• Title/Summary/Keyword: 과학 경험

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Exploring the Perception of Integrated STEAM Secondary Teachers on Engineering Design (융합 인재 교육 경험을 가진 중등 과학 교사들의 공학적 설계에 대한 인식 탐색)

  • Choi, Yunhee
    • Journal of Science Education
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    • v.45 no.3
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    • pp.364-378
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    • 2021
  • This study explores the perception of Engineering Design of teachers who have long experience in the Integrated STEAM education. The teachers participating in this study were 12 elementary and secondary teachers with more than five years of experience in the Integrated STEAM Education. The study conducted semi-structured interviews. Interview questions focused on experiences of Integrated STEAM Education and recognition of Engineering Design, whether or not to reflect the curriculum of Engineering Design, and actual cases of Integrated STEAM Education with Engineering Design. As a result of this study, the teachers who participated in this study recognized that 'identification and coexistence of concepts for science, technology, and engineering' about Engineering Design, 'Creative design is possible when creativity is added to Engineering Design', 'Engineering Design is to analyze the economic feasibility and utility of the output created through the creative design process', 'Engineering Design is only for students who choose a career in science and engineering'. Based on this research, We need to establish and present correct concepts for science, technology, and engineering, and make an effort to include Engineering Design for solving scientific problems in the curriculum. In addition, we will have to develop and spread the Integrated STEAM Education program including Engineering Design and apply it in the field. Through this, we will have to find concrete action plans to improve the perception of science and engineering Integrated STEAM programs and Engineering Design among novice teachers and preservice teachers.

Interdisciplinary Collaboration in the Experiences of Science and Technology Researchers: Focusing on the Perceptions, Difficulties, and Overcoming Strategies (과학기술 연구자들의 경험을 통해 살펴본 학제간 협업 -인식, 어려움 그리고 극복전략을 중심으로-)

  • Jun-Ki Lee;Hyojeong Hwang;Su-Bok Baek;Sein Shin
    • Journal of The Korean Association For Science Education
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    • v.43 no.2
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    • pp.151-166
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    • 2023
  • This study identified the perceptions of science and technology researchers about interdisciplinary collaboration and the difficulties experienced in the collaboration process and the types of strategies they set up to overcome them. For this study, a questionnaire was developed with five-point Likert-scale questions that confirm attitudes toward interdisciplinary collaboration and qualitative questions that describe difficulties and strategies to overcome difficulties experienced in the collaboration experience. A total of 79 domestic science and technology researchers responded to the survey, and the collected data were analyzed quantitatively and qualitatively. As a result of the study, it was confirmed that the recognition of the efficacy of collaboration had an important influence on the intention of collaboration, but the level of the recognition of the efficacy of collaboration was relatively low. In addition, there were four types of difficulties in the interdisciplinary collaboration process, and seven types of strategies were identified to overcome these. Based on these findings, it was suggested that convergence education should reflect the pluralistic nature of modern science and the features of various collaborations that occur within it.

An Analysis of High School Students' Activity on Problem-finding in III-structured Scientific Problem Situation (낮게 구조화된 과학적 문제 상황에서 고등학생들의 문제발견 활동 분석)

  • Ryu, Si-Kyung;Park, Jong-Seok
    • Journal of The Korean Association For Science Education
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    • v.26 no.6
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    • pp.765-774
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    • 2006
  • The purpose of this study was to suggest an instructional direction for improving scientific problem-finding ability. For this purpose, the present study made an in-depth analysis about activity on problem finding tasks of high school students in an ill-structured scientific problem situation. Subjects were divided into two groups (cooperative and individual) and two kinds of problem finding tasks were administered to two groups. Results indicated that a cooperative activity on problem finding happened to a series of steps exploring problem situation, expressing knowledge and experience, discussing provisional problems, creating various problems and selecting the best problem. Besides, a cooperative activity on problem finding depended heavily on prior knowledge and experience, and in the meantime, various scientific concepts turned out to naturally be expressed. As for the problems found out during a cooperative activity, their scores in creativity factors, including the degree of agreement in original problem selection came out to be on the whole, as excellent. In addition, the types of the problems found out in open problem situation showed that they were more various than those found out in closed problem situation. Subjects perceived that activity on problem finding had positive influence on scientific concept and science process skills. Findings of this study have the following educational implications: First, it is needed to prepare for educational environment that enables students to explore various knowledge and information. Second, the offering of various opportunities is needed to enlarge the scope of scientific knowledge and experience. Third, it is needed to prepare for a study atmosphere that lets students express their knowledge and experiences freely.

