• Title/Summary/Keyword: 문제중심학습에 대한 만족

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Development and Application of Middle School STEAM Program Using Big Data of World Wide Telescope (WWT 빅데이터를 활용한 중학교 STEAM 프로그램 개발 및 적용)

  • You, Samgmi;Kim, Hyoungbum;Kim, Yonggi;Kim, Heoungtae
    • Journal of the Korean Society of Earth Science Education
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    • v.14 no.1
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    • pp.33-47
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    • 2021
  • This study developed a big data-based STEAM (Science, Technology, Engineering, Art & Mathematics) program using WWT (World Wide Telescope), focusing on content elements of 'solar system', 'star and universe' in the 2015 revised science curriculum, and in order to find out the effectiveness of the STEAM program, analyzed creative problem solving, STEAM attitude, and STEAM satisfaction by applying it to one middle school 176 students simple random sampled. The results of this study are as follows. First, we developed a program to encourage students to actively and voluntarily participating, utilizing the astronomical data platform WWT. Second, in the paired t-test based on the difference between the pre- and post-scores of the creative problem solving measurement test, significant statistical test results were shown in 'idea adaptation', 'imaging', 'analogy', 'idea production' and 'elaboration' sub-factors except 'attention task' sub-factor (p < .05). Third, in the paired t-test based on the difference between the pre- and post-scores of the STEAM attitude test, significant statistical test results were shown in 'interest', 'communication', 'self-concept', 'self-efficacy' and 'science and engineering career choice' sub-factors except 'consideration' and 'usefulness / value recognition' sub-factors (p < .05). Fourth, in the STEAM satisfaction test conducted after class application, the average values of sub-factors were 3.16~3.90. The results indicated that students' understanding and interest in the science subject improved significantly through the big data-based STEAM program using the WWT.

A Study on the Development of Experiential STEAM Program Based on Visual Impairment Using 3D Printer: Focusing on 'Sun' Concept (3D프린터 활용 체험형 STEAM 프로그램 개발 연구: '태양' 개념을 중심으로)

  • Kim, Sanggul;Kim, Hyoungbum;Kim, Yonggi
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.62-75
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    • 2022
  • In this study, experiential STEAM program using 3D printer was produced focusing on the content elements of 'solar' in the 2015 revised science curriculum, and in order to find out the effectiveness of the STEAM program, analyzed creative problem solving, STEAM attitude, and STEAM satisfaction by applying it to two middle school 77 students simple random sampled. The results of this study are as follows. First, a solar tactile model was produced using a 3D printer, and a program was developed to enable students to actively learn experience-oriented activities through visual impairment experiences. Second, in the response sample t-test by the difference in pre- and post-score of STEAM attitude tests, significant statistical test results were shown in 'interest', 'consideration', 'self-concept', 'self-efficacy', and 'science and engineering career choice' sub-factors except 'consideration' and 'usefulness / value recognition' sub-factors (p<.05). Third,, the STEAM satisfaction test conducted after the application of the 3D printer-based STEAM program showed that the average value range of sub-factors were 3.66~3.97, which improved students' understanding and interest in science subjects through the 3D printer-based STEAM program.

Effects of Web-based STEAM Program Using 3D Data: Focused on the Geology Units in Earth Science I Textbook (3차원 데이터 활용 웹기반 STEAM 프로그램의 효과 : 지구과학I의 '지질 단원'을 중심으로)

  • Ho Yeon Kim;Ki Rak Park;Hyoungbum Kim
    • Journal of the Korean Society of Earth Science Education
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    • v.16 no.2
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    • pp.247-260
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    • 2023
  • In this study, when applying the 'geological structure' content element of high school earth science I developed according to the 2015 curriculum to the STEAM program using a web-based expert system using 3D data of Google Earth and drones, the creative problem-solving ability of high school students, attitudes toward STEAM, and the results of this study are as follows. First, after applying the STEAM program, high school students' creative problem-solving ability showed meaningful results at the p<.001 level. Second, STEAM attitudes showed a significant value at the p<.001 level, confirming that they had a positive impact on high school students' attitudes towards STEAM. It was judged that web-based class activities using Google Earth and drones were useful for integrated thinking such as learners' sense of efficacy and value recognition for usefulness of knowledge. High school students' satisfaction with the STEAM program was 3.251, showing a slightly high average. It was confirmed that web-based class activities such as drones and Google Earth had a positive impact on learners' class satisfaction. However, it was interpreted that the lack of time for class activities limited the ability of the learners to increase their interest in class. The proposal of this research is as follows. First of all, in consideration of the production of presentation materials and practical training in the STEAM program, activities such as block time and advance instruction for class understanding before class are necessary. Secondly, in order to revitalize STEAM education in the high school curriculum, we judge that research on the development of various integrated education programs that can be applied to the high school grade system is necessary.

