• Title/Summary/Keyword: 과학 학습 부진

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An Analysis for the improvement strategies of the Education Welfare Priority Support Project (교육복지우선지원사업 정책 개선을 위한 실태조사 연구)

  • Song, Ji-hoon;Jeong, Yeong-mo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.11
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    • pp.305-314
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    • 2017
  • The purpose of this study is examining the status of Education Welfare Priority Support Project and providing constructive strategies for future direction. In order to collect data, we have used on-line survey, in-depth interview personnels in charge of 17 school districts and open forum with municipal board members of education along with related literature review. As results, since 2003, the effectiveness of the Education Welfare Priority Support Project has been proved and the areas have been expanded. Furthermore, institutional stability has been confirmed along with the supports of enforcement ordinance of the Elementary and Secondary Education Acts and Ministry of Education Ordinances. However, since the management authority of the project has transferred to 17 provincial offices of education, it shows the tendency of that the overall programs were not fully activated and gradually stagnated. According to these issues, we proposed various implemental policy suggestions though the revision of Article 28 of elementary and secondary education-related law.

Analysis of Trends of Researches in Science Education on Underrepresented Students (소외계층학생을 대상으로 한 과학교육 연구의 동향 분석)

  • Nam, Ilkyun;Rhee, Sang Won;Im, Sungmin
    • Journal of The Korean Association For Science Education
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    • v.37 no.6
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    • pp.921-935
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    • 2017
  • The purpose of this research is to investigate trends of science educational researches on underrepresented students by scrutinizing Korean science education research literatures. For this particular purpose, literatures on underrepresented students were extracted from both listed and candidate journals for KCI and theses from 1984 to February 2017, and analyzed criteria such as source, year of publication, design, method, and content of research. A total of 125 papers from journals and 147 theses were extracted. In these researches, 61%, 20%, 6% were about students with disability, underachievers, and North Korean defector students respectively. The ratio of the researches on other underrepresented students such as multicultural, low income families, students who are from rural areas, and other underrepresented students were less than 5%. According to the year of publication, it was found that the number of research papers on underrepresented students increased continuously by a single digit from 1984 by focusing on the students with disability and underachievers. After that, from around 2008, it showed a rapid increase and researches on underrepresented students carried out more than 20 times annually. With regards to research design, there were 58% quantitative, 28% qualitative and 14% hybrid research design. Through analysis of research methods, we found that 30% of experimental research, 22% of interpretive research, 20% of correlation analysis, and 14% of survey research. After going through the characteristics of the research contents by visualizing the relationship between the research groups and the keywords that were extracted, it was found that even though the science education researches on underrepresented students have various contents, there were no keywords that were researched continuously and intensively in this area. The structural relationship between the keywords and each research group on underrepresented students showed that 'academic achievement' is the keyword with the highest degree of mediateness and connectedness.

A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.