• Title/Summary/Keyword: 과학 경험

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The Effect of Engineering Design Based Ocean Clean Up Lesson on STEAM Attitude and Creative Engineering Problem Solving Propensity (공학설계기반 오션클린업(Ocean Clean-up) 수업이 STEAM태도와 창의공학적 문제해결성향에 미치는 효과)

  • DongYoung Lee;Hyojin Yi;Younkyeong Nam
    • Journal of the Korean earth science society
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    • v.44 no.1
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    • pp.79-89
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    • 2023
  • The purpose of this study was to investigate the effects of engineering design-based ocean cleanup classes on STEAM attitudes and creative engineering problem-solving dispositions. Furthermore, during this process, we tried to determine interesting points that students encountered in engineering design-based classes. For this study, a science class with six lessons based on engineering design was developed and reviewed by a professor who majored in engineering design, along with five engineering design experts with a master's degree or higher. The subject of the class was selected as the design and implementation of scientific and engineering measures to reduce marine pollution based on the method implemented in an actual Ocean Clean-up Project. The engineering design process utilized the engineering design model presented by NGSS (2013), and was configured to experience redesign through the optimization process. To verify effectiveness, the STEAM attitude questionnaire developed by Park et al. (2019) and the creative engineering problemsolving propensity test tool developed by Kang and Nam (2016) were used. A pre and post t-test was used for statistical analysis for the effectiveness test. In addition, the contents of interesting points experienced by the learners were transcribed after receiving descriptive responses, and were analyzed and visualized through degree centrality analysis. Results confirmed that engineering design in science classes had a positive effect on both STEAM attitude and creative engineering problem-solving disposition (p< .05). In addition, as a result of unstructured data analysis, science and engineering knowledge, engineering experience, and cooperation and collaboration appeared as factors in which learners were interested in learning, confirming that engineering experience was the main factor.

An Analysis of the Difficulties Faced by New Science Teachers in Secondary Schools (중등과학 초임교사가 교직수행과정에서 겪는 어려움 분석)

  • Koo, Eun-Ju;Park, Yune-Bae
    • Journal of The Korean Association For Science Education
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    • v.31 no.2
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    • pp.153-163
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    • 2011
  • This study aimed to identify the difficulties that new science teachers in secondary schools experience. Subjects for this study were 190 science teachers attending qualifying training for 1st degree of teaching certificate. Using an open questionnaire, the difficulties these teachers encounter were collected, categorized, and compared between their first year and their succeeding years of teaching in terms of their school level, gender, majors and regions. Results showed that first year science teachers have had difficulties in areas including subject teaching, guidance, administrative affairs, human relationship and self-understanding. On their succeeding years, difficulties about subject teaching were reduced to half while other difficulties remained. New teachers in middle schools have experienced the most number of difficulties about guidance, while new teachers in general high schools have experienced the most number of difficulties about subject teaching. Based on these findings, some recommendations were proposed for new science teachers in secondary schools, school administrators, and training institutions.

과학과 종교

  • Korean Federation of Science and Technology Societies
    • The Science & Technology
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    • v.34 no.8 s.387
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    • pp.43-68
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    • 2001
  • 과학과 종교 - 과학없는 종교는 장님, 그 반대는 절름발이 과학은 사실성, 종교는 당위성에 더 큰 관심/과학과 종교의 구조적 특성 - 과학이론과 종교신조 창출과정 엇비슷, 종교의 주관적 편견 과학도 가지고 있어/과학과 종교의 충돌 - 과학과 종교 투쟁사 대부분이 왜곡ㆍ과장, 갈릴레오사건도 성경 구절 해석상 문제/생명관 탄생,소멸,육체,영혼 등 과학자의 입장 - 사람도 원시 생명체서 진화됐다 믿지만 생명현상 이해할수록 그 오묘함에 경탄/생명관 탄생,소멸,육체,영혼 등 기독교의 입장 - 하느님의 생명의 근원 삶 자체가 거룩한 것, 삶은 은총이며 선물이고 영속적으로 보증/생명관 탄생,소멸,육체,영혼 등 불교의 입장 - 생리적 조건과 업력 갖춰질 때 생명체 결성, 육체는 물질과 정신 요소 지난 5온 집합체/21세기 과학과 종교의 위상 절실 - 과학의 위상 철학은 신처럼 군림함 때문, 충돌요인 바른 이해가 위상 정립의 관건/종교와 뇌작용 - 미 성인 53% 갑작스런 종교적 깨달음 체험, 환상 등 모든 초자연적 경험 뇌작용서 비롯

