• Title/Summary/Keyword: 교육 학습 요소

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Secondary Science Teachers' PCK Components and Subcomponents Specific to the Learning Environment in an Online-offline Mixed Learning Environment (온-오프라인 혼합 학습환경에서 중등과학교사의 학습환경 특이적인 PCK 요소 및 하위요소)

  • Jisu, Kim;Aeran, Choi
    • Journal of the Korean Chemical Society
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    • v.66 no.6
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    • pp.472-492
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    • 2022
  • The purpose of this study was to investigate secondary science teachers' PCK components and subcomponents that are specific to online and offline learning environment. Data collection consisted of survey, class observation, and individual interviews of twelve science teachers. This study used a theoretical framework of PCK for deductive data analysis and articulated codes and themes through the following inductive analysis. Data analysis revealed that each of PCK components showed different specificity to the online and offline learning environment. And subcomponents of each PCK component were different according to the specificity of the online and offline learning environment. Teaching orientation toward science had a specific orientation for the online learning environment, i.e., 'learning science concept' and 'lecture centered instruction.' Knowledge of the science curriculum had online-offline mixed learning environment specific knowledge, i.e., 'reorganization of curriculum' and online learning environment specific knowledge, i.e., 'development of learning goal' and 'science curricular materials.' Knowledge of science teaching strategies had online learning environment specific knowledge, i.e., 'topic-specific strategy', 'subject-specific strategy', and 'interaction strategy' and COVID-19 offline learning environment specific knowledge, i.e., 'topic-specific strategy' and 'interaction strategy'. Knowledge of student science understanding had online learning environment specific knowledge, i.e., 'student preconception', 'student learning difficulty', 'student motivation and interest', and 'student diversity' and COVID-19 offline learning environment specific knowledge, i.e., student learning difficulty'. Knowledge of science assessment had online-offline mixed learning environment specific knowledge and online learning environment specific knowledge, i.e., assessment contents and assessment methods for each.

Exploring the Conceptual Elements and Meaning of Meta-affect in Mathematics Learning (수학 학습 메타 정의의 개념 요소와 의미 탐색)

  • Son, Bok Eun;Ko, Ho Kyoung
    • Communications of Mathematical Education
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    • v.35 no.4
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    • pp.359-376
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    • 2021
  • In this study, in accordance with the research trend that the learner's emotions expressed positively or negatively in mathematics learning or the learner's beliefs and attitudes toward mathematics learning affect the results of mathematics learning, the learner's emotions and affective factors are analyzed in the learner's own learning. A power that can be adjusted according to a goal or purpose is needed, and I tried to explain this power through meta-affect. To this end, the meaning of the definitional and conceptual factors of meta-affect was explored based on prior studies. Affective factors of meta-affect were viewed as emotions, attitudes, and beliefs, and conceptual factors of meta-affect were viewed as awareness, evaluating, controlling, utilization, and monitoring, and the meaning of each conceptual factor was also defined. In this study, the conceptual factors and meanings of meta-affect in terms of using them to help in learning mathematics by controlling them, beyond the identification or examination of the characteristics of the affective factors, which are meaningfully dealt with in the field of mathematics education.

An Effects of Project Media Education with Computer in Technological Academic Achievement and Ability of Self-Directed Learning in middle school (컴퓨터 활용 프로젝트 미디어교육의 중등 기술교과 학업성취도 및 자기주도 학습능력에 미치는 효과 연구)

  • Moon, Hye-Sung;SaKong, Ok-Kyoung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.163-166
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    • 2011
  • 본 연구에서는 컴퓨터를 중심으로 하여 인쇄매체, 영상매체를 활용하는 프로젝트 미디어교육이 중학생 기술교육의 학업성취도 및 자기주도 학습능력에 긍정적인 효과를 미치는가를 연구하였다. 연구대상자들을 전통적 교사중심 강의수업을 받는 집단과 프로젝트 미디어교육을 받는 집단으로 나누어 실험하였다. 이를 통해 나타난 결과는, 첫째, 프로젝트 미디어교육 학습집단이 전통적 강의방식 학습집단에 비해 인지적 영역과 정의적 영역의 학업성취도에서 더 효과적인 결과를 보여주었다. 그러나 학습결과물 영역의 학업성취도에서는 유의미한 차이가 없었다. 둘째, 프로젝트 미디어교육 학습집단이 전통 학습집단에 비해 학습자들의 자기주도 학습능력 요소들 중, 학습기회에 대한 개방성, 학습에의 솔선수범 및 독립성, 창의성의 요소들에서 더 효과적인 결과를 나타내었다.

