• Title/Summary/Keyword: 기능교육

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뇌 기능 분화와 수학 창의적 문제해결력과의 관계 연구

  • Lee, Gang-Seop;Hwang, Dong-Ju;Hong, Ji-Chang;Lee, Sang-Won
    • Communications of Mathematical Education
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    • v.13 no.2
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    • pp.701-715
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    • 2002
  • 창의성과 지능, 뇌 기능 분화의 관계와 수학 창의성과 지능과의 관계에 대해서는 많은 연구가 이루어지고 있으나 뇌 기능 분화와 수학 창의성, 수학 창의적 문제 해결력과의 관계를 규명은 미흡한 상태이고, Balka(1974)의 연구에서는 수학 창의성과 일반 창의성은 관계가 없다는 연구결과가 있다. 이러한 사실을 바탕으로 생각할 때 뇌 기능 분화와 창의성간의 상관관계의 연구에서 얻어진 결과가 수학 창의성과 관계가 있는지 살펴볼 필요가 있다. 본 연구에서 남녀에 따른 뇌기능 분화의 차이와 좌뇌, 우뇌와 전뇌의 수행 수준이 수학 창의적 문제해결력과는 어떠한 관계가 있는지 알아보기 위해 대구광역시 내에 있는 초등학교 5학년의 40명을 대상으로 뇌 기능 분화 검사, 창의성 검사를 실시하여 서로의 관계를 분석했다. 연구 결과 뇌의 기능 분화 발달은 좌뇌는 남자가 우뇌는 여자가 높았으나 통계적으로 의미가 없었고, 전뇌 집단이 수학 창의적 문제해결력이 가장 높았으므로 전뇌를 고루 발달시킬 수 있는 교수전략에 관한 연구들이 계속 되어져야 할 것이다.

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A Study on improving the Functions of Authoring Tool for Educational Contents (교육용 콘텐츠 저작을 위한 개발 툴 기능 개선 연구)

  • Oh, MiJa;Shin, SungWook;Kim, MiRyang
    • The Journal of Korean Association of Computer Education
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    • v.17 no.3
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    • pp.101-112
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    • 2014
  • With the development of information and communications technologies, there have been increasing cases of services and use free educational materials in educational field through the Web. However, as most of the materials are provided in a finished form via the Web services, teachers are in a situation where they have difficulty in using the materials through development or revision according to their educational goals. In this background, this study aimed to develop requirements and functions necessary for the educational contents development tools by having teachers as actual users develop contents using existing tools of the educational contents development. As a result, this study developed 10 requirements, including intuitive interface environment, support for various multimedia materials, and diversification of output versions etc. Also, the study suggested 13 functions, including links with external resources, automatic format conversion function, usage and editing of existing documents, writing learner's answers, and hiding function etc.

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Development of Rubrics for Performance Assessment for Presentation Document Writing Area based Problem Solving Process Model (문제해결 과정 모형에 기반한 "발표용 문서 작성" 영역 수행평가 척도의 개발)

  • Kang, Sung-Gul;Jeong, In-Kee
    • Journal of The Korean Association of Information Education
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    • v.11 no.3
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    • pp.371-378
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    • 2007
  • Since 2001, we have taught computer in elementary school to become the advanced country of IT in the 21C. However, people criticized that ICT education which is consisted mainly of the computer skills is not appropriate for information literacy education. In 2005, "ICT Education Guide Rev." is published. Thereafter, information literacy education has systematic frame. The experts emphasize the importance of performance assessment. Computer education can become the problem solving education if the performance assessment carried out. However, it is not successful without the good rubrics for performance assessment In this paper, we developed the rubrics for performance assessment for "presentation document writing".

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The Effect of ERP Accounting Education on the Educational Satisfaction (ERP 회계교육이 교육만족도에 미치는 영향)

  • Lee, Shin-Nam
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.179-187
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    • 2017
  • This study verified the effect of ERP accounting education on educational satisfaction. It was to examine the relationships between understanding, function, performance, value and ERP accounting education. The SPSS 21.0 statistics program was applied for the analysis. The results of the analysis showed that the ERP accounting education significantly affected understanding(p<.001) and function(p<.01). Specifically, ERP accounting education in information characteristics and personal characteristics significantly affected. Understanding(p<.001) and the ERP accounting education in personal characteristics significantly affected function(p<.05). This study provide the effectiveness of the ERP accounting education by confirming the effect of the application of the ERP accounting education on educational satisfaction.

