• Title/Summary/Keyword: teaching language

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The Effect of Programming Education Using Hands-on Robot on Learning Motivation and Academic Achievement of Prospective Elementary Teachers (교구로봇을 활용한 프로그래밍 교육이 예비 초등교사의 학습동기 및 학업성취도에 미치는 영향)

  • Yang, Gwonwoo
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.575-584
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    • 2014
  • Lately, as the importance of software and the software education has been emphasized, the studies on ways of teaching programming to elementary students have been actively progressed. However, most of undergraduates as prospective elementary teachers who will be in charge of teaching programming at the elementary schools have a lack of interest in programming education as well as of the understanding of basic programming principles. Therefore, this study investigated how programming education using hands-on robot and scratch affected learning motivation and academic achievement of preliminary teachers. The comparison of results of two programming educations shows that the programming education using hands-on robot revealed statistically significant difference in learning motivation and academic achievement.

A Study on The Curriculum for illustration Major (일러스트레이션 전공교육을 위한 교과과정 연구)

  • 곽영권
    • Archives of design research
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    • v.17 no.2
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    • pp.123-134
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    • 2004
  • Developing curriculum in the field of illustration is the main purpose of this study. During the past 30 years, illustration industry has achieved remarkable success in South Korea. Moreover the trends in styles are various today. Aspiring Korean illustrators were awarded prizes by authoritative international organization for their illustrated picture books lately. Regardless of achievement in the field of illustration, an adequate curriculum to educate illustrators was never developed. Facing the challenging circumstances of the 21th century, professors of illustration need to be specialized and they must study the ultimate curriculum of illustration. Since illustration is a visual language, the kernels of education for illustration are teaching the nature of visual communication, getting the objectivity of communicating and establishing a professional techniques for expression. Even though the basic formative arts training courses are fairly important to students who major in illustration, it is impossible to see the achievement with the current situation of curriculum. In order to make good products of illustration and competent illustrator, we must try to create education system which well-matched for an independent genre of illustration field. Besides 1 hope this study will be used as one of the teaching methods for the field of animation and cartoon as well as for the field of illustration.

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Analysis on the Theoretical Models Related to the Integration of Science and Mathematics Education: Focus on Four Exemplary Models

  • Lee, Hyon-Yong
    • Journal of The Korean Association For Science Education
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    • v.31 no.3
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    • pp.475-489
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    • 2011
  • The purposes of this study were to inform the exemplary models of integrated science and mathematics and to analyze and discuss their similarities and differences of the models. There were two steps to select the exemplary models of integrated science and mathematics. First, the second volume (Berlin & Lee, 2003) of the bibliography of integrated science and mathematics was analyzed to identify the models. As a second step, we selected the models that are dealt with in the School Science Mathematics journal and were cited more than three times. The findings showed that the following four exemplary theoretical models were identified and published in the SSM journal: the Berlin-White Integrated Science and Mathematics (BWISM) Model, the Mathematics/Science Continuum Model, the Continuum Model of Integration, and the Five Types of Science and Mathematics Integration. The Berlin-White Integrated Science and Mathematics (BWISM) Model focused an interpretive or framework theory for integrated science and mathematics teaching and learning. BWISM focused on a conceptual base and a common language for integrated science and mathematics teaching and learning. The Mathematics/Science Continuum Model provided five categories and ways to clarify the extent of overlap or coordination between science and mathematics during instructional practice. The Continuum Model of Integration included five categories and clarified the nature of the relationship between the mathematics and science being taught and the curricular goals for the disciplines. These five types of science and mathematics integrations described the method, type, and instructional implications of five different approaches to integration. The five categories focused on clarifying various forms of integrated science and mathematics education. Several differences and similarities among the models were identified on the basis of the analysis of the content and characteristics of the models. Theoretically, there is strong support for the integration of science and mathematics education as a way to enhance science and mathematics learning experiences. It is expected that these instructional models for integration of science and mathematics could be used to develop and evaluate integration programs and to disseminate integration approaches to curriculum and instruction.

