• Title/Summary/Keyword: 문제 해결 중심 수업

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A Study on the Development and Application of Teaching and Learning Model for the Improvement of Mathematical Communication Ability (수학적 의사소통 능력 신장을 위한 교수-학습 모형 개발 및 적용 연구)

  • Lee, Eun-Ju;Lee, Dae-Hyun
    • Education of Primary School Mathematics
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    • v.14 no.2
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    • pp.135-145
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    • 2011
  • When mathematicians solve the new problems, they present the solutions to their colleagues for getting the approval. If the solution is accepted, it will be theorems. This phenomenon also happens to classrooms in elementary and secondary school. That is main reason to emphasize mathematical communication activities in mathematics education. This study is aimed to develop teaching and learning model for the improvement of mathematical communication ability, applicate the teaching and learning model to two groups and analyze for mathematical thoughts. This study is a case study of 3rd grader's activities. Eight students, four are group applied the teaching and learning model and four are traditional group. The results have been drawn as follows: First, students in the teaching and learning model group induced richer interactions for student's understanding and investigation when we compare to those of traditional group. Second, students in the teaching and learning model group have the chance to explain their thoughts. And we can observe students to clear on their thought through speaking and discussing. This model makes students to enhance organizing, forming and clearing in their mathematical thoughts and is effective to estimate of students thought for teacher.

A Study on Instructional Design and Effectiveness for Solving Real Life Problems based on Design Thinking (디자인 사고 기반 실생활 문제 해결을 위한 수업 설계 및 효과성 연구)

  • Bo Kyung Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.471-478
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    • 2023
  • Teaching and learning research is essential to prepare for the era of the 4th industrial revolution. We must strengthen the creative educational capabilities of prospective teachers by improving the curriculum and teaching-learning model of teacher training colleges. Future education should foster creative thinking based on communication and collaboration. In this study, we improved the future teaching and learning model and applied it to actual classes. In addition, we verified the effectiveness by conducting pre- and post-surveys on the capabilities of future creative teachers. The survey consists of common satisfaction questions and questions about future creative teacher capabilities. As a result of the analysis, we confirmed that the capacity of future creative teachers increased.

The Effects of Field-Oriented Capacity Upgrade Model(FO-CUP): H University Occupational Therapy Practice (임상중심 실무능력향상 교육모델(FO-CUP)의 융합적 효과성 연구: H대학 작업치료실습을 중심으로)

  • Kim, Keum-Sook
    • Journal of Convergence for Information Technology
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    • v.10 no.2
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    • pp.193-200
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    • 2020
  • This study proposes the Field Oriented Capacity Upgrade Program, an educational model for improving clinical practice of occupational therapy. The effectiveness of the self-directed learning ability and problem solving ability of students was compared by comparing the proposed educational model with the traditional teaching method. The research method was divided into the experimental group who participated in the model education and the control group who participated in the lecture class, and conducted similar experimental studies using the nonequivalent control group pretest-posttest design. In addition, the study participants conducted a preliminary and follow-up survey of a total of 135 students who participated in the education over three semesters. As a result of training using the proposed learning method, the experimental group improved self-directed learning ability and problem solving ability by 22% and 18%, respectively, compared to the control group. This study developed and proposed a new teaching-learning method to improve clinical practice of occupational therapy, and it is meaningful as a basic data of teaching-learning method to improve the ability required in various jobs.

The Effect of STEAM Program for Hydroelectric Energy on Elementary Students' Energy Literacy and Creative Problem-solving (수력에너지에 관한 융합인재교육 프로그램이 초등학생의 에너지소양과 창의적 문제해결력에 미치는 영향)

  • Choi, Il-hoon;So, Keumhyun
    • Journal of Korean Elementary Science Education
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    • v.40 no.4
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    • pp.498-509
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    • 2021
  • In this study, a convergence talent education program was developed and applied to elementary school students to investigate its effect on their energy literacy and creative problem-solving ability. Accordingly, a study was conducted on 29 sixth-grade elementary school students. The results of pre- and post-tests on energy literacy and creative problem-solving ability were analyzed. The results revealed that the convergence talent education program on hydraulic energy had a positive effect on the elementary school students' energy literacy as well as their creative problem-solving ability. Furthermore, after completing the hydro-energy convergence talent education program, the students' interest in energy and science increased and they wanted to connect such with their daily life. It appears that meaningful results were obtained through the convergence talent education program, specifically in the process of generating and utilizing hydraulic energy a plan was developed to allow students to solve problems in student-centered classes.

