• Title/Summary/Keyword: 교수-학습 활동 요소

Search Result 228, Processing Time 0.024 seconds

A Design of an UDDPAAP Competence Teaching-Learning Model to Improve Computational Thinking in College Students (대학생들의 컴퓨팅 사고력 향상을 위한 UDDPAAP 역량 교수·학습 모델 설계)

  • 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
    • /
    • 2018.05a
    • /
    • pp.327-331
    • /
    • 2018
  • The purpose of this study was to design a competence teaching-learning model that could help college students improve their computational thinking among core competences in SW education. A competence teaching-learning model, UDDPAAP (Unplugged-Demonstration-Decomposition-Pattern Recognition-Abstraction-Algorithm-Programming), was designed by analyzing competences of learners with no experience in software coding, by reconstructing DMM, DDD, and DPAA among the five existing SW-based teaching-learning models, and by analyzing unplugged activity and the Bebras challenge computational thinking scale carefully. The unplugged activity partially adapted to instruction for college students and some items chosen from the Bebras challenge computational thinking scale were applied to the existing teaching-learning model. To determine the effects of the study, pretest was conducted in freshmen for computational thinking and self-confidence on the basis of the experience in SW and computer information literacy education, and posttest following instruction applying the UDDPAAP teaching-learning model. The students provided with SW education based on the UDDPAAP teaching-learning model saw their computational thinking competence improved.

  • PDF

Development of Finite State Automata Learning Materials for Elementary School Students (초등학생을 위한 유한상태 오토마타 교육자료 개발)

  • Go, Hyungchul;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
    • /
    • v.20 no.4
    • /
    • pp.401-408
    • /
    • 2016
  • CS Unplugged education is emphasized as the component of the basic principles of Elementary SW education. This document produced by two other Timbell presents the contents in a variety of topics about computer science. One of the main components is the finite Automata, and this requires the development of educational materials for teaching our situation. So We'll present the finite Automata learning materials for elementary school classes. Learning model that we have presented is a process of self-directed and activity-based learning. For verification of this experiment was the validation of the expert group and was concluded that adequate through the analysis of the diagnostic tests.

A Conceptual Model of Smart Education Considering Teaching-Learning Activities and Learner's Characteristics (교수-학습 활동과 학습자의 특성을 고려한 스마트교육 개념모델)

  • Jo, Jae-Choon;Lim, Heui-Seok
    • The Journal of Korean Association of Computer Education
    • /
    • v.15 no.4
    • /
    • pp.41-49
    • /
    • 2012
  • Advanced ICT(Information and Communication Technology) and popularization of smart devices change our culture as well as our life style and it has changed the way of learning in education area. There have been some researches to make effective smart education systems based on ICT but few of them were designed by a solid concept of smart education. This is because there have been few researches on developing a conceptual model for smart education. The purpose of this study is to propose a conceptual model for smart education: CTLA(Creation, Teaching, Learning and Assessment) model. It includes activities of smart creation, smart teaching, smart learning, and smart assessment considering ICT environment for education and characteristics of digital natives.

  • PDF

Design of A Blended Learning Teaching-Learning Model for the Efficient Use of WiKi WEB-based Debate System (Wiki 웹토론 시스템의 효율적 이용을 위한 블렌디드 러닝 교수학습모형 설계)

  • Woo, Kyung-Hee;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
    • /
    • 2007.01a
    • /
    • pp.359-364
    • /
    • 2007
  • Wiki 웹토론 시스템의 목적은 지식을 공유하고 자기 주도적으로 학습을 가능하게 하는 토론을 활성화시키는 데 있다. 그러나 이러한 장점에도 불구하고 가정의 컴퓨터 보급률이라든지 인터넷 사용 등의 제반환경여건에 따라 원활한 수업이 이루어지지 않았다. 따라서 면대면 현장학습뿐만 아니라 온라인 환경과 기술요소에 따른 다양한 학습활동들이 필요하다. 블렌디드 러닝 (Blended Learning)이란 적합한 시간에 적합한 사람에게 적합한 기술을 개인에 적합한 학습스타일에 맞추기 위해 적합한 학습관련의 기술을 적용함으로써 학습목표 성취에 초점을 두는 학습형태이다. 블렌디드 러닝에 있어서 학습은 지속적인 과정이며 오프라인학습공간과 결합하여 학습의 장을 넓히는 것이다. 학습자의 관심을 끌어내어 교육의 효과성을 극대화하며 학습 프로그램의 개발이나 과정실행에서 적절한 방법으로 혼합함으로써 시간과 비용을 최적화할 수 있다. 본 연구에서 제시한 블렌디드 러닝 교수학습모형은 Wiki 웹토론 시스템을 보다 효율적으로 활용할수 있게 하였다. 본 모형의 특징은 첫째, 토론에 앞서 오프라인 학습으로 학습목표확인과 수업안내를 하여 학생들로 하여금 학습목표인지와 수업의 흐름을 보다 잘 파악할 수 있게 하였다. 둘째, 토론 후 교사의 강의가 오프라인 학습으로 이루어지도록 하여 학생들에게 배운 내용을 정리할 수 있는 기회를 제공하여 보다 충실한 수업이 될 수 있었다. 셋째, 토론 후 학습자-교사자 및 학습자 상호피드백이 이루어질 수 있도록 하였다.

