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IIM을 활용한 환경교육프로그램이 환경에 대한 감수성 및 환경친화적 행동에 미치는 효과 (The Effect on the Sensitivity of Environment and Environment-Friendly Behaviors by Environment Education Program Using IIM)

  • 이용섭;최성봉
    • 한국환경과학회지
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    • 제18권6호
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    • pp.699-707
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    • 2009
  • This research was composed over a period of 10 times and was performed to be conducted in an environmental education class for 4 months from September to December of 2008 by selecting 32 experimental group students and 32 control group students from OO Middle School in the Busan area. An environmental education program utilizing lIM(independent investigation method) was composed by selecting a theme for environmental education among the environmental curriculum in middle schools. The results of analyzing the effects which influence environmental sensitivity and environment-friendly behaviors after applying the environmental education program utilizing IIM are as follows. First, it was revealed that the environmental education program utilizing IIM is more effective among experimental group students than control group students in regards to environment-friendly sensitivity. Second, it was revealed that the environmental education program utilizing IIM is more effective among experimental group students than control group students in regards to environment- friendly behaviors. Third, it was seen that even students responded very favorably toward environmental education program utilizing IIM.

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.

동물유래(動物由來)의 Citrate이용대장균(利用大腸菌) 변이주(變異株)에 관하여 (Isolation of Citrate-Utilizing Variants of Escherichia coli from Cattle, Pigs, Chickens, Pigeons and Wild Animals)

  • 이헌준;최원필
    • 대한수의학회지
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    • 제23권2호
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    • pp.173-178
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    • 1983
  • This paper deals with the isolation of citrate-utilizing variants of Escherichia coli ($Cit^+$ E. coli) from the animals, their biochemical reactivity and antibiotic susceptibility, and whether the citrate utilizing ability is transmissible. One hundred arid twenty-three isolates of $Cit^+$ E. coli were obtained from cattle and pigs. but from other animals, no isolates were obtaied. Antibiotic susceptibility testing of $Cit^+$ E. coli was performed by the agar dilution method, using the following 9 antibiotics, chloramphenicol(CP), tetracycline(TC), streptomycine(SM), kanamycin(KM), colistin(CL), gentamicin(GM), cephaloridine(CR), aminobenzycillin and nalidixic acid(NA). All the variants tested were susceptible to KM, CL, GM, CR and NA. Of all the variants, 80(65%) were resistant to the drugs tested and resistance to TC and SM was most frequent. The transmission of the ability to utilize citrate on Simmons citrate agar at $37^{\circ}C$ was demonstrated in 78(67.8%) out of the 115 $Cit^+$ E. coli. There were no significant difference in the transfer rates of citrate utilizing ability between resistant and susceptible variants to above 9 drugs. Of 123 isolates, 8 were lost their citrate utilizing ability, spontaneously.

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교육실습에 참여한 예비 초등교사들이 테크놀로지 활용 과학수업 실행에서 느끼는 어려움과 요구 (The Difficulties and Needs of Pre-service Elementary Teachers in the Science Class utilizing Smart Technologies in Teaching Practice)

  • 나지연;장병기
    • 한국초등과학교육학회지:초등과학교육
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    • 제35권1호
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    • pp.98-110
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    • 2016
  • The purpose of this study is to identify pre-service elementary school teachers' difficulties and needs in the science class utilizing smart technologies. The participants were nine pre-service elementary teachers who had practical training at an elementary school and took classes related to technology, pedagogy, and science knowledge. The data was collected through semi-constructed and in-depth interviews. The documents such as participants' guidance plans, daily records produced in teaching practice was collected and analyzed. The results of the research are as follow: Pre-service teachers have usually used the technology as a secondary transfer media to convey the knowledge. We found that the pre-service elementary teachers had 15 difficulties in the science class utilizing smart technologies. In addition, they needed a class to focus more on teaching them by integrating technology knowledge, pedagogy knowledge, and science knowledge, and by sharing a real case of science class utilizing smart technologies.

