• Title/Summary/Keyword: 발견학습

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Analysis of Inquiry Tendency in 'Problem-Solving Method and Process' Sections in the 2009 Authorized Informatics Textbooks (2009년 검정교과서로 채택된 '정보' 교과서 '문제 해결 방법과 절차' 영역 구성의 탐구적 경향 분석)

  • Kim, Ja-Mee;Yoon, Il-Kyu;Kim, Yong-Cheon;Choi, Ji-Young;Lee, Won-Gyu
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.253-264
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    • 2011
  • The 2007 revised curriculum designated information-related subjects informatics and changed the direction of education by stressing problem-solving skills in consideration of the characteristics of the subject. The purpose of this study was to examine whether the problem-solving method and process sections of informatics textbooks had an inquiry tendency to foster the problem-solving skills of students. Four textbooks that were widely selected from among the authorized textbooks were analyzed by utilizing Romey method. As a result, just one textbook was found to have an inquiry tendency in terms of texts, but every textbook had a sufficient inquiry tendency in terms of activities. But in terms of structure, there were some problems that commercial softwares were utilized and some softwares employed a particular programming language. The findings of the study suggest that no question should be posed about intrinsic inequality in conjunction with textbook selection, and that textbooks should be structured not to make students adversely affected by learning environments.

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A Study of High School Students' and Science Teachers' Understanding of Ideal Conditions involved in the Theoretical Explanations and Experiments in Physics: Part III- Focused on the Ideal Conditions involved in the Theoretical Explanations - (물리학에서 이론적 설명과 실험에 포함된 이상조건에 대한 고등학생과 과학교사의 이해 조사 III-이론적 설명에 포함된 이상조건을 중심으로-)

  • Park, Jong-Won;Chung, Byung-Hoon;Kwon, Sung-Gi;Song, Jin-Woong
    • Journal of The Korean Association For Science Education
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    • v.19 no.1
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    • pp.62-77
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    • 1999
  • Idealization has an important role in the process of learning as well as in physics research. The purpose of this study was to survey students' and science teachers' recognition of the ideal conditions involved in the process of problem solving and of explaining the natural phenomena. The instrument for probing the understanding of the ideal conditions in the domains of force, electricity and heat was administered to general high and science high school students and science teachers. The framework of responses composed of three categories. The first category is "idealized conditions relevant to problem", the second "not relevant idealized conditions", which has more delicate subcategories of general/ irrelevant conditions, simple statement of formula/ law, repeating problems, uncorrect explaining/ describing conditions, and the last "no responses". The results of analysis showed that the majority of the subjects well understood the various ideal conditions, especially for science high school students. But some of them could not differentiate the ideal condition from the general conditions, or they simply repeat the problem situation or the formula. The understanding of idealization is different by the domains of physics. We discovered that the misconceptions about the ideal conditions in various physical phenomena and revealed some interconnection of researches in the fields of misconception and the ideal condition.

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The Development and Validation of Instructional Strategies Using the Advanced Laboratory Equipment(ALE) in Science High School Chemistry Classrooms: A Focus of UV-Visible and IR Spectrophotometer (과학고등학교 화학수업에서 첨단과학 실험기기 활용 수업 전략의 개발 및 타당화: 자외선-가시광선 및 적외선 분광기를 중심으로)

  • Jeon, Kyunghee;Park, Dahye;Jang, Nakhan;Park, Jongwook;Park, Jongseok
    • Journal of the Korean Chemical Society
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    • v.60 no.1
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    • pp.69-81
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    • 2016
  • The purpose of this study was to find out the validation of instructional strategies using the Advanced Laboratory Equipment (ALE class) by investigating science high school students’ perception on ALE in chemistry classrooms and to consider the need for development of teaching materials on ALE class. 7 sessions of ALE including experiments with innovative equipment were developed and applied to 21 students in D Science High School. At the end of the sessions, questionnaire was given to the students. We also collected qualitative data by interviewing 9 students who participated in the questionnaire. We analyzed the data collected by In-depth interviews and students’ experimental reports. The result showed that ALE class was effective to enhance students’ understanding of learning concepts because the experimental time was shortened in real time data processing. Some students showed creative performance on solving scientific problems by using everyday materials in experimental process and developed perceptions of practical inquiry. Through this process, students’ positive attitudes and interests in science and heuristic inquiry skills were also enhanced. Developing ALE lesson materials will be helpful for students to understand science and technology and the domain of science in broader contexts.

