• Title/Summary/Keyword: 과학수업설계

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A Study on the Design of Mathematics Education Program for Foreign Students Majoring in Natural Science and Engineering at University in Korea (이공계 대학 유학생을 위한 수학교육 프로그램 설계 및 적용)

  • Kim, Soocheol
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.5
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    • pp.147-157
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    • 2019
  • In this study, mathematics education program was developed for the foreign students who entered the science and engineering college of Korea in order to improve their basic competency and to prevent dropouts. It is applied to 5 Chinese students, 4 male students and 1 female student. Three students are majoring in engineering college and two students are majoring in natural science college. Before applying the mathematics education program to foreign students, most students did not draw a graph of the 'irrational function' and the 'exponential function' and did not understand the concept of the 'limit' at all. However, after applying the mathematics program, all foreign students were able to draw graphs of the various function and the limit values were calculated accurately. Through the results of this study, the researcher proposes some of the following. When developing mathematics education programs for foreign students, it is very important to develop teaching materials suitable for their level. Textbook developers need to select and organize contents that are essential for learning in university mathematics and to present mathematical concepts and examples considering the Korean language level of foreign students. Moreover, it will be necessary to try to present mathematical terms commonly used in Korea in their native language or English.

Effect of Board Game Design Activity for Environmental Education on High School Students' Environmental Knowledge, Environmental Literacy and Creative Engineering Problem Solving Propensity (환경교육용 보드게임 디자인 활동이 고등학생들의 환경적 지식, 환경 소양과 창의 공학적 문제해결 성향에 미치는 영향)

  • Kim, JuHui;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.117-131
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    • 2022
  • The purpose of this study is to develop a board game design activity for environmental education and to investigate how it affects high school students' environmental knowledge, environmental literacy, and creative engineering problem solving propensity. Twenty-five freshman and sophomore students belonging to the environmental club participated in this study. The board game activity was designed as 10 class hours lessons based on the engineering design process. The main data source of this study was pre-post students' conceptual maps of the environmental topics (global warming or ecosystem destruction) to measure the background knowledge on the topic. In addition, the environmental literacy measurement questionnaire and the creative engineering problem solving propensity questionnaire were collected before and after the activity. The result shows that the number of environment-related words described by the students on the post-concept map increased compared to the pre-concept map. In addition, the environmental literacy score and the creative engineering problem-solving propensity score increased significantly after performing the board game design activity. The results show that environmental lessons using board game design activities can help student develop various competencies in a good way. As above, research that combines board games and secondary education must be activated, and a new educational method and systemic support for in-service teachers who want to apply it to science classroom is required.

Finding ouf the Culture of University life of Students Specialized in Golf (골프 종목 체육특기자 학생들의 대학생활 문화 알아보기)

  • Kim, Dong-kee
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.5
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    • pp.652-665
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    • 2022
  • This study attempted to illustrate in-depth light on the process of experiencing the campus life of university life of students specialized in golf who are forming new exercise culture in a transitional state students based on the grounded approach. For this, it selected 10 athletic students as research participants majoring in golf in A University in Chungcheong-do and collected data through in-depth interviews. As for the data analysis, the coding paradigm was composed to derive concepts and clarify the relations between concepts according to the grounded theoretical analysis suggested by Strauss and Corbin (1990), and the research results are as follows: First, 117 concepts, 16 subcategories, and 10 upper categories were deducted in the open coding. Second, the causal conditions were categorized into "University Life of Contactless Classes," contextual elements into "Practical Exercise," and "Participation in Classes," and the central phenomenon was regarded as the "Meaning of University Life as a University Athletic Student (golf)." As a result of reviewing the process of exercise and study at the same time, the conditions of arbitration were summarized as "Relation Formation" and "Ability Improvement," and the action/interaction strategies were categorized as "Academic Research" and "Negative Thinking," and at last, the results were composed of "Looking Back at the Past University Life," "Identity," and "Future Design." Based on these research results, the model of doing exercise and study at the same time of the university athletic students (golf) was categorized by the grounded theoretical paradigm procedure, and the university athletic students (golf) continued their university life without rest as their exercise life was influenced positively by academic life, and in addition, policy implications for enhancing the competency of student athletes who can encompass both exercise and study were presented.