A Case Study of a Planning Process through Developing Serious Games (기능성게임 제작을 통한 기획접근 프로세스 사례)

  • Eun, Kwang-Ha
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.197-204
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    • 2010
  • This study explains the planning practical training that researches the process of functional game planning approach by developing functional games. The main focus of this study is the practical training process of planning which is an important part of game development jobs by developing games with proper functional materials, 'Framework of Planning Functional Game', and the verification of framework by developing functional games. This paper suggests that the functional game planning approach with the right function requires progressive/quantitative standard, which is different from typical process. Therefore, this paper is useful as reference materials of a functional game education through the cases of games developed by the progressive/quantitative approach standard.

Implementation of a education resource service system based on functional broker (기능형 중재자 기반의 교육자원 서비스 시스템의 구현)

  • Choi, Byeong-Seok;Oh, Ji-Hoon;Han, Sung-Kook
    • The Journal of Korean Association of Computer Education
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    • v.6 no.4
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    • pp.147-155
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    • 2003
  • Most of web-based education systems are only to supply education information. As the web becomes the common basis to support the effective education, it is used for not only applying education information but also developing to the dimension to provide various services. The education service models prospering to the newly diverse environment are necessary. In this paper, a education resource service system based on functional broker is implemented to overcome the weakness of the traditional Web-based instruction. This paper shows that the web-based education service system such as functional broker can manage the varied education resources efficiently and so contribute to realize the life-long education.

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미분교육을 위한 비쥬얼베이직 프로그램 설계

  • Han, Hui-Dong;Lee, Gyu-Bong
    • Communications of Mathematical Education
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    • v.12
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    • pp.303-315
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    • 2001
  • 본 논문에서는 고등학교 수학교과 7차 교육과정중 미분 단원의 교수 학습을 위한 프로그램을 Visual Basic 프로그램으로 설계한 과정과 그 기능을 기술하였다. 함수의 미분을 위한 초기의 좌표와 미분할 점의 좌표, 실행회수 등의 데이터를 입력 ${\cdot}$ 실행하여 그 결과(접근과정)를 화면에 도표와 그래프로 나타나게 하였고 미분단원의 ‘학습내용’과 ‘사용설명’의 기능을 추가하였다. 보조계산이나 함수의 입력을 위해 “함수값 계산”, “극한값 계산”, “함수입력판” 등의 창(폼)을 설치하였다. 이 프로그램은 일선 학교 교육 현장에서 수학 교수-학습을 위한 효율적인 시청각 자료로 활용 될 수 있을 것이다.

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Conceptual Study on Open Education and Library's Approach to Open Education (오픈 에듀케이션에 대한 개념적 고찰과 도서관의 접근 방안)

  • Han, Seunghee;Lee, Hyewon
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.3
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    • pp.187-208
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    • 2020
  • Open education is a worldwide movement to overcome educational barriers based on digital technology. It is necessary to discuss how to carry out the educational function of the library in the increasingly widespread open education environment. This study examines the concept and components of open education, and proposes an approach to how the library performs educational functions in an open education environment. The results of this study will serve as a guide in setting the role and direction for the library to become the subject of the implementation and spread of open education from the perspective of the library's educational function.

A Study on Learning Effect of Serious Game for Memory Improvement (기억력 향상 기능성 게임의 학습 효과에 대한 연구)

  • Lee, Hwa-Min;Hong, Min
    • The Journal of Korean Association of Computer Education
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    • v.14 no.5
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    • pp.39-46
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    • 2011
  • Serious games are designed for special purposes of education, training, treatment as well as game-like fun and entertainment. Recently, domestic and foreign market of serious game are growing rapidly. By dissemination of smartphone, the global market for serious game will be expanded for various purposes and users. In this paper, we design and implement serious game 'QUICK REMEMBER 20' for memory improvement using smartphone. We analyze game users based on socio-demographic characteristics and evaluate the learning effectiveness of this game with statistic method.

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A Study on ICT Textbook Development Raising the Humanity and Creativeness Based on the Web (웹을 기반으로 인성과 창의력을 기르는 ICT 교재 개발에 관한 연구)

  • Kim, Hak-Won;Ko, Byung-Oh
    • Journal of The Korean Association of Information Education
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    • v.5 no.1
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    • pp.1-13
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    • 2001
  • Several problems occur including lack of humanity, confinement of creativeness, lack of independent learning capability, when elementary students are taught computer, since the they learn only basic functions of computer in general. Accordingly, it is required to have subject-integrated textbook with which they learn curriculum and nurture the humanity as well as creativeness, while studying functions of computer. In light of this, I plan to develop computer textbook, which divided the contents of Hangul 97 and Windows 98, operation system, per subject, and organized them in the order of question to study for himself, part to learn function, formation evaluation, study on subject integration study related to curriculum, part to raise creativeness, and supplementary study, after extracting the contents of curriculum, creative factor and humanity factor suitable for each subjects. By realizing the subject-integrated textbook that enables the interaction by taking advantage of dynamic feature of web, this textbook aims to raise the humanity and creativeness while learning the functions of computer.

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