An Empirical Approach for Gamer's Cognitive Model on Game Playing Experience : Towards Difference of Gamers' Expertise in World Warcraft Game (게임플레이 경험에 대한 게이머의 인지적 모형에 관한 실증적 접근 : World of Warcraft 게임에서 게이머의 전문성 차이를 중심으로)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.23-33
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    • 2009
  • This study aims to uncover the gamers' cognitive process during the gameplay and explore the differences between groups in the gamers' playing behavior according to their expertise: experts, intermediate players, and novices. To this end, the empirical experiment was conducted in 'World of Warcraft' game which is a good representative of MMO(Massively Multi-player Online) game currently. Verbal protocol and action protocol collected from the empirical experiment were analyzed according to the gamers' expertise. As a result of this study, we found that the different behavior patterns result from standardizing pattern of their actions for experts and forming the learning curves and the specific patterns of action for intermediate game players and novices. While three functional-actions as a collection action concentrates on the early stage of the game for experts, the novices' behavior pattern dispersedly appeared in all seven functional-action, such as search, combat, three type collections, avoid, and communication in the whole gameplay. This study represents the consistency and the difference derived from the comparison analysis between groups according to the expertise. This study is concluded with key implications to support game design guidelines according to experts, intermediate players, and novices. Consequently, the result of this study provides the basic to the development of MMO content for game novices.

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과학영재 선발과정의 분석 및 개선안 제안 - 과학영재교육원 학생 선발과정 중심으로 -

  • Gang, Hyeon-A;Jo, Gyu-Seong;Kim, Ja-Hong
    • 한국지구과학회:학술대회논문집
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    • 2005.02a
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    • pp.239-248
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    • 2005
  • 이 논문은 과학영재교육원의 학생 선발과정을 중심으로 과학영재아 판별과정을 분석해보고, 과학영재교육원의 학생 선발과정에서 발생할 수 있는 오류를 점검하여, 이를 보완할 수 있는 개선안을 마련하고자 하는데 목적을 두고 있다. 분석결과 과학, 수학과 관련된 창의적 문제의 지필평가 성적이 선발의 가장 중요한 기준이었다. 지필평가 단계에서 지망분야에 관계없이 과학, 수학 및 창의력검사를 모두 치러야 하는 교육원에 초점을 맞추어 그 점수 활용에 있어서 발생할 수 있는 오류를 점검하였다. A 교육원의 경우 학생 선발은 다단계 평가를 원칙으로 하고 있었으며, 1단계 지필평가에서 과학, 수학, 창의력검사라는 세 과목 시험의 합산점수로서 선발하고 있었다. 이 교육원의 ○○년도 중등과정 응시자 276명을 대상으로 합격자와 불합격자의 지필평가 점수를 분석하여 과학, 수학, 창의력검사의 시행에 오류가 없었는지 점검하였다. 또 이들의 합산에 의한 선발이 의미 있는 결과를 보이는지 분석하였다. 그 결과 과학, 수학, 창의력검사의 상관도분석에서 과학은 수학 및 창의력검사와 유의미한 상관이 있었으나, 수학과 창의력검사는 독립적으로 분석되었다. 또 이들의 합산에 지원분야별 배점으로 계산한 선발은 본래의 취지, 즉 과학, 수학, 창의력에서 모두 우수한 학생을 선발하고자 하는 의도대로 진행되었으나, 판별분석 결과 합격과 불합격자 판별에서 88.1%의 정확도를 보여 다소 오류가 있었음을 발견하였다. 이는 해당년도에 출제된 문제의 난이도 및 시험 과목별 평균점수 차를 고려하지 않아 발생하는 문제로 파악되어져 원점수 대신 표준점수로 변환하여 오류를 보완할 것을 제안한다. 자체와 직접 관련되는 영역으로는 좌반구의 측두엽과 전두엽 부분이 관찰되었다. 특히 한국어 어말어미 산출시 나타나는 형태점화 양상과 관련된 대뇌영역으로 발견된 브로카 영역에서의 활성화는 어미 변환과 관련된 영역이라기보다는 산출시 관련되는 articulation, motor coordinate관련 영역으로 추정되고, 측두엽의 활성화는 형태소, 의미 관련 지식의 data base로 추정된다. 또한 우반구 전두엽 부분에서 관찰된 활성화는 억제관련 영역으로 짐작된다.러한 동물실험이 그 기초를 제공해 줄 수 있을 것이다. 또한 행동성향 및 기억의 종류에 따른 약물효과의 차이는 기억과 관련된 질병인 알츠하이머 환자에 있어 개개인에게 맞는 적절한 특징적인 치료약물이 존재할 것이라는 가능성을 제공해줄 뿐만 아니라 학습과 기억력 증진 효과를 기대해 볼 수 있을 것이라고 생각된다. 및 지역산업발전의 기획${\sim}$조정기구로서, 선진국의 지역발전기구(Regional Development Agency : RDA)인 지역전략산업기획단이 2002년도부터 산업자원부와 9개 시도에 의해 설립되어 지역네트워크의 활성화와 클러스터의 형성 촉진을 하게 되었고 2004년도에는 13개시도로 확대${\sim}$운영되고 있고, 지역특화사업(H/W)과 지역산업기술개발과제(S/W)와 함께 패케지 형태로 지원되며, 주요역할은 크게 지역산업의 정책기획 분야와 평가관리, 지역혁신역량 조사 및 DB구축 등으로 구분된다. 그중에서도 권역별, 지역별, 지역산업진흥사업 육성과 중장기 산업발전계획을 수립하기 위하여 지역혁신역량을 바탕으로 한 지역 Technol