A Systematic Review and Meta-Analysis of Flipped Learning applied to Nursing Students in Korea (국내 간호대학생에게 적용한 플립러닝의 체계적 문헌고찰 및 메타분석)

  • Hee-Seon Goo
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.1
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    • pp.59-70
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    • 2023
  • This study is a meta-analysis study to comprehensively investigate the effects of flipped learning teaching applied to nursing students in Korea through systematic review. Data collection was conducted by a team of two researchers from November 20 to December 20, 2022. A total of 129 papers were searched through the domestic database, and duplicate papers were removed and the final 9 studies were selected. Flipped learning improved critical thinking disposition of nursing students 0.91(Z=8.36, p<.001), learning self-efficacy 0.35 (Z=2.62, p=.009), self-directed learning ability 0.81(Z=6.53, p<.001), academic achievement 0.60(Z=5.18, p<.001), and self-efficacy 0.66(Z=4.79, p<.001). Based on the results of this study, it was confirmed that flipped learning is an effective teaching method applicable to the domestic nursing education field, and an objective basis was presented for the direction of flipped learning class design. In the future, we suggest repeated studies that comprehensively analyze the effects of various outcome variables that have a positive effect on flipped learning.

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

Exploring Elementary Students' Positioning in a Context of Socio-scientific Issues (SSI) Education: Focus on an Action-oriented Climate Change Club Activity (과학 관련 사회적 문제 (SSI) 교육 맥락에서 초등학생의 위치짓기 양상 -실천 지향 기후변화 동아리 활동을 중심으로-)

  • Kim, Jong-Uk;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.41 no.6
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    • pp.501-517
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    • 2021
  • In the present age, when the development of science and technology is leading the changes, this study supports the view that students should possess the literacy to participate democratically and critically in socio-scientific issues, and should be positioned as agentic and participatory citizens. Accordingly, we implemented a club activity that emphasize climate social action for elementary students, and explored how students were positioned in relation to climate change. In this study, position is defined as a complex cluster of rights and duties that students have in relation to climate change. The club activity was implemented throughout 46 sessions from March to July, 2019 for 11 sixth graders of 'H elementary School' in Seoul, and transcripts of video and interviews were analyzed by means of a constant comparison method. In the course of the activity consisting of three steps, the students exhibited different positioning and they are as follows: In the global warming modeling activity for Step 1, students were positioned as 'active learners', but at the same time, they showed a contradiction in being positioned as 'apprentice'. In the student-led research activities inherent to Step 2, they were positioned as 'scientists who design and conduct research' and 'bystanders' due to the controversial nature of SSI knowledge. As students participate in the social actions involved in Step 3, the position changed from 'elementary school students facing difficulty in making a change' to 'participatory citizens creating changes.' This study is significant because it shows students' potential to promote participatory and democratic citizenship through action-oriented SSI activities. In addition, pedagogical approaches were discussed dealing with the contradictions and limitations of positioning.

Current Status and Teachers' Perception About Research Ethics Education and Creating Ethical Research Environment for Gifted Students in Science (과학영재를 위한 연구윤리교육 및 윤리적 연구환경조성의 현황과 이에 대한 영재담당 교사들의 인식 조사)

  • Lee, Jiwon
    • Journal of The Korean Association For Science Education
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    • v.38 no.6
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    • pp.853-864
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    • 2018
  • In this study, we surveyed the 68 teachers from eight science high school and four science academy for the gifted through questionnaires about research ethics education and ethical research environment in Korea. First, we examined the current state of research ethics education. Half of the responding schools included research ethics education in their curriculum. Although only half of the schools have this in their curriculum, more than half of the total number of teachers surveyed personally taught research ethics in class, and almost 90% of the teachers said they taught the research ethics during students' research activity. However, 63.24% of teachers said that research ethics education was not enough still. Second, we investigated the ethical research environment. In terms of knowledge and experience, the teachers were competent, and they were creating an environment that enabled peers and self-verification. However, research ethics, regulations and verification systems are not well equipped in schools. Since the principals are highly interested in research ethics education, there seems to be enough improvement on the ethical research environment. Finally, teachers said that additional research ethics education, change in student attitude, development and continuous maintenance of the verification system, encouragement to develop ethical environment, and clear guidelines were needed for ethical research of students. The result of this research will be able to provide the following. First, it will help set up a direction for research ethics education at every gifted school. Second, it will provide insights on how schools and teachers can create an ethical research environment for the students of science-gifted students.

