• Title/Summary/Keyword: 교육프로그램 효과성

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An Analysis of the Effectiveness and Needs of the Contents of Teacher Professional Development Programs (교사 전문성 개발 프로그램의 콘텐츠별 필요성 및 효과성 인식 분석)

  • Song, Kyoung-oh
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.1-10
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    • 2019
  • Recognizing the necessity of content-centered teacher professional development programs in a rapidly changing educational environments, this study analyzed the contents of teacher professional development programs in terms of teachers' participation by program contents and teachers' perception of the necessity and the effectiveness of such program contents. Employing Teaching and Learning International Survey(TALIS), this study analyzed the perception of 4,000 Korean secondary school teachers. The results showed that the programs with the highest teacher participation were mainly subject-centered while the teacher participation rates on the newly required contents such as ICT, intercultural counseling, school management and administration, and new job skills were low. Besides, when teachers were asked to identify the content areas where teacher professional developments are needed, the level of teachers' perception of the programs with low participation rates was accordingly low. Lastly, this study implies that since the years of teaching experience serve as a determinant on the types of the contents that teacher professional developments are needed and on the teachers' perception of the effectiveness of such contents, the course of teacher development should be taken into consideration when the contents of teacher professional development programs are developed.

The Development of Game Addiction Treatment Program using Digital Storytelling (디지털스토리텔링을 적용한 게임중독치료교육 프로그램의 개발)

  • Han, Seon-Kwan;Cho, Eun-Ae
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.171-178
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    • 2011
  • The study proposed new approach for the developing a game addiction treatment program using digital storytelling. We chose 5 types of multimedia elements as educational contents for digital storytelling learning and prepared the teaching strategy for game addiction treatment. We applied the proposed program to 5 students who were included the high risk-user group of game addiction. We also conducted the game addiction tendency test, game usage time test, interview and the effectiveness test of proposed program. As a result of tests, the proposed program showed a positive effect that reduced the game addiction tendency. In the effectiveness test of proposed program, we found the result that 5 experimenters were improved the immersions, challenges, and social interaction, sense of accomplishment in digital storytelling program. We expect that this study will provide positive role and new education strategy for game addiction treatment.

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Development of an Education Program for Parent Caregiving Families (노부모 부양가족 교육 프로그램 개발)

  • 홍숙자
    • Journal of Families and Better Life
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    • v.13 no.1
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    • pp.47-57
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    • 1995
  • 본 연구는 노부모부양가족의 어려움과 요구에 적합한 프로그램을 개발하여 노부모를 부양하는 성인자녀를 실제적으로 도와주고 그들의 부양부담감을 감소시키고자 하는 데에 목적이 있다. 이러한 목적을 위해서 일차적으로 우리나라 노부모 부양가족의 요구가 고려된 실험적 노부모 부양가족 프로그램을 구상하였다. 구상된 프로그램으로 노부모가 한분이라도 생존해 계신 여덟명의 교육대상을 소규모 집단으로 모집하여 시범교육을 실시하였다. 실시과정에서 파악되는 문제점과 개선점을 검토하고 사전 검사후 사후 검사를 2회 실시하여 프로 그램의 효과를 검증평가하였다. 그 결과 본 프로그램의 참여가 프로그램의 목적과 관련된 부양에 필요한 지식정보와 자기결단 및 통제력 수준을 향상시키고, 부양자로 하여금 보다 긍정적인 노부모 부양태도나 인식을 가지게 한 것으로 나타나 프로그램의 효과성을 입증해 주었다.