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Participatory Behaviors and Interactive Experiences at a Science Museum (과학관에서의 사용자 참여 행동과 상호작용적 경험)

  • Cho, Myung Eun;Kim, Mi Jeong
    • Korean Institute of Interior Design Journal
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    • v.25 no.1
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    • pp.65-72
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    • 2016
  • In allowing visitors to manipulate objects or models with their hands, science museums can become informal education institutions. However, little research has been conducted analyzing the specific interactions of visitors at museums and the effects that specific characteristics of interactive exhibit have on visitors. This research classified exhibits according to the three characteristics: the presentation of concepts, interaction with exhibits and concept levels. Further, relationships among engagement behaviors, visitors'attraction to exhibits, and the holding power of exhibits were analyzed. Using the three characteristics, 55 exhibits were classified into five styles. The results suggest that intriguing content and novel interfaces, maximizing information on science and technology, should be developed for the educational purpose of encouraging visitors to engage in active learning with interactive exhibits. The results of this study provide useful data that planners, designers, and instructors of science museums can use to maximize visitors' participatory learning and interactions.

확장된 가상현실인 메타버스에서의 보안 위협 분석

  • Jeong, Soo Yong;Seo, Chang Ho;CHO, Jin-Man;Jin, Seung-Hun;Kim, Soo Hyung
    • Review of KIISC
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    • v.31 no.6
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    • pp.47-57
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    • 2021
  • 사용자들의 간접 경험 및 다양한 커뮤니티 생성을 위해 사용되었던 기존의 2차원 온라인 세상은 시각적 표현 및 사람의 특징을 반영하는 것에 한계점이 뚜렷하다. 따라서, 보다 현실과 유사한 환경을 구축하기 위해 많은 연구가 수행되었으며 특히, 사람의 행동 및 상태 등을 수집하고 활용할 수 있는 기술이 발전하였다. 그 결과 현실과 유사한 3차원 세계인 메타버스가 새롭게 주목받고 있다. 메타버스는 새로운 신분인 아바타로 사용자들의 높은 자유도를 보장하며 현실 세계와 유사한 활동과 함께 현실에서 경험할 수 없는 서비스를 제공하고 있다. 이러한 메타버스의 발전을 위한 연구가 활발히 수행되고 있지만, 메타버스에서 발생할 수 있는 보안 위협에 관한 연구는 상대적으로 부족하다. 현재, 3차원 세계 구축을 위해 기존보다 많은 종류의 데이터 수집으로 새로운 보안 이슈가 꾸준히 발생하고 있으며, AR, VR 등의 다양한 디바이스 활용과 사용자들의 자유도 보장에 따른 보안 위협이 존재한다. 이에, 본 논문에서는 메타버스에서 발생할 수 있는 보안 위협에 대해 분석하고, 이전의 다양한 연구들을 정리하여 새로운 관점에서 보안 위협을 분류한다. 그리고 해당 위협의 대응방안과 함께 앞으로의 연구 방향을 제시한다.

Nursing Students' Experiences on Pediatric Nursing Simulation Practice (간호대학생의 아동간호시뮬레이션 실습경험)

  • Shin, Hyun-Sook;Shim, Ka-Ka
    • Journal of East-West Nursing Research
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    • v.16 no.2
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    • pp.147-155
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    • 2010
  • Purpose: The purpose of this study is to identify the simulation experiences of nursing baccalaureate students in their pediatric rotation. Methods: Fifty-three students responded to open-ended questions after three sessions of pediatric simulation experiences. The practice reflection notes of the students were also analyzed to identify educational outcomes coming from nursing simulation experiences. Results: The open-ended questions and practice reflection notes showed that simulated pediatric practice provided a virtual experience within safe environment. It also increased learning motivation, clinical decision making, and overall self-confidence of the nursing students. Conclusion: The findings of this study suggest that simulation can enhance the quality of nursing education through positive clinical experiences.

