• Title/Summary/Keyword: 모듈수업

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A Study on the Development of STEAM Creative Education Program for Eco Insulation Design - Focusing on Up-Cycling Wall Module Design for High School Students - (친환경 단열설계를 위한 STEAM 창의교육 프로그램 개발연구 - 고등학생 대상의 업사이클링 벽체모듈디자인 중심으로 -)

  • Ban, Ja-Yuen;Lee, Yun-Hee;Han, Hae-Ryon;Baek, Hye-Young
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.97-105
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    • 2017
  • Korea is promoted STEAM education since 2011. Furthermore, in high school education, based on the in-depth elective course's teaching and learning contents of science. The STEAM program can improve students' competence because it encourages to self-directed learning through the vocational project performance. Therefore, in this study, we researched a design education program for the experience of fusion and complex design based on STEAM education concept. We developed an education program to design insulation wall systems using up-cycling concepts to increase energy efficiency. As a result, the characteristics of the fusion education and the theoretical study about the learner-centered education curriculum, the analysis of the high school curriculum, the STEAM elements, The program was revised and supplemented through consultation with STEAM experts. In addition, the developed program was applied to high school students, and each step were analyzed based on the educational method theory. The following results were obtained. First, this study presented a program to cope with the needs of high school intensive education. Second, it provided learning motivation by combining flipped-learning as a way to train STEAM education contents. Third, it is required to develop differentiated and continuous program development and data sharing Fourth, in order to operate and promote the future environment design STEAM school, it is necessary to expand educational programs for high school students in the region through linkage with various universities.

Implement of Mobile Learning Contents using u-smart tourist information2.0 (u-스마트 관광정보2.0를 이용한 모바일 학습 콘텐츠 구현)

  • Sun, Su-Kyun;Lee, Seung-Woo
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.243-250
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    • 2015
  • Mobile learning content implementing is IT tourism convergence study that IT convergence IT and tourism. Learning to increase the effectiveness of mobile learning content for each learning module, It proposed u-smart tourist information 2.0 systems. Mobile learning content, implementation is u-smart tourist information 2.0 can use the system. Convergence/integration of design patterns and XML is so interesting to students. This is the maximum benefit which is taught classes for each learning module divided into learning the Design Pattern NCS. As a result, the learner. In particular, attendance has come out better the effect of learning and improved. Another advantage is tourism, information content information quality mobile learning content for and construct a tourist information content that you can do in real time. Also, mobile learning content, implementation in the next NCS expected to use a lot of help in learning. This study is the result of increased learning the analysis of the lessons learned. Implement mobile learning content gives fun and interesting to the learner to ten design process using the u-Smart Tourist Information class 2.0.

A Design of Collaborative Learning Module in Learning Management System Based on Blended Learning (블렌디드 러닝 기반의 학습관리시스템에서 협력학습 지원 모듈 설계 방안)

  • Ku, jin-hee;Choi, won-sik;Lee, kyu-nyo
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.732-737
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    • 2008
  • As e-learning is recognized in new education form, Learning Management System that manage general activity of learning to maximize effect of education is being developed actively. Usually, Learning Management System includes course registration and learning as well as learner's learning recording and tracking, evaluation in online. But, most systems is lacking a tool that learners can collaborate with companion learners, and planning learning and set valuation basis as leading. In this paper, we can expect effective collaborative learning activities because can make debate and team project smooth by suggesting collaborative learning module that can drive voluntary participation such as group formation, learning plan, mutually estimation as leading to learner in Learning Management System of blended learning base that support online and offline environment both.

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Electronic Instruments for Music Therapy using Arduino (아두이노를 활용한 자폐증 음악치료용 전자악기에 대한 연구)

  • Jang, Donghwan;Kim, Sihyun;Park, jin Woo;Lee, Sungjin;Kim, Daehee;Moon, Sangho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.377-379
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    • 2021
  • According to a 2006 paper by a music therapist and a music therapist in elementary schools, the demand for special education increased, and a 2018 music education study showed that music rooms and equipment increased, but it was difficult to move or lacked various instruments. In this work, we develop a module that combines hardware and software for social improvement education in autistic children using tools. Various instrument sounds can be set using piezo sensors and Arduino, so you can experience various instruments through simple operation and there are instruments designed for music therapy through modularity. Hopefully, the study will help disabled children heal their music.

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Developing a Curriculum of English Storytelling in a Global Corporation's Context: Focus on Proficiency Building (글로벌 기업에서 스토리텔링 영어교육 콘텐츠 개발과 적용: 능숙도 향상을 목표로)

  • Shin, Dongil;Kim, Keumsun;Shim, Woojin;Kim, Na-Hee;Jeon, Jongwoon;Kim, Sehee;Kim, Joo-Yun;Jeong, Taeyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.265-278
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    • 2018
  • This study aims to understand how a global corporation's storytelling-based curriculum is developed for improving English proficiency. Little research has been done from the perspectives of global corporation, and a curriculum of storytelling on Stein and Glenn (1979)'s model was implemented inside English Language Education Program of Samsung Display. 10 participants employed at the global corporation were taught by two instructors during the first semester of 2017 language learning program. The curriculum consisted of three modules: event focused, structure focused, character focused. Storytelling elements of each module were explicitly planned and taught by two instructors. All classes were audio-recorded and observed by the other researchers. It was found that there is a need for improving storytelling proficiency in the global corporation, and that storytelling skills can be teachable, learnable, and assessable.