교재원 식물을 활용한 환경놀이 프로그램 개발 및 적용 (Effectiveness of Environmental Play Teaching Program using the Plant in Neighborhood Learning Gardens)

  • 최돈형;임은영;조성화
    • 한국환경교육학회지:환경교육
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    • 제24권2호
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    • pp.35-53
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    • 2011
  • The purpose of this research is placed on the development and application of environmental play programs for elementary school students their utilizing the neighborhood learning gardens in their districts to find its effectiveness. The research questions drawn to attain the purpose of the research are as follows. Initially, analyze the contents related to the plant appearing in the textbooks of wise life, science and practical arts of the 7th elementary school curriculum. Secondly, develop a plant utilizing environmental play program targeted towards the 4th grade elementary school students with the results of the textbook analysis as the foundation. Third, apply the plant utilizing environmental play program into the classroom to verify its effectiveness. Based on the conclusion of this research, the following is to be proposed. First, the revitalization of regional environmental education utilizing the various surroundings of the region is essential. Also, the current method of education, which is focused on theoretical knowledge, and being operated in most of the schools need to be changed over to diverse environmental education programs that are linked with the region. For this, an internet based database, information sharing and exchange program centralized around the regional environmental education center needs to be prepared. Moreover, since this research had developed an environmental play program utilizing plants that focused on the 4th grade elementary school students to verify its effectiveness, the development for environmental play programs dealing with various themes for each grades is required. Lastly, although this research has verified the effectiveness in the variables of ecological knowledge, environmental susceptibility, environmental attitude, environmental concern, environmental function and responsible environmental behavior amongst the variables of environmental literacy but there requires a succeeding research considering the variables that haven't been included in this research.

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온라인 프로젝트 학습이 정보 활용 능력 신장에 미치는 효과 (The Effects of Online Project Learning on Information Utilizing Ability)

  • 박선주;김명신
    • 정보교육학회논문지
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    • 제8권4호
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    • pp.563-571
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    • 2004
  • 본 논문에서는 온라인 프로젝트 학습 경험이 없는 초등학교 4학년 학생들이 효과적으로 학습을 수행하기 위하여 구체적 학습과정을 안내해주는 온라인 프로젝트 학습 시스템을 개발하여 적용한 후 온라인 프로젝트 학습이 초등학생의 정보활용능력 신장에 어떠한 효과를 미치는지 알아보았다. 이를 위해서 초등학교 4학년 교육과정을 분석하여 정보 활용 능력을 신장시킬 수 있는 요소를 추출한 후 프로젝트 학습 주제 12개를 선정하였다. 온라인 프로젝트 학습방을 구축하여 선별한 6개 주제로 온라인 프로젝트 학습을 실시 하였다. 그리고 학생들의 정보 활용 능력을 파악하기 위하여 초 중등 학생 ICT 활용 능력 기준에 따라 '정보수집', '정보 가공', '정보 교류' 항목으로 나누어 온라인 프로젝트 학습 전후에 평가를 실시하여 학생들의 정보 활용 능력 신장 여부를 분석하였다.

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바디페인팅을 이용한 광고에 나타난 들뢰즈의 ‘되기[becomimg]' 현상 -들뢰즈의 시뮬라크르 개념을 중심으로- (J. Deleuze's 'Becoming' Phenomenon Expressed in Advertisements Utilizing Body-Painting -Focusing on the Simulacre Concept of J. Deleuze-)

  • 양희영;김소영
    • 복식
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    • 제57권7호
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    • pp.53-69
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    • 2007
  • Advertisements create the illusion about the ideal body utilizing body beauty as well as come to influence in formation of the social beauty standard. Commodity advertisements using the body have been considered as the most effective advertisement method because of the fluidity and the dynamic, which are understood as organic body's characteristics. Especially, advertisement strategies utilizing body painting draw customer's attention because of the properties liberally performed on the living body. This thesis attends to study on the J. Deleuze's 'becoming' Phenomenon expressed in body painting, and to analyze about the body becomes fashion and commodity and is positively utilized as effective advertisement tools. J. Deleuze's 'becoming' Phenomenon expressed in advertisement utilized body which painting is classified as follows as; becoming fashion of the body, becoming commodity of the body, becoming advertisement sign board of the body, becoming animals and plants of the body, and becoming image of the body. The result of this study on the J. Deleuze's 'becoming' Phenomenon expressed in advertisements utilizing body painting shows multiple commodity's characteristics in order to satisfy with customer's various anxieties being changed continuously, and represents the characteristics of 21C advertisements utilizing the body being changed any other thing. Consequently, this thesis is aimed at new consideration about the body beauty, which has been extended to other sphere.

