• Title/Summary/Keyword: 경험과정

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AIDS의 대국민 계몽교육 현황

  • 오대규
    • Korean Journal of Health Education and Promotion
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    • v.5 no.1
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    • pp.29-31
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    • 1988
  • 보건교육은 바람직한 건강행위(습관)를 자발적으로 수행하도록 추진하는 모든 학습경험(과정)을 의미한다. 즉 강제적으로 실천하도록 하는 것이 아니고 교육적인 방법을 통하여 국민 스스로가 건강한 행동양상으로 습관화하도록 하는 모든 과정을 말한다.

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A Study on Pre-service Educare Teacher's Leadership Experiences about Educare Program Development Based on Communities (예비보육교사의 지역사회에 기반한 보육프로그램 개발 리더십 경험에 대한 연구)

  • Yoon, Gab Jung
    • Korean Journal of Childcare and Education
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    • v.8 no.6
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    • pp.275-300
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    • 2012
  • This study is to investigate the meaning of pre-service educare teachers' leadership experience about program development. The participants were 41 juniors in college, majoring in Child Welfare. They attended an 'infant & young childhood educare program development and evaluation' class for 15 weeks. During the given period they made documents from reflective journals and 5 participants among them were interviewed individually. Analyzing the documents sheds light on the meaning of the pre-service educare teahcers' experience. The results are as follows. First, pre-service educare teachers got a deeper understanding and attachment about communities. Second, they did a critical analysis about well-known home and abroad educare programs. Third, they had a opportunity of reflection about their education philosophy and competences. Forth, they experienced diverse leadership that is needed from educare teacher. The results showed the implications and suggestions about pre-service teacher education for educare teacher's curriculum leadership development.

Development of Learning Program using Chinese Whispers Game(Broken Telephone Game) for Systematic Assessment and Reporting of Patients and Exploration on Learners' Experiences (속삭임게임을 활용한 체계적 환자사정 및 보고 교육프로그램의 개발 및 학습자 경험탐색)

  • Jung, Hyun-Jung
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.143-153
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    • 2019
  • In order to save lives by recognizing the deteriorating changes of the patients, patient's assessment and reporting should be foundation, but this task is mainly delegated to nursing students or inexperienced nurses. A whisper game is a game in which the first person whisper selects a word, phrase or sentence and delivers it to the team member and finally confirms how many original message have changed during the transmit process. The purpose of this study was to develop a whisper game program to transmit the information of the children included in the DVD using in the pediatric advanced life support process. After four times of games, the experiences of 31 nursing students in the fourth grade were explored by analyzing the reflective journal. The results of the study showed three themes: learning motivation, metacognitive ability, and situated contextual learning. Repeated practice through a whisper game is expected to be widely used because it has been identified as a fresh and interesting learning method that enables nursing students to metacognize the process of assessing patients and conveying information in the contextual situation.

Analysis of the ICILS 2018 Results by Korean Students' Educational Experience in Computer and Information Literacy and Computational Thinking (우리나라 학생들의 컴퓨터·정보 소양 및 컴퓨팅 사고력 교육 경험에 따른 ICILS 2018 결과 분석)

  • Jeon, Seongkyun;Son, Yoonhee;Park, Sangwook
    • The Journal of Korean Association of Computer Education
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    • v.23 no.3
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    • pp.1-8
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    • 2020
  • Korean 8-grade-students who participated in the ICILS 2018 were educated in the 2009 revised curriculum, where the 'Informatics' subject was an optional course in the regular curriculum. In order to closely analyze the ICILS 2018 results, it was necessary to take into account the situation in Korea that related educational experiences may differ among students. This study surveyed the students' educational experiences related to Informatics subject in the context of individual and schools. The average scores of computer and information literacy (CIL) and computational thinking (CT) of the ICILS 2018 were analyzed and compared by students' educational experiences. As a result, the average CT score of students who experienced the coding and programming education was higher than those who did not. Also, the more time students took the Informatics subject, the higher the average CT scores were. Based on these results, this study discussed implications in terms of expanding computational thinking education for elementary and secondary education.