  • PDF

Analysis of Pre-service Secondary Chemistry Teachers' Uses of Teacher's Guide in Planning Lessons (중등 예비화학교사의 수업 계획에서 교사용 지도서의 활용 방식 분석)

  • Yang, Chanho;Song, Nayoon;Kim, Minhwan;Noh, Taehee
    • Journal of The Korean Association For Science Education
    • /
    • v.36 no.4
    • /
    • pp.681-691
    • /
    • 2016
  • In this study, we investigated pre-service secondary chemistry teachers' use of teacher's guide in planning lessons. Eleven pre-service teachers at a college of education in Seoul participated in this study. Textbooks and teacher's guide books including various teaching materials were provided. Pre-service teachers used teacher's guide while they planned two lessons, which were a lecture and an instruction using science teaching model. A semi-structured interview was conducted. All of the teaching-learning materials and interviews were analyzed. The analyses of the results revealed that most pre-service teachers followed each lesson presented in teacher's guide, but they did not consider the structure of the whole unit and science curriculum. There were some cases that the exemplary lesson planning in teacher's guide helped them to select science teaching model. They modified the questions of textbook activity in planning their lecture. On the other hand, they modified the activity to fit each stage of the model in planning their instruction using science teaching models. Most pre-service teachers constructed their own worksheets by applying the materials of the teacher's guide. They recognized the components of assessment by considering exemplary lesson planning from the teacher's guide, and created questions by modifying the content of textbooks and teacher's guide books including various teaching materials. However, the questions which they made were limited in context of knowledge. They evaluated that introductory questions were not of interest to students, and modified or added new materials. Educational implications of these findings are discussed.

Development of a Design Model for School Library-based Instruction under EduTech (에듀테크 기반 학교도서관활용교육 설계 모형 개발)

  • Gi-Ho Song
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.58 no.1
    • /
    • pp.31-51
    • /
    • 2024
  • The purpose of this study is to propose a design model for school library based instruction under EduTech. EduTech-based education expands learning boundaries and requires new instructional environments and learning experiences for learner-centered deeper learning. Accordingly, this study modified the ADDIE model based on the system theory and presented a four-stage instructional design model (draft) consisting of 'analysis stage, preliminary learning and development stage, learning management stage, and team teaching evaluation stage.' This model reflects elements of flipped learning, the backward design model, and inquiry-based learning to develop of customized student materials and inquiry activities. In addition, the scope of learning was expanded to include prior learning, face-to-face learning, and additional learning to increase the diversity of collaboration and opportunities to utilize school library materials. Also, Several ways for school library based instruction within EduTec were proposed in terms of teacher librarians' expertise, school library space, budget, standard curriculum development, and comprehensive support system for reading education.

The Effect of Algorithm Learning by Playing on Learning Motivation and Achievement (놀이를 통한 알고리즘 학습이 학습동기 및 학업성취도에 미치는 영향)

  • Kwon, EunJung;Lee, EunKyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
    • /
    • v.12 no.6
    • /
    • pp.33-39
    • /
    • 2009
  • Abstract characteristic of algorithm may disturb improving learners' motivation and learning. Therefore, a design of teaching and learning method requires to minimize the learner's intrinsic cognitive load and to maximize the learning motivation. We developed an algorithm learning program by playing to enhance learning motivation and achievement for vocational high school students. And then, we implemented the developed program in vocational high school classes and analysed the educational effects of the developed program. We found that the developed program was helpful in enhancing learners' learning motivation and achievement level. It means that doing the activities, such as playing games, helps learners to acquire an algorithm concept that has abstract nature and is difficult to understand.