An cows using BSC founder for a study on the management and business consulting (BSC를 이용한 소상공인 창업자를 위한 자영업컨설팅 경영성과에 관한 연구)

  • An, Seong Hui;Jo, Yoon Ah;Jo, In Seog
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.3
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    • pp.39-49
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    • 2015
  • Thus this study looked into existing literature focusing on generalities, and after literature studies, hypothesis was set up to solve the problems in the study. According to literature examination, self employed consulting was found to be comprised of four areas: awareness, reliability, satisfaction, and utilization, while consulting could be divided into four customer perspectives: customer, financial, internal processing, and learning and growth. An empirical study was conducted to verify the causal relationship between these causes, and we describe the findings of the study on the business management performance pursuant to self employed business consulting as follows: In this study, we examine an overall business management performance measurement by adopting the four variables of self employed business consulting, and enhance the chance of success by having systematic access to business establishment. In conclusion, in order to increase the success rate of the small business start-up, it is important to choose such items that fit the founder's experience and the characteristics of the business zone, and a successful founding of a business will be accomplished only when sufficient funding is combined with successful running, therefore, most importantly, striking a balance between the factors should start with the founder as the center, and there must be professional business knowledge and technical assistance by the business start-up support agency.

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Investigation of "Paradox of Technology" in Service Convergence: Case of Telematics Service (컨버전스 서비스 평가에 대한 기술의 역설: 텔레매틱스 서비스를 중심으로)

  • Lee, Sang-Hoon;Park, Joo-Han;Lee, Ho-Geun
    • Information Systems Review
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    • v.11 no.1
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    • pp.19-47
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    • 2009
  • Many products today tend to adopt a convergence approach by adding new features or functionalities to the existing products. The convergence, however, results in both positive and negative effects on usage of products, and thus demonstrates the characteristics called "paradox of technology." On the one hand, the added functionalities or features will increase the usefulness of the products. On the other hand, the convergence increases complexity of learning and usage of products and may decrease satisfaction or user evaluations. This study provides an empirical evidence of this paradox through investigation of telematics, one of the exemplary products of convergence services. Our research model is designed to test the existence of the "paradox of technology" and includes variables such as variety of functions, complexity of usage, perceived usefulness, service evaluation, and service fit. The proposed research model and subsequent hypotheses are empirically tested using 149 survey responses from telematics users. We have found that the variety of functions is positively associated with perceived usefulness, but is negatively associated with the complexity of usage. The data analysis reveals that the perceived usefulness has more significant impacts on service evaluation than the complexity of usage does. Furthermore, the strength of causal relationships among these variables is partially moderated by the degree of service fit. This study thus highlights the paradox of technology in explaining user attitudes and beliefs associated with convergence services.

A meta-analysis of the effect for Creativity, Creative Problem Solving Abilities in STEAM (융합인재교육(STEAM)의 창의성과 문제해결력 효과에 관한 메타분석 -연구방법 및 연구자를 중심으로-)

  • Lee, Seokjin;Kim, Namsook;Lee, Yoonjin;Lee, Seungjin
    • Journal of The Korean Association For Science Education
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    • v.37 no.1
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    • pp.87-101
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    • 2017
  • The analysis was carried out with meta-analysis on master's and doctoral dissertations, and academic journals that analyzed the effects of STEAM education between 2012 and 2015. From the total number of 75 dissertations and articles analyzed, 183 different effect sizes were calculated. The analysis was done to find out the kinds of differences that would be created according to the effect size of creativity, problem-solving ability, and researcher, target area, student division research design type, and level of schools. The total effect size of creativity scored 0.776, and demonstrated satisfaction in symmetry of funnel plot, with no publication biases. The fail-safe N scored 780, and since the number is smaller than 8,945, the results of this research has credibility. Furthermore, problem-solving ability shows intermediate level of effect size with a score of 0.584. It also showed satisfaction in symmetry with funnel plot, with no publication bias. With the different research methods of the sub-factors of creativity, fluency scored the highest with 0.929, flexibility with 0.881, originality with 0.838, sophistication with 0.653, abstractness with title 0.705, and resistance to termination, 0.527. This study finds its significance in the demonstration of average effect size of STEAM education through meta-analysis. According to research results, the effects of inclusive education could be determined, yet the specific effect cause or learning principles were difficult to find. It was found that the effects of STEAM education do not rise or fall depending on school age, and demonstrated differences in creativity according to the research methods or the researchers.