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The Effects of a Family Forest Education Program on Family Strengths, Communication, and Parenting Efficacy (가족산림교육 프로그램이 부모-자녀의 가족건강성, 의사소통능력과 부모효능감에 미치는 영향)

  • Choi, Seon Hye;Ha, Si-Yeon;Lee, Yoon ju;Lee, Yeon hee
    • Journal of Korean Society of Forest Science
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    • v.109 no.3
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    • pp.333-340
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    • 2020
  • The aim of this research was to investigate how a family forest education program can improve communication skills, parenting efficacy, and family strengths. For this study, 165 people answered survey questions. The sample group included 103 parents, and 62 children, all of which were family forest education program participants at the National Center for Forest Education, in Hoengseong, Korea. Surveys were conducted before and after participants had taken part in the program. Demographic information, motivation, satisfaction, communication skills,and parenting efficacy were investigated in the surveys. The results showed a statistically significant increase in the level of family strengths of parents and children after the program. Moreover, the program improved parenting efficacy, and parent-child communication skills, which are deeply related to family strengths. In other words, the family forest education program contributed to the enhancement of family strengths. This study verifies the need for continued research in forest education programs.

Application and Development of astronomical STEAM program for Science Culture and Creative Education

  • Kim, Harim;Kim, Hyoungbum;Sul, Ah-Chim
    • The Bulletin of The Korean Astronomical Society
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    • v.46 no.2
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    • pp.73.3-73.3
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    • 2021
  • 이 연구의 목적은 PEST 방법론을 적용한 STEAM 프로그램 개발 및 적용에 대한 효과성을 알아보는 창의교육을 위한 연구이다. 특히, 이 연구는 과학문화 소외지역에 대한 이동천문대 활용 STEAM 프로그램을 개발하여 이에 대한 학생들의 수업효과 및 만족도를 알아보는 연구로, 과학 문화에 소외된 지역의 학생들에게 천문에 대한 흥미를 주어 향후 천문과학의 올바른 과학적 개념을 이해하고 미래 직업으로서 천문관련 분야에 관심을 갖도록 하는 데 있다. 이 연구에서 개발한 STEAM 프로그램은 관련분야 전문가 5명이 한국천문연구원을 통해 이동천문대 교육 프로그램에 대한 지속적인 연구와 PEST 방법론 적용 및 소외지역에 대한 현장 적합성 연구를 5회의 워크숍과 전문가 타당화회의와 Pilot test를 통해 최종 STEAM 프로그램을 개발하였다. 이 연구에서 개발된 STEAM 프로그램의 적용 결과는 다음과 같다. 첫째, 이 연구에서 개발된 이동천문대는 모든 학생들에게 천문에 대한 호기심을 자극하는 긍정적인 효과를 나타내었다. 둘째, 이 프로그램은 총 11시간의 PEST 방법을 적용한 프로그램으로, '상황제시 1차시, 감성적 체험 5차시, 창의적 설계 5차시로 구성되어 과학문화 소외지역 학생들에게 높은 수업 만족도를 나타내었다. 따라서 PEST 방법을 적용한 이동천문대 STEAM 프로그램은 학습자의 천문과학에 대한 과학적 소양과 과학적 본성을 불러일으키는데 매우 긍정적인 효과를 나타낼 것으로 사료되며, 추후 연구에서 다양한 학년과 지역 및 위계에 따른 프로그램의 개발과 적용될 필요가 있다.

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Effects of Algorithm-based SW education using micro-bit on elementary school students' creativity (마이크로비트를 활용한 알고리즘 기반 SW교육이 초등학생 창의성에 미치는 효과)

  • Kang, Dongwan;Kim, Seunghyun;Kim, Yongmin;Hong, Hyunmi;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.285-295
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    • 2018
  • The purpose of this study is to develop a software education program using micro:bit based on the ADDIE development model and to analyze the effects of the development of creativity of elementary school students. The education program was developed based on the results of the pre-demand analysis conducted on 40 elementary school teachers in Jeju. In order to verify the effectiveness of the developed education program, 42 students who participated in the education donation program conducted by ${\bigcirc}{\bigcirc}$ University were enrolled in 24 hours for 7 days for 6 days. The results of the analysis show that the software education program developed in this study has positive effects on the creativity factors by improving the programming ability of elementary school students.