Elementary School Teachers' Perceptions of Philosophy of Science Education (초등교사들의 과학철학교육에 대한 인식 조사)

  • Kang, Eunju;Kim, Jina
    • Journal of Korean Elementary Science Education
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    • v.40 no.3
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    • pp.407-419
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    • 2021
  • This study investigated the perception of science philosophy education targeting 150 elementary school teachers in metropolitan cities and provinces. The questionnaire survey on the perception of the philosophy of science education was composed of a 5-point Likert scale based on the interest and experience of the philosophy of science, the reason for difficulty in using it, and the introduction method, the expected effect. As a result of the survey, elementary school teachers' awareness of the interest and necessity of the philosophy of science was generally high, while the experience of learning and teaching the philosophy of science was low. In addition, to the reason why it was difficult to utilize the philosophy of science, teachers answered that there was insufficient teacher training and development of teaching and learning methods. As a way to introduce the philosophy of science in science education, it was thought that it was necessary to combine the concept learning and inquiry method, and elementary school teachers' perception of the expected effect of using the philosophy of science was generally high. The results of this study are meaningful in that they provide basic data on the direction of the introduction of the philosophy of science in elementary science education.

The Comparisons of Perception for Operation Form among Science Academy, Science High School, and Ordinary High School : Focusing on Educational Experiences of Beneficiaries of Science-Gifted Education (과학영재학교, 과학고, 일반고의 운영 형태에 대한 인식 비교 - 과학영재교육 수혜자들의 교육 경험을 중심으로 -)

  • Park, Kyeong-Jin;Ryu, Chun-Ryol
    • Journal of The Korean Association For Science Education
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    • v.37 no.4
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    • pp.625-636
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    • 2017
  • The purpose of this study is to compare the differences in the operation form of science academy, science high school, and ordinary high school. We tried to find what kinds of variables differ in operation form based on the perception of the beneficiaries. For this purpose, 288 beneficiaries were surveyed. The groups were divided into three groups according to the high school they graduated from and then the differences among the groups were compared. The results are as follows. First, as a result of comparing the operation form according to high school using the most similar system design, it was confirmed that there are differences in curriculum and teacher variables. Second, as the result of analyzing the perception of curriculum and teacher professionalism based on the education experience of the beneficiary, the satisfaction for science academy was higher, but the satisfaction for science in ordinary high school was lower. Third, the key variables showing the differences in the operation forms between science academy and science high school were the learning contents, learning process and learning environment. The results of this study are expected to be used as basic data for future improvement of gifted education curriculum.

Instructional Effects of Elementary Science Classes Using Metaverse and Perceptions of Students: 'Structure and Function of Plants' Unit in Sixth Grade (메타버스를 활용한 초등 과학 수업의 효과 및 학생들의 인식 - 6학년 '식물의 구조와 기능' 단원을 중심으로 -)

  • Wang, Taejoe;Lim, Heejun
    • Journal of Korean Elementary Science Education
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    • v.42 no.4
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    • pp.591-604
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    • 2023
  • This study investigated the impact of elementary science classes using metaverse on the academic achievement, positive experience in science, and digital literacy of elementary school students. In addition, we examined their perceptions. The respondents were derived from two classes in the sixth grade at an elementary school in Gyeonggi-do, who were selected designated as the experimental (n=29 students) and comparative (n=29) groups, respectively. Across five lessons under the "Plant Structure and Function" unit, the experimental group conducted science classes using the metaverse, whereas the comparative group conducted general textbook-based classes. To investigate instructional effects, the study performed ANCOVA using the pre-test score as a covariate, a survey on the perception of students about science classes using metaverse, and conducted interviews with a number of subjects. The result demonstrated that science classes using metaverse exerted no significant effect on scientific academic achievement and digital literacy. However, the study observed a statistically significant effect on science learning emotion which is a sub-element of positive experiences in science. The students were positively aware of science classes using metaverse in terms of interesting and diverse activities, and free expression of inquiry results and perceived the instability of smart devices and network connections as regrettable. Finally, the study posed the implications of the use of metaverse in science classes.