Satisfaction Factor Analysis for Action Learning-based Class Operation - Focused on Students of the Department of Public Health Convergence Major - (액션러닝기반 수업운영에 대한 만족도 요인분석 - 보건학부 융합전공 학생을 중심으로 -)

  • Jeong, Dae-Keun;Yang, Sang-Hoon
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.247-254
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    • 2021
  • The purpose of this study is to investigate the effects of action learning on the satisfaction of majors by cultivating task-solving ability through self-reflection in the form of team learning for a certain period of time in the form of team learning by using action learning for students taking convergence curriculum in universities. The subjects of the study were 40 students from the Department of Sports Rehabilitation, a convergence of the Department of Sports and Health Management and the Department of Physical Therapy located in Jeollanam-do. This was conducted to confirm the difference in the effect of satisfaction. Comparison of changes in groups of experimental groups with action learning teaching methods showed significant differences in self-directed learning skills, problem-solving skills, and major satisfaction(p<.001)(p<.05). A significant difference in self-directed learning ability, problem-solving ability, and major satisfaction was also shown in the comparison of changes in control groups that applied traditional teaching methods(p<.05). Comparison of changes between groups showed significant differences in self-directed learning skills, problem-solving skills and major satisfaction(p<.05). Applying the action learning teaching method to the level of students in the convergence course will improve self-directed learning skills, problem-solving skills, and major satisfaction, and further research will be needed to expand the target and add variables to combine qualitative research.

Development and Application of the e-PAS System for an Efficient e-PBL Teaching and Learning (효율적인 e-PBL 교수학습을 위한 e-PAS 시스템 개발 및 적용)

  • Joo, Kil-Hong
    • Journal of The Korean Association of Information Education
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    • v.13 no.4
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    • pp.451-459
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    • 2009
  • With the development of the Information and Communication Technology(ICT), this society is changing rapidly to information based society. Also, the amount of new information and knowledge are increased quickly. Today, the traditional teaching-learning method based on teaching and learning of simple knowledge is not supported to problem solving any more. Because the learning and practice of ICT is affected not only personal growth but also the right to live. Due to this reason, it is important to teach and study using PBL(Problem Based Learning) in future. This paper proposes on-line based e-PBL which is combined e-learning with PBL. The e-PBL will be able to overcome the problem of traditional teaching-learnign method. Therefore, this paper developed the e-PBL teaching model for information literacy education of computer in elementary schools and inspected its effectiveness and validity. In addition, this paper built and utilized the e-PBL on-line learning support system including e-Mentoring which was defined as e-PAS system. It is effective for learners to improve the ability of self-leading, the accomplishment and satisfaction of studying.

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Case Study of PBL applied field trip in the National Folk Museum on teaching (국립민속박물관을 활용한 <의생활문화> PBL 수업 사례)

  • Shin, Hye Won;Rhee, Jung Uk
    • Journal of Korean Home Economics Education Association
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    • v.28 no.4
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    • pp.97-109
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    • 2016
  • The purpose of this study were to develop PBL(problem-based learning) program, and to examine the effects of PBL. This paper applied PBL to a "Culture of Clothing" class, comprised of 23 undergraduate students majoring in Home Economics. As part of the PBL curriculum, the class assigned students to design and create brochures about the culture of clothing by going on field trips to the National Folk Museum of Korea. The class met for five weeks, 3 hours per week. The effectiveness of PBL was measured based on the students' self-reflective journals, self-assessments, and satisfaction surveys. The study gathered three major feedbacks from the students after taking the PBL class. First, the students recognized the importance of cooperation and communication in problem-solving process. Second, the students appreciated that students themselves were implementing the self-directed learning. Third, the students were satisfied with the overall quality of the PBL class, based on their feedbacks and surveys. However, the students' self-assessments show their acknowledgement of the lack of creativity and critical-thinking skills. The study also observed relatively low-satisfaction ratings about the learning environment at the National Folk Museum of Korea.