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청소년기업가정신교육은 청소년들에게 어떤 효과가 있을까?: 4가지 영역에 대한 교육효과성 검증

  • 김종성;김도현;이우진;김수진
    • 한국벤처창업학회:학술대회논문집
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    • 2023.04a
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    • pp.89-92
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    • 2023
  • 본 연구의 목적은 청소년기업가정신교육 효과성검증에 관련한 선행 연구에서 잘 다루어지지 않았던 4가지 변인(자기주도학습, 메타인지, 진로정체성, 기업가인식)이 청소년기업가정신교육 후에 통계적으로 유의미하게 상승하였는지 탐색적으로 분석해 보는데 있다. 이를 위하여 2020년 및 2021년 JA Korea-삼성 청소년기업가정신교육 프로그램에 참여한 고등학생 101명을 대상으로 자기주도학습능력, 메타인지, 진로정체성, 기업가인식 요소를 교육 사전-사후로 나누어 대응분석을 수행하였다. 연구 분석 결과, 2020년 및 2021년 JA Korea-삼성 청소년기업가정신교육에 참가한 학생들의 자기주도학습능력, 메타인지, 진로정체성, 기업가징신 요소는 모두 통계적으로 유의미하게 상승하였다. 이는 향후 청소년기업가정신교육 연구에 있어 교육대상자의 역량 변화와 성장에 미치는 요인을 파악하고 다양한 요소 간의 관계 분석을 하는데 있어 기반이 되는 연구로 활용될 것으로 기대한다.

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Development of teaching-learning plans applying character education components and STAD cooperative learning strategy focusing on 'Housing and residential environment' unit of middle school Technology·Home Economics (중학교 기술·가정 '주거와 거주환경' 단원에 인성교육 요소와 STAD 협동학습 전략을 적용한 교수·학습 과정안 개발)

  • Park, Da On;Yu, Nan Sook
    • Journal of Korean Home Economics Education Association
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    • v.30 no.3
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    • pp.91-109
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    • 2018
  • This research aimed to develop teaching-learning plans applying character education components and STAD cooperative learning strategy focusing on the 'Housing and residential environment' unit in accordance with the 2009 revised Technology·Home Economics curriculum. In order to achieve the purpose of the research, this study was conducted in order of analysis, design, development, and evaluation. The results of this study is as follows. First, at the analysis stage, relevant literature, Technology·Home economics curriculum, and the contents of "housing and residential environment" unit from 12 textbooks published by 12 publishers were analyzed. Second, at the design stage, teaching-learning plans, teaching materials, and learning activity sheets applying character education components and STAD cooperative learning strategy were designed to increase the interest degree of the learner and character of middle school students. Third, at the development stage, a total of 8 classes of teaching-learning plan was developed. In the evaluation stage, the primary and secondary validity evaluation procedures were done by Home Economics education professors and Home Economics teachers. Teaching-learning plans and learning activity sheets were revised and complemented based on the feedback from the first validity evaluation. As a result of secondary validity evaluation, it can be seen that the teaching-learning plans and learning activity sheets developed in this research are reasonable and suitable for improving character of middle school students. It is expected that these teaching materials applying STAD and character education components will be utilized as a helpful source for curriculum developers and in-service teachers.

