essential element for all studnets to grow as a professional designer. And to develop their creative thinking skill I introduced a system that utilizes each element into a role-playing type of projects. Students will be able to demonstrate their underlying creativity in a more open environment. Instead of stressing to solve a lot of complicate issues, the main focus is to allow freedom of expression and creativity. Role-playing are executed in a design studio environment rather than in a psychodrama situation. There are two different type of role-playing : Inventor and Designist (Designer + Artist). Students will be able to work in groups, incorporate problem solving into their projects and concentrate on more personal creative form developments. Through this process, students will enhance their problem solving abilities and broaden their scope for innovation. Thus increases the student's participation and creativity. Investigating the problems of domestic design education through these sort of special programs and developing systems that enhance creativity based on the results and the process methods.

대학 입학 예정자들의 함수 및 미분의 기초개념 이해에 대한 오류 분석 (An analysis of errors in understanding the fundamental concepts of function and differentiation for matriculants)

  • 임연휘;표용수
    • 한국학교수학회논문집
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    • 제16권2호
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    • pp.435-457
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    • 2013
  • 본 논문에서는 수시모집 입학전형에 합격한 대학 입학예정자를 대상으로 P대학에서 시행하고 있는 기초수학 특강에서 학습지도 자료로 활용하기 위하여 실시하는 기초수학 진단평가에서의 사전 검사를 통해 함수, 함수의 연속 및 미분가능에 대한 기초개념을 어느 정도 이해하고 있는지와 어떤 오류를 범하고 있는지를 분석하였다. 또한, 기초수학 특강 최종평가에서의 사후 검사를 통해 기초개념 이해에 대한 오류유형은 어떻게 변화되었는지 살펴보고자 하였다. 여기서, 우리는 연구대상 학생 전체에 대한 오류유형의 변화는 물론, 각 검사문항에 대한 동일 학생의 오류유형이 구체적으로 어떻게 변화되었는지도 분석하였다.

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한국정보올림피아드 초등부 경시부문 문제해결을 통한 알고리즘 교재 개발 및 적용 (The Development and Implementation of an Algorithm Instructional Material through the Problem Solving on the KOI Final Test of Elementary Students)

  • 김병수;김종훈
    • 정보교육학회논문지
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    • 제16권1호
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    • pp.11-20
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    • 2012
  • 프로그래밍의 핵심은 어디까지나 알고리즘 학습에 있으며 이를 통한 창의적이고 논리적인 문제해결력의 향상이 프로그래밍 학습의 목표인 것이다. 그렇다면 어떤 알고리즘들을 어떠한 순서대로 가르치는가에 대한 고민을 좀 더 해 볼 필요가 있으며 그 효과성에 대해서도 연구해 볼 필요가 있을 것이다. 본 연구는 개념적 알고리즘의 내용들을 한국정보올림피아드 초등부 경시부문의 문제들을 이용하여 학습할 수 있도록 알고리즘 학습 교재를 개발하고 이 효과를 검증하였다.

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폭력에 대한 응급실 간호사의 반응 유형: Q-방법론적 접근 (The Reactions of Emergency Department Nurses to Violence: Q-Methodological Approach)

  • 박은영;서지민;주현옥;이은남
    • 대한간호학회지
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    • 제37권5호
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    • pp.762-771
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    • 2007
  • Purpose: The purpose of this study was to identify the reactions of emergency department nurses to violence. Methods: Q-methodology which provides a method of analyzing the subjectivity of each item was used. Thirty emergency department nurses classified 33 selected Q-statements into a normal distribution using a 9 point scale. The collected data was analyzed using the Quanl PC Program. Results: Three types of reactions to violence were identified. The first type(emotional and physical reactions) showed a sense of regret on the selection of an occupation and emotional and physical reactions such as anxiety, fear, depression, hopelessness, heart palpitations and trembling hands due to the violence. The second type(problem solving) actively coped to prevent the occurrence of violence, grasped the causes of violence and sought out a problem solving plan. The third type(anger reactions) felt a lot of anger against violence, and resented their reality of working under conditions of inadequately secured facilities and systems. Conclusion: The emotional and physical reactions type and the anger reactions type should be required to attend educational programs to improve attitudes and abilities to solve the problems in a more active and positive manner.