ICT EXPERT INTERVIEW - 실감형 콘텐츠

  • Jo, Yong-Sang
    • TTA Journal
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    • s.162
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    • pp.8-15
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    • 2015
  • 실감형 콘텐츠는 정부가 발표한 미래성장동력에도 포함될 정도로 정부와 산업계의 뜨거운 관심을 받고 있는 분야입니다. 사실 실감형 콘텐츠란 하나의 기술 분야를 말한다기 보다는 인간의 감각 기관과 인지 능력을 자극하여 실제와 유사한 경험 및 감성을 느낄 수 있게 해주는 유형의 콘텐츠를 통칭하는 것입니다. 그래서 지금까지 경험한 평면적인 디지털 콘텐츠나 3D 콘텐츠보다 더 몰입감 있고, 신기하고, 새롭고, 재미있고, 기대되는 콘텐츠라고 할 수 있지요. 2000년대 들어 우리는 이미 공상과학 영화를 통해 실감형 콘텐츠의 모습이 어떤 것인지 간접적으로 경험해 왔고, 그러한 기술들이 최근에 콘텐츠의 모습으로 완성되면서 실제적인 경험을 하고 있습니다. 하지만 더 흥분되는 사실은 지금 우리가 경험하는 것은 아주 일부분의 맛보기일 뿐, 앞으로 소개될 콘텐츠들이 제공할 새로운 경험은 더 압권이 되겠지요. 최근 정부와 산학연의 실감형 콘텐츠 기술 개발은 많은 제약과 어려움에도 불구하고 매우 적극적으로 추진되고 있습니다. 국제 표준화 기구에서 치열하게 추진되는 표준 개발에도 국내 전문가들이 적극적으로 대응하고 있습니다. 이 특집에서는 실감형 콘텐츠에 대한 개념과 트렌드를 전문가 인터뷰를 통해 들어 보고, 실감형 콘텐츠를 구성하는 여러 가지 기술 중에서도 소비자들의 기대와 눈높이를 맞춰줄만 한 새롭고 기대를 모으는 것들을 살펴보고자 합니다. 앞으로 우리는 입체 공간에서 1인칭 시점으로 얼마나 실감나게 콘텐츠 속으로 빨려들어 갈 수 있을까요? 지금까지 경험한 콘텐츠 조작은 얼마나 새로워질까요? 내가 필요할 때 딱 맞는 콘텐츠를 바로 이용할 수는 있을까요? 우리가 이렇게 새로운 것으로 즐거울 때 혹시 소외되는 사람들이 있지는 않을까요? 분명 있겠지요. 그렇다면 어떻게 우리는 정보격차를 극복할 수 있을까요? 이러한 물음에 대한 전문가들의 의견을 들어보시기 바랍니다.

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Artistic Meaning of the Game Experience : Focus on Player's Perspective (플레이어 경험을 통한 게임의 예술성 의미 연구)

  • Kim, Minseo;Kim, Mijin;Oh, Gyuhwan;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.63-76
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    • 2019
  • The purpose of this study is to identify how game players experience games artistically. We organized indicator categories related to artistic experiences in games through play report produced in participatory player workshop. Based on this indicator, we embodied the artistic meaning of game experience by performing semantic network analysis. As a result, we verified that games can offer opportunities for players to reflect on themselves and their lives.

Presence Experience & Effect of the Experiential Exhibition Content (체험형 전시 콘텐츠의 프레즌스 경험과 효과에 관한 연구)

  • Yeonsu Seol;Chungmin Joo
    • Smart Media Journal
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    • v.13 no.1
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    • pp.76-85
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    • 2024
  • This study examined the Presence experience, resulting effects, and re-viewing intentions of visitors to experiential exhibition content. For this purpose a survey was conducted targeting 246 visitors to experiential exhibition content based on Hyecho's travel story and SilkRoad cultural heritage. As a result of the survey, understanding and interest in the content material and similar exhibition viewing experience did not affect Presence experience. In addition the higher the Presence experience of exhibition content, the greater the awareness and emotion that is the effect of Presence. And among the effects of Presence, emotion had a positive effect on revisiting intentions. Therefore, it was confirmed that future experiential exhibition contents require planning, production, and exhibition that allow users to experience Presence.

한국과학기술계-75년도 회고와 76년도의 전망

  • Korean Federation of Science and Technology Societies
    • The Science & Technology
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    • v.9 no.1 s.80
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    • pp.17-25
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    • 1976
  • 한국 과학기술계가 이제는 질적인 면과 양적인 면에서 크게 다양화 되어가고 있다. 금년은 제3차 경제개발 5개년 사업이 끝나는 해다. 정부는 그간의 경험을 통해 제4차 계획을 수립하게 된다. 이 시점에서 우리 과학기술계도 새로운 면에서 진로를 찾어야 할것이다. 지난 1울 16일 과기총은 각분야의 의견을 종합해 보는 좌담회를 갖었다. 이날 좌담에는 한국과학기술계의 75년도 회고와 76년도 전망을 논제로 2시간에 걸쳐 좌담이 진행 되었다. 다음글은 이날 좌담의 전모를 옮긴것이다.

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