Research Trends in Teaching-Learning Methods for Home Economics Education (가정과 교육의 교수.학습 방법에 관한 국내 연구 동향)

  • Kim, Eun Jeung;Kwon, Yoojin;Lee, Yoon-Jung
    • Journal of Korean Home Economics Education Association
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    • v.26 no.3
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    • pp.17-34
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    • 2014
  • This study aimed to examine the research trends and to suggest future research directions in teaching-learning methods for Home Economics education, by analyzing articles published in three major academic journals in the field. From each of the research studies, the teaching-learning method, the related content area, and the learning effect measures were quantitatively codified. The data were analyzed using frequency analysis and cross-tabulations. According to the results, the number of teaching-learning method studies steadily increased since 1998 and peaked in 2010 and 2011. The most frequently studied content areas were combinations of more than two content areas, and the most frequently studied teaching-learning method was the Content-Based methods, followed by Practical Thinking/Problem Solving, and IT-Based methods. The most frequently used measures of learning effect were Knowledge/Understanding, Attitudes toward Home Economics subject, General Attitudes/Competencies, and the Attitudes toward the Instructional Method, in the order of frequencies. The results of this study are expected to contribute to the teaching-learning method research and also provide implications to the documentation of Home Economics curriculum for secondary education.

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Design and Implement of Collaborative Learning System for Web Based Problem Based Learning (웹 기반 문제중심학습을 위한 협동학습 시스템의 설계 및 구현)

  • Yeo Sang-Han;Kho Dae-Ghon;Ahn Seong-Hun
    • The Journal of the Korea Contents Association
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    • v.4 no.4
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    • pp.53-63
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    • 2004
  • There have been a lot of studies on problem based instruction and collaborative learning environment, but there is a lack of the studies on a system that offers a collaborative learning environment for problem based instruction. Thus I developed and applied a collaborative instruction system for web based problem based instruction. The system was comprised of the collaborative instruction room and the problem based instruction room so that the students could solve the problems by groups through collaborative instruction. The developed system was applied to the actual learning. As a result, the system contributed to the students' improvement in academic achievements, drew a high degree of responses from them, and had positive effects on their affective domain.

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The Effect of Creative Education Program Based on AR/VR : Focusing on the Area of Astronomy (AR/VR을 활용한 창의교육 프로그램의 효과 분석 : 천문 영역을 중심으로)

  • Seo, Youngjun;Han, Doyoon;Son, Yunjeong;Heo, Younjeong;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.310-321
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    • 2022
  • This study aimed to find out how creative education programs using AR/VR affect student's creative problem-solving skills and class satisfaction. For this purpose, a total of 179 students in 7 classes of the first grade of J High school located in the chungbuk region were the subjects of this study. The data were analyzed by performing two-dependent samples (t-test) based on the difference between the pre- and post-scores of creative problem-solving ability test, and the value of class satisfaction was analyzed and interpret using descriptive statistics and interview. The results of this study are as follows. First, except for 'execution', 'problem discovery and analysis', 'idea generation', 'execution plan', 'conviction and communication', and 'innovation tendency' showed statistically significant results. Second, in terms of class satisfaction of the creative education program, it was an average of 3.75 and it was difficult for learners to derive creative ideas, outputs, and results through groups within a given time in regular class, but generally showed a positive response. Therefore, it was confirmed that the creative education program using AR/VR increased student's learning motivation and interest in the process of generation or expanding ideas to solve problems like educational effect of STEAM.