초등 과학에서 STS 주제에 대한 수행평가자료의 개발 : 6학년 '우리 몸의 생김새' 단원의 호흡관련 주제를 중심으로 (Development of an Elementary Science Performance Assessment Material on STS Theme: Focused on the Respiration Theme in the Unit of 'Our Body')

  • 심주옥;임채성;김은진
    • 한국초등과학교육학회지:초등과학교육
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    • 제24권1호
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    • pp.30-42
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    • 2005
  • In this study, we developed an elementary science performance assessment material on STS theme, especially the respiration. The material is constituted with 3 components, which are performance task, students' response format and scoring system, and it also has various objective domains such as applying science knowledge, improving science attitude, using ICT, communicating and reflective thinking. It offers teachers a tool by which they can assess students' abilities on a whole. The task is made with the motivation-evoking content of 'No Smoking'. It is constructed on the activity of writing a letter to his/her father not to smoke. The students' response format is made by problem solving process, and the scoring system is matched with the steps of students' response. The material involves several theoretical backgrounds and the strengths of performance assessment. In addition, due to the detailed students' format and scoring system, it can be used practically in elementary science classroom.

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정보교육을 위한 HUSTOJ 기반 오픈소스 온라인 저지 시스템 커스터마이징 방향 탐색 (Exploration of the Direction of Customizing HUSTOJ-based Open Source Online Judge Systems for Informatics Education)

  • 전용주
    • 창의정보문화연구
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    • 제5권1호
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    • pp.53-61
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    • 2019
  • 최근 온라인 저지(OJ, Online Judge) 시스템을 활용하여 학생들이 알고리즘 및 프로그래밍에 기반한 문제 해결 역량을 함양할 수 있도록 하는 시스템을 구축하여 운영하는 사례 및 이에 대한 교육적 효과성들이 다양하게 보고되고 있다. 정보·컴퓨터 현직교사 및 예비교사가 이러한 시스템을 자신이 속한 학교·학생 환경에 맞게 구축하여 운영할 수 있는 역량을 갖추게 된다면, 컴퓨팅 사고력 및 문제해결과 관련된 강력한 지도 역량을 갖출 수 있게 될 것이다. 이에 본 연구에서는 학교 단위의 정보교육을 위한 HUSTOJ 기반의 오픈소스 온라인 저지 시스템 커스터마이징 방안을 탐색하여, 학교 현장에서 이를 효과적으로 적용하기 위한 방향을 제시하였다.

Effects of Preclinical Virtual Reality Simulation in Undergraduate Nursing Students

  • 정미현
    • 한국응용과학기술학회지
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    • 제40권6호
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    • pp.1413-1424
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    • 2023
  • Virtual reality (VR) simulation in nursing education, especially in the teaching of VR simulations just prior to clinical practice, has the potential to enhance the effectiveness of clinical practice and better prepare nursing students for patient care. The aim of this study was to evaluate the effect of a preclinical VR simulation education program on the development of critical thinking, self-efficacy, problem-solving ability, and perceived clinical competency among undergraduate nursing students. The study was conducted between May and June 2021 using a pretest-posttest design with a control group. A total of 42 nursing students were recruited through convenience sampling from two separate classes. The intervention group participated in VR simulation education, while the control group engaged in lecture-based education, before beginning clinical practice. Assessments were conducted before preclinical education and after completing clinical practice using structured questionnaires. The data was analyzed using chi-square tests, independent t-tests, and ANCOVA. The findings indicated that the intervention group had a significantly higher score in perceived clinical competency compared to the control group (F = 5.25, p = 0.029) after controlling for pretest scores. However, there were no statistically significant differences in critical thinking, self-efficacy, or problem-solving abilities between the two groups. These findings suggest that preclinical VR simulation education is partially effective in preparing nursing students for their clinical practice, underscoring the need for a balanced educational approach that integrates VR with clinical practice to develop a full spectrum of nursing skills and knowledge.

창의적 글쓰기 프로그램이 초등학생의 자기주도 학습능력에 미치는 영향 (The Effects of Creative Writing Program on Elementary School Students' Self-directed Learning Abilities)

  • 김은정;송기호
    • 한국비블리아학회지
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    • 제26권2호
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    • pp.5-23
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    • 2015
  • 본 연구의 목적은 도서관활용수업과 정보활용교육의 실천 전략으로서 창의적 글쓰기 프로그램이 초등학생의 자기주도 학습능력에 미치는 영향을 분석하는 것이다. 분석 결과 창의적 프로그램 운영 후 자기주도 학습능력의 평균이 130.14점에서 163.83점으로 33.69점 유의미하게 향상된 것으로 나타났다. 자기주도 학습능력의 세부능력 중에서는 학습계획과 학습평가 능력 향상에 유의미한 영향을 끼쳤다. 그러나 학습실행 능력을 구성하는 학습실행의 지속성은 유의미한 변화가 나타나지 않았다. 프로그램 참여 학생과의 면담 결과 글쓰기에 대한 두려움이 줄어들고, 다른 과목에도 읽기전략, 쓰기전략 등을 적용할 수 있게 되었다는 대답이 많았다. 따라서 교과와 연계하여 글쓰기를 지속적으로 지도하고, 정보 활용 전략지를 활용하면 학습 실행의 지속성도 향상시킬 수 있을 것으로 보인다.