Development and application of TPACK based STEAM program - Focused on the excretory organs in the 'structure and function of our body' unit - (TPACK 기반 융합프로그램 개발 및 적용 - '우리 몸의 구조와 기능' 단원 중 배설 기관을 중심으로 -)

  • Ko, Dong Guk;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.40 no.4
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    • pp.443-459
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    • 2021
  • In this study, a TPACK-based STEAM program was developed and applied under the theme of excretory organs in the 'Structure and Function of Our Body' of the elementary science curriculum. The program was produced and conducted through curriculum analysis and learning goal detailing, learning environment analysis, teaching·learning method and technology selection, TPACK elements arrangement and teaching·learning material development, application and effectiveness verification. Teacher's TPACK considered in STEAM program design process is content knowledge (appearance and work of excretory organs), pedagogical knowledge (STEAM, problem-based learning, research learning, discussion learning, cooperative learning, scientific writing) and technology knowledge (3D printer and smart device application technology). The program consisted of a total of 8 hours of project learning activities and was applied to 29 students in the fifth grade as an experimental group. A program of the same theme developed mainly from textbooks was applied to 27 students in the fifth grade of a comparison group. As a result of the application of the program, the experimental group showed significant improvement in creative problem-solving ability and scientific attitude compared to the comparison group, and the class satisfaction with the STEAM program was also high. However, there was no significant difference in academic achievement ability.

Design and Implementation of WBI System for Test and Diagnoses based on WWW (WWW기반에서 테스트 및 진단을 위한 WBI 시스템의 설계 및 구현)

  • Kim, Du-Gyu;Lee, Jae-Mu
    • Journal of KIISE:Software and Applications
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    • v.28 no.12
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    • pp.938-946
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    • 2001
  • A web support open environment in which flexibility that allows it to be applied in the education field has gradually evolved but the WBI(Web Based Instruction) which compose it have many limitations and problems, as far as learning efficiency is concerned. In particular, existing web-based estimation systems just give information on whether learner's replies are 'correct' or 'incorrect' and offer the learners evaluations of results in terms of scores. Therefore it is difficult for the learners to get more detailed information about their shortcomings and errors. What is needed for the learners is that web based instruction systems diagnose learner's comprehension status, providing c causes: Why did the learners make the errors\ulcorner In this paper, we propose the development of a web-based instruction system that learners can access with their browsers at any time and no matter where they are. Our system has a facility that analyses learner's weak points and diagnoses error cause, giving advice to learners and more detailed error information than existing systems. By accumulating user behaviors, relevant individualized information on the learners can be given.

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A Study on the Teaching Method of Mobile Platform App Development for Improving Computing Thinking (컴퓨팅 사고력 향상을 위한 모바일 플랫폼 앱 개발 교수·학습 방법 연구)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong;Kang, Shin-Cheon;Kim, Chang-Suk;Chung, Jong-In
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.190-192
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    • 2019
  • Not only learners majoring in computer science, but also non-engineered learners want to implement their ideas as apps through real-life problems. In response, first-year university students with little experience in creating apps studied how to develop mobile platform apps to improve computing thinking skills. We applied the teaching and learning procedures of the Discovery-Design-Development among the software teaching and learning models, and used Android Studio Unified Development Environment (IDE) as a development tool to design mobile platform app development projects and assess whether they helped improve computing thinking skills. The application of the designed teaching and learning method found that the project output was implemented as an app through emulator, which gave students high interest in class and satisfaction, and was effective in improving their computing thinking ability.

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