  • PDF

Comparison of Components of Self-directed Learning Discribed in the Students' Evaluation of Explicit Instruction and Implicit Instruction Regarding Self-directed Learning (자기주도학습의 명시적 수업과 암묵적 수업에 대한 과학영재중학생의 평가에서 관찰되는 자기주도학습 요소 비교)

  • Choe, Seung-Urn;Kim, Eun-Sook
    • Journal of Gifted/Talented Education
    • /
    • v.23 no.6
    • /
    • pp.1077-1098
    • /
    • 2013
  • Science gifted students enrolled in a program, where classes had either explicit or implicit instruction about self-directed learning, were asked to write what was satisfying after each class. This process was part of the evaluation of the program. Students' descriptions related to self-directed learning are compared in these two classes, one with explicit instruction and the other with implicit instruction. First, most of the components related to self-directed learning, which were reported in the previous research articles, were mentioned in students evaluation. If there was any specific description regarding what was satisfying, there were components of self-directed learning. Students descriptions were consistent with list of self-directed learning components, which was constructed based on the previous research. Therefore it may be concluded that students recognized most of the reported self-directed learning components and satisfied with them. Second, There were differences in the evaluation of two types of classes. The evaluation of class with explicit instruction contained more self-directed learning components more frequently. For example, students worked in small groups in both classes. However more students mentioned small groups in classes with explicit instruction. As a result the explicit instruction appears to be more effective for students to recognize the self-directed learning components. However some of the components mentioned in classes with implicit instruction were not mentioned in the classes with explicit instruction. Therefore classes with explicit and implicit instructions are complimentary with each other and both instructions are necessary.

Analysis of Collaborative Learning Model and Collaboration Tools in e-Learning (e-러닝 환경에서의 협력학습 모델 및 지원도구 분석)

  • Jang, H.W.;Suh, H.J.;Moon, K.A.
    • Electronics and Telecommunications Trends
    • /
    • v.20 no.1 s.91
    • /
    • pp.139-146
    • /
    • 2005
  • 폭발적인 정보의 흐름 속에 놓여 있는 지식정보화 시대에서는 필요한 정보를 선택하고 가공하여 새로운지식의 창조, 전달 및 확대 재생산 할 수 있는 능력이 요구되고 있다. 지식정보화 시대가 필요로 하는 창의적 인재 육성을 위한 새로운 교육 형태와 패러다임으로 e-러닝이 유력한 솔루션으로 부각되고 있다.e-러닝은 교수자 중심의 일방향 교육이 아닌 학습자가 시간과 장소에 구애받지 않고 필요한 학습을 하는 양방향 교육 방식이나, 현재까지는 학습 콘텐츠의 단순 반복 학습에 그치고 있어 기존 교실 수업 방식에 비해 학습효율이 떨어지는 점이 이 분야 발전의 장애요소가 되고 있다. 이에 대한 해결책으로 온라인상에서 학습 과제를 여러 명의 학생들이 상호 의존하여 공동으로 해결함으로써 학습 목표를 달성하는 형태의 협력 학습에 대한 연구가 활발히 진행되고 있다. e-러닝 협력학습에는 단순히 학생들을 그룹화하여 함께 학습하도록 하는 것은 교육 효과면 에서 비효율적일 수 있으며, 학생들의 자발적인 참여와 협력을 유도할 수 있는 교수모형을 적용하여야 하며, 개인의 책임감을 근간으로 한 상호 의존적 과제 해결 활동이 이루어져야 한다. 본 고에서는 협력 e-러닝 학습을 위한 연구사례와 기술 동향들에 대해 살펴본다.

Development of Middle School Home Economics Teaching-Learning Plans for Digital Literacy Cultivation: Focusing on the 'Prevention of Sexual Violence' (디지털 리터러시 함양을 위한 중학교 가정과 '성폭력 예방' 교수-학습과정안 개발)

  • Jeong, Jiwoo;Yu, Nan Sook
    • Journal of Korean Home Economics Education Association
    • /
    • v.35 no.2
    • /
    • pp.21-40
    • /
    • 2023
  • The aim of this study was to develop a comprehensive home economics teaching-learning plan, following the stages of analysis, design, development, and evaluation. The focus was on the 2015 revised home economics curriculum, specifically the 'prevention of sexual violence,' to enhance students' digital literacy competencies. In the analysis stage, the necessity of developing digital literacy competencies was confirmed by analyzing the 2022 revised national curriculum. Extracting elements from the 2015 revised home economics curriculum and textbooks, a digital tool utilization plan was designed in the subsequent design stage, aligning with learning goals, content composition, and digital literacy competency for each class. The development stage involved creating teaching-learning materials and digital tools for six sessions, centered around the topic of 'prevention of sexual violence.' In the evaluation stage, six content experts assessed the teaching-learning plans using a 5-point Likert scale and open-ended questions. The validity evaluation confirmed the effectiveness of the teaching-learning plans in improving middle school students' digital literacy competencies. Based on feedback from the experts, the plans for the six sessions were revised, with an additional session added, resulting in a total of seven sessions. It is envisioned that the home economics teaching and learning plans developed in this study can be implemented in home economics classes to foster students' digital literacy capabilities.