Graph Art를 활용한 함수 지도에 관한 연구 - 울산 WISE 과학캠프활동을 중심으로 한 사례연구 - (A Study on the Teaching of 'Function' utilizing the Graph Art - Case study focusing on the activities of Ulsan WISE Science Camp -)

  • 정영우;김부윤
    • 한국수학교육학회지시리즈A:수학교육
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    • 제51권3호
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    • pp.197-210
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    • 2012
  • In this study, we will develop and implement the teaching program of 'Function', on the subject of "Poster-Making utilizing the Graph Art" in the Math Camp for middle-school students. And we will examine the didactical significance through student's activities and products. The teaching program of 'Function' utilizing the Graph Art can be promoted self-directly the understanding of 'Function' concept and the ability for handling 'Function'. In the process of drawing up the graph art, in particular, this program help students to promote the ability for problem-solving and mathematical thinking, and to communicate mathematically and attain the his own level. Ultimately, this program have a positive influence upon cognitive and affective and areas with regard to mathematics.

포스트모던 그림책을 활용한 이야기꾸미기 활동이 유아의 창의성 및 이야기 구성능력에 미치는 효과 (The Effects of Story Making Activities by Utilizing Postmodern Picture Books on Young Children's Creativity and Story Construction Ability)

  • 김희정;서현아
    • 한국보육지원학회지
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    • 제10권4호
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    • pp.51-69
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    • 2014
  • 포스트모던 그림책을 활용한 이야기꾸미기 활동이 유아의 창의성 및 이야기 구성능력에 어떠한 효과를 미치는지 알아보고자 부산광역시 J군에 소재한 G어린이집 만5세 유아 21명과 J어린이집 만5세 유아 18명을 대상으로, 실험집단은 포스트모던 그림책을 활용한 이야기꾸미기 활동을 12주간 주 2회 총 18회를 실시하였고, 비교집단은 자유선택활동에 포스트모던 그림책을 개별적으로 읽어보는 활동을 하였다. 창의성 측정 도구는 전경원(2000)의 유아용 종합 창의성 검사(K-CCTYC)를, 사용하였으며, 이야기 구성능력 검사도구는 Kraayenoord와 Paris(1996)가 개발한 '그림책을 통한 이야기 구성' 3단계 평가를 고은님(1997)이 수정, 보완한 도구를 사용하였다. 본 연구 결과 포스트모던 그림책을 활용한 이야기꾸미기 활동은 유아의 창의성과 이야기 구성능력을 향상시키는데 효과적임을 알 수 있다.

효과적인 구성주의 학습도구로써 온라인게임의 활용 -대학생을 대상으로 온라인게임 '군주'를 활용한 경영전략 수업의 구성주의적 고찰- (Utilizing Online Game as a effective learning material - Consideration of a Business Strategy Lecture by Utilizing Online Game, 'Goonzu', for University students as a View of Constructivism -)

  • 위정현;원은석
    • 한국게임학회 논문지
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    • 제6권4호
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    • pp.25-37
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    • 2006
  • 최근 구성주의 학습이 강조되고 있음에도 불구하고 교사들은 교육현장에서 구성주의 학습이론에 기반을 둔 수업을 진행하는데 많은 부담을 느끼고 있다. 이에 대한 주된 원인으로 교사들이 구성주의 학습활동에서 활용할 수 있는 적절한 학습도구를 찾기 힘들다는 점을 언급할 수 있다. 최근 연구를 통해 온라인게임은 학습도구로서 효과적임이 증명되었다. 이에 본 연구는 구성주의 학습에 온라인게임이 효과적인 학습도구로 활용될 수 있음을 논의해 보고자 한다. 본 연구는 2006년 온라인게임 '군주'를 활용하여 중앙대학교 대학생 50명을 대상으로 9주 동안 진행된 전략경영 수업과정을 구성주의 학습의 관점으로 살펴보았다. 그 결과 온라인게임을 활용한 수업에서 구성주의 학습방법이 효과적으로 적용되고 있음을 알 수 있었다. 이러한 논의를 바탕으로 구성주의 학습활동의 효과적인 도구로써 온라인게임이 활용될 수 있음을 논의하였다.

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