Feasibility Study for the Reconstruction of Jangan Primary School Building (서울 장안초등학교 재건축 계획 설계 연구 요약)

  • Kim, Seung-Je
    • Journal of the Korean Institute of Educational Facilities
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    • v.3 no.3
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    • pp.59-70
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    • 1996
  • 장안초등학교는 한국전쟁 이후인 1955년에 개교된 초등학교이다. 처음에는 8학급의 가교사시설에 18학급으로 편성되어 초기부터 시설이 양적으로 부족하였다. 또한 이 지역의 학생수 증가로 거의 매년에 걸쳐 학급수의 증가와 교실증축이 함께 이루어 졌다. 현재 건물의 건립년도를 살펴보면 1965년 6월에 처음 신관 1층 부분이 건설되어 70년대와 80년대에 걸쳐 꾸준히 증축되어 왔으며, 대지 동측의 별관은 1993년 12월에 건설된 새건물로, 학교교사 건물이 30년된 건물과 최근의 건물이 함께 공존하고 있다. 철근콘크리트 건물이 구조적으로는 100년도 견딘다 하지만 실제로는 약 30년이면 콘크리트의 산성화가 가속화되면서 구조적으로 안전하지 못하다는 학설이 인정되어, 최근 30년이 경과된 학교 건축의 재건축이 사회적 문제로 대두되고 있다. 실제로는 25년이상 경과된 건물에서도 구조적인 하자가 발생하는 예 가 많아 교육부에서는 대체로 25년이상 경과된 건물에 대하여 재건축을 실시하고 있다. 장안초등학교는 20년에서 30년 경과된 건물이 많은 부분을 차지하는 관계로 재건축이 실시되는 예이다. 아직까지 사용이 가능하다고 판단되는 건물은 본관의 남측부분의 교사(1983년 증축)과 신관의 우측부분(1985년 9월 23일 증축)과 별관(1993년 12월 14일 신축)교사동을 들수 있다. 때문에 이 부분에 대하여 철거할 것인가 혹은 그대로 사용할 것인가에 대한 의견이 있어, 최종적으로 별관은 그대로 사용하는 것을 원칙으로 하고 본관 남측부분은 가장 마지막 건설시기에 철거하고 신관 우측부분은 규모가 작아 철거하기로 하였다. 학교건축은 다른 일반건물과는 달리 교육이라는 기능을 충분히 발휘할수 있는 공간구성이 필수적이라 할수 있다. 여기서 말하는 교육이란 예전의 주입식 교육이 아니라 21세기를 바라보는 정보화 세계화를 지향하는 교육으로 학생 개개인의 창의성과 자주성을 발휘시킬수 있는 교육이라는 점에 대하여 의견은 없을 것이다. 이러한 교육이란 다양한 교육방법을 전제로 하며 하나의 학년을 하나의 학습그룹으로 생각하는 것은 중요한 출발점이 될 것이다. 한 학년의 그룹을 교대상의 기본으로하여 이러한 그룹에 대하여 일제학습, 그룹학습, 팀티칭, 개별학습이 이루어 질수 있는 공간을 제공하는 점을 본 장안초등학교 기본계획에서 출발점으로 하였다. 물론 학교전체 학생을 콘트롤할 수 있는 교육방법도 존재한다. 선진 외국의 예를 살펴보면 아동의 능력별 교육을 위하여 무학년제(Non-Grade)를 도입하는 경우도 있지만 아직 우리나라에서는 학급단위가 중요시되고 있다. 이 학급단위는 교육단위이면서 생활지도 단위이기도 하다. 이러한 점을 인식하여 학교건축의 간장 기본 단위가 되는 보통교실 계획을 보통교실과 오픈스페이스를 연속시킨 유니트로 계획하여 일제학습, 그룹학습, 팀티칭, 개별학습 등이 이루어 질수 있도록 하였다. 실제로는 36학급을 계획할 경우, 한학년의 6개 학급이 하나의 공통된 공간내에 그룹핑 되는 것이 바람직하지만(제3안의 배치에서 제안하여 보았지만 북측교실, 오픈스페이스의 통로화등의 문제점이 있었다), 그 규모가 너무 커서 3개학급을 하나의 유니트로 하였다. 물론 한학년이 동일한 층에 배치시켜 서로의 관련성을 높게 하였다. 특별교실 계획은 보통교실과의 관련성과 장래 지역개방의 역할을 고려하여 계획하여야 할 것이다. 장안 초등학교의 경우는 별관을 그대로 사용 한다는 조건이 있기 때문에 기존의 편복도 형식의 교실에서는 보통교실 계획의 어려움이 있어 특별 교실동으로 고려하였다. 때문에 지역개방에 대해서는 문제점을 안고 있다. 체육관은 기준령에는 권장시설로 되어 있지만 학교시설에 필수적인 시설이라 생각한다. 체육은 국민건강에 직결되기 때문이다. 또한 체육관 건설은 실외체육 실내체육에 대응할 뿐 아니라 학교 행사등에 유용히 사용되기 때문에 더욱 필요시설이라 할수 있겠다. 또한 지역개방을 위하여 정문 혹은 후문 가까이에 배치시키는 것은 필수적이다. 별관, 체육관, 운동장, 후문측에 12학급용의 단독건물 등의 기본적인 제약조건을 고려하여 배치하자면 자연히 교실동들이 분산되는 결과를 낳게된다. 이러한 각각의 교사동을 A동을 중심으로 구름다리로 연결하여 동선의 불편함을 해소시켰다. 주차장은 후문 가까이에 약 10정도의 주차공간이 확보가능하다. 이외에는 운동장을 사용하는 방법과 체육관의 1층부분을 필로티로 하여 그곳에 20대 정도 주차시키는 방안이 있다. 주차는 많을수록 편리는 하겠지만 제한된 대지에 모두 만족 시켜주기는 불가능하다. 공공용의 주차와 소방에 필요한 동선이 요구된다. 특히 도심주차난을 생각할 때는 차라리 적극적으로 지하주차장을 계획하는 방안이 있을 것이다. 마지막으로 현재 67학급은 초대형 규모로 초등학교 규모로는 적합하지 못하다. 장래를 고려하여 48학급에서 최종적으로 36학급으로 계획하였으나 한동안은 67학급이 그대로 유지될 것으로 보인다. 신설 초등학교가 가까운 시기에 개교될 것을 기대한다.