Developing the Teaching Material and Comparative Experiment of LOGO and Scratch (교육용 프로그래밍 언어인 로고와 스크래치 교재 개발 및 비교 실험)

  • Kim, Jong-Jin;Hyun, Dong-Lim;Kim, Sung-Wan;Kim, Jong-Hoon;Won, Yoo-Hun
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.459-469
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    • 2010
  • Knowledge-based society requests the ability to reuse existing knowledge beyond acquirement and utilization of universal knowledge. The present education of computer, on the other hand, is biased only teaching how to use software. But it does not appropriate for the education to boost various and creative thinking. Thus, this paper carried out research on creativity to be treated in the goal of the 7th Educational Curriculum. Also it selected and analysed computer programming languages-'LOGO' and 'Scratch'. Furthermore, it develops a training material and applies to elementary students in schools. The result that it compares and analyzes the effect that each languages influence to creativity of students, both of them help to develop creativity. Especially 'LOGO' made a positive impact on fluency, 'Scratch' did on ness and resistance.

An Instructional Design for the Converged English-Science Teaching Method using PBL Model in Elementary School (PBL 모형을 적용한 초등학교 영어·과학 융합 수업 모델 설계)

  • Park, In-Hwa
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.7
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    • pp.66-72
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    • 2020
  • In order to cultivate talented people with national economic influence in the rapidly changing 21st- century modern society, STEM(Science Technology Engineering Mathematics) education has been emphasized in advanced countries such as America and England. In South Korea, STEAM(Science Technology Engineering Arts Mathematics) education is emphasized by adding Arts. The objective of STEAM education is to strengthen the interest and motivation of learners, to focus on experience, exploration, experimentation, to solve convergent thinking and real-life problems, rather than cramming method of teaching and memorization. This study identifiesan instructional design for converged English, the world's official language, and science which is found in nearly all disciplines. With the development of the 4th industrial revolution based on the PBL model, learners participate in their lessons voluntarily for problem-solving skills. The instructional design based on the ADDIE model consists of 5 procedures: Analysis, Design, Development, Implementation, and Evaluation. The goal of fostering talented people with national economic influence is also important, and the teacher in education must recognize the importance of STEAM education and an appropriate instructional design should be studied constantly.

Cultural Awareness of Native English Teachers Who Work at Regular Kindergartens in Korea (한국 유치원에서 근무하는 원어민 영어교사의 문화 인식)

  • Yun, Young Soon;Kim, Kyu-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.6
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    • pp.3557-3563
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    • 2014
  • Korean National Level Kindergarten Curriculum does not include English education in regular class time. On the other hand, more than 90% kindergarteners are taught English. This study examined the Native English Teachers' (NETs') cultural aspects of their teaching at regular kindergartens in Korea. Data was collected through in-depth interviews with four NETs who were working at regular kindergartens in Korea, their partner Local English Teachers (LETs) and kindergarten principals. All interview data was transcribed and categorized based on the grounded theory method. The results showed that NETs are not required to be culturally prepared to teach in Korean kindergartens. Consequently, most of them do not consider the students' culture in their teaching activities. Moreover, Korean kindergartens, where research participants work, are not prepared well to invite NETs into their regular curriculum. These results will have significant implications on Korean kindergarten's English education practice.

A Study on the Development of Programming Education Model Applying English Subject in Elementary School (초등학교 영어교과를 적용한 프로그래밍 교육 모델 개발)

  • Heo, Miyun;Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.21 no.5
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    • pp.497-507
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    • 2017
  • Research on software education and linking and convergence of other subjects has been mainly focused on mathematics and science subjects. The dissatisfaction of various preferences and types of learning personality cause to learning gap. In addition, it is not desirable considering the solution of various fusion problems that can apply the computational thinking. In this way, it is possible to embrace the diverse tendencies and preferences of students through the linkage with the English subject, which is a linguistic approach that deviates from the existing mathematical and scientific approach. By combining similarities in the process of learning a new language of English education and software education. For this purpose, based on the analysis of teaching - learning model of elementary English subject and software education, we developed a class model by modifying existing English subject and software teaching - learning model to be suitable for linkage. Then, the learning elements applicable to software education were extracted from the contents of elementary school English curriculum, and a program applied to the developed classroom model was designed and the practical application method of learning was searched.