The Development and Implementation of Smart Project Learning that Integrates Formal Education with Informal Learning (형식 교육과 비형식 학습 경험을 통합한 스마트 프로젝트학습 활동 개발 및 적용)

  • Jo, Miheon;Heo, Heeok;Kang, Euisung;Ryu, Sookhee;Kim, Yongdae;Seo, Jeonghee
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.291-304
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    • 2013
  • Considering the change of educational environments and strategies for the future, this research attempted to develop project learning that uses various smart technologies, and integrates formal education within a school with informal learning experiences outside of the school. For effective learning, the processes of the project learning, instructional activities for each process and supporting materials were specified and developed as a learning package. The project learning program and the instructional package were applied to 18 fifth graders in an elementary school located in Seoul. The results of the pilot test were collected with observations, interviews, and assessment of learning processes and products. And then the results were analyzed in regard of 'the whole processes of project activities', 'learning materials and tools', and 'informal learning experiences'. Based on the results, some suggestions were provided for implementing the smart project learning for integrative learning experiences.

Study on the Effect of the Cognitive Performance, Self-Efficacy and Self-Esteem on the Players' Flow Experience during Playing Online Games (온라인 게임 플레이 과정에서 인지적 성과, 자아효능감, 자아존중감이 플레이어의 몰입 경험에 미치는 영향)

  • Choi, Dongseong;Kim, Jinwoo
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.5-14
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    • 2013
  • This study has focused to identify what kinds of psychological state are most closely related in players experiencing flow while playing game. This study constructs a conceptual model of flow for game players by conducting a survey to 303 online game players. The results indicate that the state of flow was reached when players may gain opportunities for having high self-efficacy as they accomplished tasks. At the same time, it indicate that the higher cognitive performance and self-esteem was able to enhance the higher flow experience while playing a game. This study provides both practical and theoretical implications on how to increase players' flow by providing critical psychological states in the game.

A Qualitative Study on Marathon Club Activity Experience of Woman with Intellectual Disabilities (여성 지적장애인 마라톤 동호회 활동경험 연구)

  • Kim, Sung-Eun;Jeong, Yeon-soo
    • 재활복지
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    • v.21 no.4
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    • pp.149-176
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    • 2017
  • This study aimed to research marathon club activities experience of women intellectual disabilities through qualitative research. This study selected five women intellectual disabilities and five information providers as the participants. The data collection consisted of field observation records and interview data. The collected data analyzed through coding method. The result were as follows as. First, personal dimension appeared as exciting of running, inner freedom, assimilation with nature. Second, relationship dimension appeared as communication and participation of the family, relationship with peers, comprehension and coexistence. Third, lifelong education dimension appeared as expansion into life, growth without a stop, the process of becoming a social worker. In conclusion marathon club activity appeared to contribute to personal growth, relationship with surroundings and social inclusion.

The Experience and Meaning of Robot Play in Young Children linked to Picture Books (그림책과 연계한 유아 로봇놀이 경험과 의미)

  • An Ji Su;Nam Ki Won
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.311-317
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    • 2023
  • The purpose of this study is to qualitatively examine the play experience and meaning of young children who enjoy the appreciation of picture books based on the 2019 revised Nuri curriculum centered on children and play, and furthermore, various play imaginations and ideas in picture books are realized by T robot. The collected various play cases were analyzed by arranging them into play flow diagrams centering on each picture book, and based on this, the meaning of play was discovered by categorizing play through reading the meaning of play. Therefore, this study is meaningful in that it supports <Picture Book-linked Young Children's Robot Play>, a play experience in which various playful imaginations in picture books are realized by young children's robots, and examines the experience of creatively creating play led by young children in depth, and furthermore, it is valuable in providing a basis for the direction of play-centered SW education centered on young children.

Flow Experiences in Goal-Directed and Experiential Activities (목표지향적 행위와 경험지향적 행위 시의 플로우(Flow) 경험에 대한 연구)

  • Jang, Phil-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.341-348
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    • 2007
  • The focus of this study was to investigate whether flow occurs during both goal-directed and experiential activities, if experiential and foal-directed flow states differ in terms of various measures and dimensions. Fifty male and eighteen female subjects were participated in controlled, comparative experiment between goal-directed and experiential activities in problem-solving tasks. The findings indicate that subjects experience more curiosity and involvement(focus) in problem solving tasks with experiential activities. However, the results showed subjects experience more enjoyment in tasks with goal-directed activities. Findings of this study suggested that more sophisticated and quantitative measures in various dimensions should be constructed and verified in order to apply flow theory to human-computer interaction.

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