Effect of Digital Storytelling based Programming Education on Motivation and Achievement of Students in Elementary school (디지털 스토리텔링 기반 프로그래밍 교육이 학습자의 동기 및 학업 성취도에 미치는 영향)

  • Kim, Kwang-Yeol;Song, Jeong-Beom;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.1
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    • pp.47-55
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    • 2009
  • The purpose of this study is to ermine the effect of digital storytelling as a strategy of programming education to improve students' learning motivation and achievement. To overcome the difficulty of programming education in elementary school and find teaching method which derives the students' motivation, we used a digital storytelling in programming class. Digital storytelling that is considered as an important factor of edutainment gives interest to learners with interaction and stories for programming materials. The result is that elementary school students are more interested in programming and attend actively and their motivation and achievement is improved. Therefore it can gives elementary school students a positive experience with programming that will hopefully contribute to a more positive attitude towards computer science.

Exploring Consideration Factors and Improvement Suggestions for Operating Effective Synchronous Online Education in College: Focusing on Learners' Experience and Perception (대학 실시간 온라인 교육의 효과적인 운영을 위한 고려요소 및 개선방안 탐색: 학습자 경험과 인식을 중심으로)

  • Han, Hyeong-Jong
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.69-79
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    • 2020
  • This study is to explore factors to consider for effective operation of synchronous online education in college. Synchronous online education is expanding in higher education. However, there is insufficient to comprehensively identify key components based on the learners' experience and perception. Using qualitative analysis on content of group interview and multidimensional scale analysis, the experience and perception of learners were identified. For the effective operation, interaction should be considered important, and rapport between learners needs to be built. In addition to improving the system in which activity tools are integrated, instructors should play mainly facilitator role, and learners have to manage the environment for immersion. For the types of online education, learners were divided into the dimension of 'activity' and 'temporality'. Further, it is to develop optimized design strategies considering its characteristics.

A Study on Web-based library User Education Model based upon Web-based Instruction Models (웹 기반 학습이론에 근거한 웹 기반 도서관 이용자 교육 모델에 관한 연구)

  • 이명희
    • Journal of Korean Library and Information Science Society
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    • v.32 no.2
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    • pp.165-185
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    • 2001
  • This study measured whether web-based library user education represent web-based instruction theories in education. 9 criteria used were course-related instruction, collaborative learning, evaluation of tutorials, education of information retrieval, contents tables, multimedia interaction between users and librarians, navigational aids, variation of menus. The result showed that both contents and design of web sites were important for good web-based library user education.

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A Study on the Adoption of Characteristics of Educational Game for Edutainment Contents Development - through a Case Study of English Vocabulary Learning Came for Children (에듀테인먼트 컨텐츠 개발을 위한 게임 요인 적용에 관한 연구 - 어린이용 영어 단어 학습 게임 컨텐츠 개발을 중심으로)

  • 박수정;김현정
    • Archives of design research
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    • v.16 no.2
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    • pp.271-280
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    • 2003
  • In digital age, multimedia technology has changed the learning method as a learner-directed way. CD-rom and internet that are major two multimedia learning way, has aimed at edutainment which combine education and entertainment. However, existing educational contents can only induce temporary learning motivation, and are in short of entertaining factors enough to induce continuous and ingenuous learning motivation. Therefore, in order to be used by users efficiently, educational software have to adapt characteristics of educational game more actively. In this paper, adoption method of characteristics of educational game in learning contents is sought and the specific example of adoption is demonstrated by a case study of developing vocabulary learning educational game.

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A Study on the School Library Assisted Instruction as a Practical Element of Constructivism (구성주의 교육방법의 구현요소로서의 학교도서관 활용수업에 관한 연구)

  • Suh, Jin-Won
    • Journal of Korean Library and Information Science Society
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    • v.42 no.2
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    • pp.215-236
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    • 2011
  • I studied on the relations of constructivism and school library assisted instruction in this paper. Constructivism is the most important goal of the modern schooling. In constructivism they insist that knowledge is constructed by the learner individually and subjectively. So in constructivism they focus their attention on setting authentic environment of learning for each individual learner. Constructivism was developed into the learner-centered instruction in schooling nowadays. In constructivism the following instructions are very important for achievement its' goal ; problem based learning, project based learning, discussion based learning etc. These instructions are supported commonly by resource based learning. Educational resources are managed in school library totally. School library assisted instruction is the most effective one for resource based learning. And information literacy instruction by teacher librarian relates closely meta cognitive learning of reflections in constructivism. School library assisted instruction is the essential element for the practice of constructivism in schooling.