A Meta-Analysis on the Effects of Academic Achievement in Web-Based Instruction (웹 기반 교수-학습이 학업성취에 미치는 영향에 대한 메타 분석)

  • Ku, Byung-Doo
    • The Journal of Korean Association of Computer Education
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    • v.18 no.1
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    • pp.21-33
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    • 2015
  • The purpose of this study has been found to be effective using web-based instruction than traditional teaching-learning method on academic achievement applying the meta-analysis method. The results of this study were as follows: First, The 85% subject of analysis of web-based instruction selected in this study turned out to be clear effective than traditional teaching-learning method in academic achievement of students. Second, Web-based instruction is more effective for academic achievement of elementary school students and university students than for middle school students and high school students relatively. Third, Web-based instruction is a most effective method in social subject and physical education but less effective in language subject. The overall results of this study concluded more powerful and big decisions which have integrated each different effects on academic achievement of studies web-based instruction method applying meta-analysis. Through this study, make better results were obtained and suggested the base line data and direction for follow up studies.

Design and Implementation of Smart Device Application for Instructional Analysis (스마트 디바이스 기반 수업분석 프로그램 설계 및 구현 -한국어 특성 반영과 교사활용도 증진을 위한 UI설계를 적용하여-)

  • Kang, Doo Bong;Jeong, Ju Hun;Kim, Young Hwan
    • The Journal of Korean Association of Computer Education
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    • v.18 no.4
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    • pp.31-40
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    • 2015
  • The objective of this study is to develop and implement a smart device based instructional analysis application to enhance the efficiency of teaching in class. The main design features for this application are as follows: first, User Interface(UI) has been simplified to provide teachers a clear and easy-to-understand way to utilize the application. Second, the characteristics of Korean language were considered, such as sentence structure. Third, multi-aspect analysis is possible through adopting three analysis types - Flanders' interaction analysis, Tuckman's analysis, Mcgraw's concentration of instruction analysis. The practical instructional analysis application has been developed through this study, and this user-oriented application will be able to help teachers improve the quality of teaching in class. Also, this study can be a starting point for further researches on design principles of instructional analysis, especially with the recent technology and theories, such as a voice-recognition system, an edutainment applied instruction and an experiential learning.

Development and Application of Primary Puzzle-Based Learning Program for Computer Science Education (컴퓨터 과학 교육을 위한 초등 퍼즐 기반 학습 프로그램 개발 및 적용)

  • Oh, JungCheol;Kim, JaeHyeong;Kim, JongHoon
    • The Journal of Korean Association of Computer Education
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    • v.17 no.3
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    • pp.11-23
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    • 2014
  • Developing computational thinking ability is crucial for those living in the 21st century. However, the current computational education system cannot satisfy this need. Current computational education tends to be limited to the teaching of the use of application programs or the teaching of the programming language. This is why the primary puzzle-based learning program was developed. This program promotes the development of the learner's computational thinking ability and understanding of the principles of the computer science as opposed to the fragmented, uniform programing education. In order to prove the effectiveness of this newly developed program, a 35-hour study was conducted to 41 students from grade 3 to 6 classrooms in Jeju Province. It was proved that this program brings positive changes in creativie problem-solving ability and problem-solving abilities in computer science. This paper is to provide the ground for the development of an educational program and to prove the effectiveness of thereof, and finally introduce the Primary Puzzle-Based Learning Program as the alternative computational education.

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