The Study on Developing an Integrated Early Childhood Music Education Program Using Storytelling Songs and Exploring Its Effects (노래동화를 활용한 통합적 유아음악교육 프로그램 개발 및 효과성에 관한 연구)

  • Kim, Youn Ju;Cho, Bok Hee
    • Korean Journal of Childcare and Education
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    • v.8 no.2
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    • pp.27-61
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    • 2012
  • The purpose of this study was to develop an integrated early childhood music education program using storytelling songs and to examine its possible effects by analyzing musical expression ability, language expression ability and creativity. In order to verify the effect of the program developed in the study, 68 4-year old preschoolers were selected from 2 preschools to be divided into an experimental group and a control group. The experimental group was given the integrated music education program 16 times in total (two times a week for 8 weeks). The data were analyzed by t-test. The results of this study were : First, it was found that the integrated early childhood music education program using storytelling songs had a positive effect on children's musical expression ability and linguistic expression ability. Second, it was found that the integrated early childhood music education program using storytelling songs had a positive influence among the sub-areas of creativity.

A Study on Evaluation of Baby Boomer's Life Redesign Educational Program (베이비부머의 생애재설계교육 프로그램 평가에 관한 연구)

  • Kang, Hyun-Jung
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.493-499
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    • 2014
  • This study aims to verify the effects of the life redesign educational program based on the baby boomer (11 members of experimental group, 12 members of control group). The program was conducted for two hours two times in a week in the area of Chungnam (Total 8weeks 16sessions). First, in the result of the Wilcoxon's pairs signed-ranks test between the pre-post tests for the analysis on the program effectiveness of the experimental group of baby boomer, the baby boomer of experimental group showed an improved perception of preparing the volunteer work in the perception of preparing their old age, and there was no pre-post significant differences in the control group. In case of the experimental group, perception of the post-retirement preparation, such as a physical preparation, emotional preparation, financial preparation, volunteer work preparation and leisure activities preparation increased in average. Second, the satisfaction for the program's educational process, educational contents, educational data, educational method, instructor and the educational environment were shown to be more than 3.5 points out of 5 points in full.

고등학생 대상의 정보과학 영재교육을 위한 차별화된 원격교육시스템

  • Kim, Ji-Seon;Park, Hyo-Hun
    • Proceedings of the Korean Society for the Gifted Conference
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    • 2005.05a
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    • pp.151-163
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    • 2005
  • 정보화 기술의 눈부신 발전에 따라 정보과학 영재교육의 필요성이 대두되면서, 정보과학 영재 판별 및 프로그램 연구가 활발히 진행되고 있다. 그러나 그 대상이 대체로 초${\cdot$중등 학생들을 대상으로 하고 있어, 정보과학에 잠재성이 있고 전공 선택에 목전을 두고 있는 고등학생을 대상으로 한 정보과학 영재교육은 부재한 실정이다. 본 논문에서는 고등학생 대상의 정보과학 영재교육의 필요성과 효과적으로 시행할 수 있는 교육 방법의 한 형태인 원격 교육, 특별히 웹을 통한 정보과학 영재교육 프로그램과 원격 정보과학 영재교육에 필요한 교육 체제를 제시하고자 한다.

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패턴활동으로 구성된 함수단원 개발과 적용 효과 분석 -중학교 1학년 함수단원을 중심으로-

  • Kim, Taek-Hyeon;Jeon, Pyeong-Guk
    • Communications of Mathematical Education
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    • v.8
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    • pp.231-245
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    • 1999
  • 본 연구는 중학교 1학년 함수 학습을 위해 패턴 활동으로 구성된 함수 지도 프로그램을 개발하고, 개발한 프로그램을 적용한 실험 집단(85명)과 교과서를 적용한 비교 집단(85명)간의 함수 학습에서의 효과를 분석하였다. 함수 지도 프로그램은 학생들이 패턴 활동을 동해 함수적 사고를 기르며, 활동적으로 수업에 참여하여 수학에 대한 자신감과 실생활의 연계성을 가질 수 있도록 구성하였으며, 적용 결과, 수학 수준별 수업을 하는 상반에서는 유의미한 차이를 보였고, 중반에서는 유의미한 차이는 없었으나 수업 시간에 흥미가 매우 높았다는 긍정적 평가를 할 수 있다.

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