Preliminary Study for the Development of PBL (Problem Based Learning) Module and the Evaluation of PBL on the Korean Medical Pediatrics Class (한방소아과학 수업에서 PBL (Problem Based Learning) 모듈 개발 및 PBL 도입을 위한 사전 연구)

  • Yu, Sun Ae;Lee, Seung Yeon
    • The Journal of Pediatrics of Korean Medicine
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    • v.29 no.4
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    • pp.23-28
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    • 2015
  • Objectives The purpose of this study is to examine the development of PBL Module and the possibility of the evaluation on the Korean medical Pediatrics class. Methods In this study, we examined the 32 case reports (four teams for three years) which were made by the Korean medicine school $4^{th}$ year students, who attended the discussion class. The student read the given materials and identified the purpose of the subjects and selected the learning issues, investigated them. After then they discussed the subjects and made the reports. Results The learning issues by students were similar, the students worked to study them with research papers, books, internet materials and personal subjects. After class, the students showed the change of their thoughts and they could accept the other one. Conclusions This study suggests it is possible that the development of PBL Module and the evaluation on the Korean medical Pediatrics Class.

Module Development to Improve Problem Based Learning Ability in Department of Emergency Medical Technician Lecture - Stroke Package - (응급구조(학)과 수업에서의 문제중심학습 능력 향상을 위한 모듈개발 -뇌졸중 패키지-)

  • Pi, Hye-Young
    • The Korean Journal of Emergency Medical Services
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    • v.16 no.1
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    • pp.31-51
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    • 2012
  • Purpose: This study was to develop PBL packages geared toward fostering the problem-solving ability, self-directed learning capability and communicative competence of emergency medical technician students and to give some suggestions on the development of PBL packages of the approach based on the evaluation results of the packages by experts. Methods: First, real clinical situations that learners would be exposed to after graduation should be provided as examples when the packages are developed. Second, a variety of learning-facilitating tools should be offered to facilitate their understanding, because they don't yet gain plenty of clinical practice experiences. Third, they should be encouraged to have an energetic discussion in small group when the developed packages are applied. Conclusion: First, the packages developed in this study were just incorporated into some areas of a single course. In the future, the integration of an entire course or the development of a new course is required to attain the multiple learning objectives in the provided clinical situations. Second, this study attempted to develop the PBL packages to boost the problem-solving ability, self-directed learning capability and communicative competence of emergency medical technician students, and follow-up research should be implemented to finalize the packages based on the suggestions of the experts who evaluated them and to determine the effects of the packages.

Authentication System of Students using the Position Information of Android-based (안드로이드 기반의 위치정보를 이용한 수강생 인증 시스템)

  • Park, Sung-Hyun;Pyoun, Do-kil;Yuk, Jung-Soo;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.632-634
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    • 2013
  • Subjects that require the creation of lecture and tour diary system and on-the-spot investigation in class of educational institutions universities and smart the current era has increased. At this point, it is intended to ensure the convenience of the process of teaching the specified one by one, to create a history of the data. In this paper, we devised a work by introducing a system for authentication of the material and of such as tours and systems on-the-spot investigation in the various modules and position information of Android, to simplify a more convenient reporting and learning environment.

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A Web-Based Essay Correction System Using Mash-up Service (Mash-up 서비스를 활용한 웹기반 논술첨삭지도시스템)

  • Sung, Young-Hoon;Ha, Seok-Wun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.135-138
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    • 2007
  • Essay education has been multifariously accomplished through school curriculums, private institutions and online education systems. However we can easily find misspellings from students' writing, and them still not being able to describe their own experiences logically and skillfully in schools. In this paper, we propose the web-based essay correction system using mash-up service, ECSUM, implemented for improvement of a students' logical writing ability applying a logical writing correction module with six steps. Using the proposed system, students can obtain logical writing skills using a mash-up service and teachers can help their students to improve their logical ability of self-expression.

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Design of Mobile Scaffolding Agent Using Zone of Proximal Development Theory (근접 발달 영역 이론을 적용한 모바일 스캐폴딩 에이전트 설계)

  • Lee, Nam-Ju;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
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    • 2007.01a
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    • pp.173-180
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    • 2007
  • 최근 모바일 기기의 활성화에 따라 M-learning (Mobile learning)이 활성화되고 있다. M-learning을 기반으로 한 코스웨어나 모듈 설계 시 학습자의 적극적 참여와 의미 있는 상호작용의 기회 제공과 실제적 환경에서의 교육활동을 지원하는 것에 초점을 맞추어야 한다. 근접발달영역이론 (Zone of Proximal Development : ZPD)이란 독자적으로 문제를 해결함으로써 결정되는 실제적 발달수준과 성인의 안내나 보다 능력 있는 또래들과 협동하여 문제를 해결함으로써 결정되는 잠재적 발달수준간의 거리이다. 한편, 스캐폴딩은 학습자의 근접발달영역을 변화시키며, 학습자가 스스로 학습할 수 있도록 도와주는 구체적인 방식이라 할 수 있다. 또한 스캐폴딩 (Scaffolding)은 학습자가 구조를 조직하고 새로운 지식을 구성하도록 교수자 또는 촉진자가 도와주면서 교수자와 학습자간에 상호작용하는 과정이다. 본 연구에서는 근접발달영역이론을 이용하여 모바일로 교사가 학습자에게 스캐폴딩을 제공하는 수업모형을 제안한다. 본 모형의 특징은 다음과 같다. 첫째, 문제해결을 위한 스캐폴딩만이 아니라 문제 해결 후 격려 스캐폴딩을 제공하여 학습력 강화가 이뤄지도록 하였다. 둘째, 교사와 학습자 사이에 다양한 스캐폴딩을 제공하여 상호작용을 강화하였다. 셋째, 자신에게 맞는 개별학습, 반복 학습이 가능하고 자기 주도적 학습이 강화되도록 하였다.

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