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An Analysis on the Curricula and Recognitions of the Home Economics Teachers who were the Participants of the First-Grade Home Economics Regular Teacher Qualification Program (중등 가정과 1급 정교사 자격 연수 프로그램 운영 실태 분석 및 연수 참여자의 인식)

  • Lim, Il-Young;Kweon, Li-Ra;Lee, Hye-Suk;Park, Mi-Jin;Ryu, Sang-Hee
    • Journal of Korean Home Economics Education Association
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    • v.19 no.4
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    • pp.37-56
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    • 2007
  • The purpose of this study is to provide basic resources to the first-grade Home Economics Regular Teacher Qualification Program (FGHERTQP) in order to improve its operation plans. For the study, the three methods were carried out: an analysis on the curricula of FGHERTQP over six years since 2000, a questionnaire asking their satisfaction degrees and needs on the programs which was answered by the home economics teachers who were the participants of FGHERTQP, and several statistical analyses such as a descriptive-test, a $X^2$-test, a t-test, and one way ANOVA by using SPSS Win ver 10.0. The results of the study were as follows; Firstly, FGHERTQP has been operated ten times by five training centers during resent six years. Subject matters ($1{\sim}7$), whole numbers of lectures ($11{\sim}29$), and their allotted working hours ($111{\sim}136$) vary with individual training centers and operation years. Secondly, when using 5 point likert scales, Contents and Methods of evaluation marked 3.08 which were the lowest scores, and Qualification Training in General marked 3.72 which was the highest score among five fields of Qualification Training in General, Contents, Organizations, Methods and Evaluation. The overall scores were low. Thirdly, in needs analysis on offering subject matters, the participants wanted to study the field of home economics education more than that of subject contents. Looking about the highest needs classified by domains, Food Principles & Meal Management showed the highest in Foods. And Consumer Issues in Clothing & Textiles in Textiles, Upcoming Housing Cultures in Housing, Family Relationship in Child Development & Family Relationship, Juveniles and their daily life as a consumer in Family & Consumer Resources Management. Fourthly, training centers' lectures available had a significant influence on the satisfaction degrees according to general characteristic variations of the participants. That is, as a training center offers more lectures in the field of subject education than those of subject contents, the participants showed higher satisfaction degrees (p<.05).