The Development of Customer Experience Management Competency Scale in the Manufacturing industry - Top Plan DNC Customer Experience Management Casestudy - (제조업의 고객경험관리 평가지표 개발연구 - Top Plan DNC 고객경험관리 사례를 중심으로 -)

  • Kim, So Hui;Kim, Yong Se
    • Korea Science and Art Forum
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    • v.20
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    • pp.135-146
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    • 2015
  • The purpose of this research is to highlight the importance of customer experience relating to servitization of manufacturing and to develop an index to analyze customer experience management. It occurred that customer experience management analysis should perform in diverse dimensions to get higher customer satisfaction. Following to this idea, new idex is designed : CEMC(Customer Experience Management Competency scale). CEMC includes three parties which are internal expert, external expert and customer, as evaluators of the appraisal. Each evaluator participates in the inspection about customer experience management through a questionnaire which composed four sections : Product and service, Business process, Culture and Asset. Researchers apply this index to one small manufacturing business and analyze the state of customer experience management. The result would be a reference for building strategy and align inside organization.

A Heuristic Based Navigation Algorithm for Autonomous Guided Vehicle (경험적 방법에 기초한 무인 반송차의 항법 알고리즘)

  • Cha, Y.Y.;Gweon, D.G.
    • Journal of the Korean Society for Precision Engineering
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    • v.12 no.1
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    • pp.58-67
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    • 1995
  • A path planning algorithm using a laser range finder are presented for real-tiem navigation of an autonomous guided vehicle. Considering that the laser range finder has the excellent resolution with respect to angular and distance measurements, a sophisticated local path planning algorithm is achieved by using the human's heuristic method. In the case of which the man knows not rhe path, but the goal direction, the man forwards to the goal direction, avoids obstacle if it appears, and selects the best pathway when there are multi-passable ways between objects. These heuristic principles are applied to the path decision of autonomous guided vehicle such as forward open, side open and no way. Also, the effectiveness of the established path planning algorithm is estimated by computer simulation in complex environment.

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Global Science and Local Research: An Empirical Analysis of the Development of Physical Science in Korea (국제적인 과학과 국지적인 연구: 한국 물리학의 발전에 대한 경험적 연구)

  • Kim Ki-Wan
    • Journal of Science and Technology Studies
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    • v.5 no.1 s.9
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    • pp.31-53
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    • 2005
  • This paper argues that globalization of science can be put forward only through successful institutionalization of science at the national level and that the strengthened local research activities will contribute to a better integration into the global research community. In order to examine hypotheses derived from the theoretical arguments, this paper analyzes the development of physical science in Korea using mainly bibliometric method. The results show that the physical science in Korea has developed local characteristics represented by different research activities across sub-fields of physics. International research collaboration of the Korean physicists has not increased substantially during the time period studied, but an additional analysis indicates that the mode of international research collaboration may have been changed towards rather 'symmetric' way, resulting in the strengthened networks of the Korean physicists with international research community.

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Students' Perception of Scratch Program using High School Science Class (스크래치를 활용한 고등학교 과학 수업에 대한 학생 인식)

  • Noh, Hee Jin;Paik, Seoung Hye
    • Journal of The Korean Association For Science Education
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    • v.35 no.1
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    • pp.53-64
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    • 2015
  • This research was performed of high school science classes. These science classes progressed by using Scratch, and surveyed students' perception after finishing each class. This research was conducted of male students who want to choose department of natural science in the next grade. Those classes are consisted of four classes. This study produced a journal, and contained expressions of their thinking and feeling based on experiences during attending classes and projects. Consequently, that journal was analyzed in view of understanding and perception of Scratch using science classes, and it was also included of utilizing Scratch program. Research shows following three conclusions. First, students preferred Scratch using class to general one. They attend more active with high interest, and they felt senses of accomplishment while they make output by themselves. Second, their studies passed through three stages. These are problem perception, problem solving, and producing. Problem solving stage is especially complicated and difficult stage to students. This stage is consisted of Scratch side and Science side. Scratch side has Design and applying process, and Science side has data gathering and analyzing. Students' comprehension of scientific knowledge is increased and is preserved long time through this stage. Last, students had a hard time using Scratch. Because, it is the first time to them to use that program. Therefore, we deemed that they needed to start this kind of experience at lower grade than they are now, such as middle school stage. It is expected that this type of classes are getting more expanded and more populated as a part of students' core ability.