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A Study on Survey of Non Face to Face Realtime Education Focused on Firefighter in COVID-19 (코로나19 상황에서 소방공무원의 비대면 실시간 교육에 관한 의식조사연구)

  • Park, Jin Chan;Baek, Min Ho
    • Journal of the Society of Disaster Information
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    • v.17 no.4
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    • pp.722-732
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    • 2021
  • Purpose: Due to the coronavirus infection-19 (COVID) pendemics, all educational institutions were required to provide full non-face-to-face real-time education, and fire officials were required to provide fire-fighting education by applying non-face-to-face education. In this difficult situation, the National Fire Service Academy tries to find the direction of the non-face-to-face real-time education and suggest ways to improve it through a survey of the status of non-face-to-face real-time education conducted by the NFSA to fire officials. Method: A survey was conducted on fire officials under the theme of "Consciousness Survey for Improving the Quality and Specialization of Non-face-to-face Real-Time Remote Education" and an in-depth analysis was conducted based on the results. Result & Conclusion: First, professors or educational operators shall actively utilize remote education programs suitable for educational characteristics by utilizing various programs. Second, a dedicated notebook for non-face-to-face training should be provided to provide an educational environment where all learners can participate in the training without difficulty. Third, in the case of education and training that requires the use of equipment due to the nature of fire officials' education and training, it is necessary to consider it as a non-face-to-face training place by arranging educational equipment at each fire station. Fourth, it is hard to expect a satisfactory educational effect to cope with practical education with theoretical education. Therefore, facilities and programs that enable non-face-to-face real-time hands-on training should be developed. It is worth considering the proper combination of face-to-face education while maintaining the social distance as much as possible until such non-face-to-face training is possible. Fifth, non-face-to-face education is considered to have high eye fatigue due to the light and electromagnetic waves of the computer screen, and as time goes by, the concentration level decreases. Therefore, it is necessary to form an education time to reduce the eye fatigue of learners and increase concentration through proper class and rest time. Finally, professors should operate a learner participation-oriented education that allows professors and learners to interact rather than one-sided knowledge transfer education. In addition, technical problems of non-face-to-face remote education should be thoroughly prepared through preliminary system checks to ensure that education is not disrupted.

User Centered Interface Design of Web-based Attention Testing Tools: Inhibition of Return(IOR) and Graphic UI (웹 기반 주의력 검사의 사용자 인터페이스 설계: 회귀억제 과제와 그래픽 UI를 중심으로)

  • Kwahk, Ji-Eun;Kwak, Ho-Wan
    • Korean Journal of Cognitive Science
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    • v.19 no.4
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    • pp.331-367
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    • 2008
  • This study aims to validate a web-based neuropsychological testing tool developed by Kwak(2007) and to suggest solutions to potential problems that can deteriorate its validity. When it targets a wider range of subjects, a web-based neuropsychological testing tool is challenged by high drop-out rates, lack of motivation, lack of interactivity with the experimenter, fear of computer, etc. As a possible solution to these threats, this study aims to redesign the user interface of a web-based attention testing tool through three phases of study. In Study 1, an extensive analysis of Kwak's(2007) attention testing tool was conducted to identify potential usability problems. The Heuristic Walkthrough(HW) method was used by three usability experts to review various design features. As a result, many problems were found throughout the tool. The findings concluded that the design of instructions, user information survey forms, task screen, results screen, etc. did not conform to the needs of users and their tasks. In Study 2, 11 guidelines for the design of web-based attention testing tools were established based on the findings from Study 1. The guidelines were used to optimize the design and organization of the tool so that it fits to the user and task needs. The resulting new design alternative was then implemented as a working prototype using the JAVA programming language. In Study 3, a comparative study was conducted to demonstrate the excellence of the new design of attention testing tool(named graphic style tool) over the existing design(named text style tool). A total of 60 subjects participated in user testing sessions where their error frequency, error patterns, and subjective satisfaction were measured through performance observation and questionnaires. Through the task performance measurement, a number of user errors in various types were observed in the existing text style tool. The questionnaire results were also in support of the new graphic style tool, users rated the new graphic style tool higher than the existing text style tool in terms of overall satisfaction, screen design, terms and system information, ease of learning, and system performance.

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