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A Qualitative Study on the Process of Group Mentoring -With a Focus on the Types of Relationships among Participants- (집단멘토링의 참여과정에 관한 연구 -멘티의 관계 유형을 중심으로-)

  • Park, Hyun-Sun;Lee, Hyun-Joo;Seo, Min-Jeong
    • Journal of the Korean Society of Child Welfare
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    • no.40
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    • pp.323-351
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    • 2012
  • The purpose of this study is to analyze the process of relationships among participants in a group mentoring program. Sixteen youths who participated as mentees in a group mentoring program were theoretically sampled and participated in in-depth interviews. The analysis was based on Strauss and Corbin's grounded theory approach(1990). The result shows that the qualitative text data were classified into 14 categories and 31 sub-categories. Four different types of mentees' experiences were identified: 'expanded mentoring relationship', 'peer-oriented relationship', 'task-oriented relationship' and 'avoidant relationship'. Through a process analysis, four stages including 'stage of exploring', 'stage of establishing relations', 'stage of conflict' and 'stage of expanding relations' were discovered. Implications for social work intervention and policy development were discussed based on these findings.

Nature of Creativity and its Development in the Area of Art: Changes of Self-consciousness (예술 분야에서의 창의성의 본질과 발달 과정 탐색: 자의식 변화를 중심으로)

  • Shin, Jongho;Mun, Ji-Won;Kim, Gyeong-Hwa;Jo, Eun-Byeol;Ju, Si-Wa;Hong, Ae-Ryeong
    • (The) Korean Journal of Educational Psychology
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    • v.26 no.4
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    • pp.901-926
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    • 2012
  • Previous research on creativity mainly investigated the characteristics of creative individuals and environments. In this study, those factors were also investigated in art by critically reviewing various documents on 5 creative artists: Nam June Paik, Isang Yun, Marcel Duchamp, John Cage and Pina Bausch. The results of the study showed that creativity in art developed through three different developmental stages with the changes of artist's self or self-consciousness: the discovering self, strengthening self-consciousness, and refining self-consciousness stages. The first stage of discovering self is the period during which the creative artists discovered their talents in the area of art and decided to pursue their career in art. During this stage, creative artists expressed a strong curiosity, tried to learn the world of art with intense efforts, and established a good foundation of knowledge. During the second stage of strengthening self-consciousness, creative artists built up their own aesthetic worlds. They tried to slake their thirst for the novelty in the field and made a strong commitment to the field they belong to. Finally, during the refining self-consciousness stage, they expressed their aesthetic worlds with refined self and expanded their aesthetics from personal to social dimensions. And they pursued an integration of various domains to produce a new artistic genre and shared their creative aesthetics with members outside of their field. The main implication of the findings of this study was that creativity could be defined and understood meaningfully by the perspective of self or self-consciousness in the area of art.

Work, Labor! What do you think about ? ; Using the Q-methodology (일, 노동, 당신은 어떻게 생각하십니까?: Q방법론을 활용하여)

  • Lee, Soon-Hee;Jung, Myoung-Ja;Lee, Doh-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.547-554
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    • 2020
  • This study attempted to examine how we really think about our daily duties, work, and labor, and what it means. In particular, in this study, using the Q-methodology, one of the "qualitative studies," diagnosed and categorized general workers' thoughts about their work and labor. Accordingly, the following analysis results were derived. First, as a result of the analysis, three types were derived, and the types were named as follows based on the Q statement emphasized by each type. emphasizes statements such as 'blessing/happiness', 'rest', 'lover', and 'reward' for work, and labor was named 「Positive Type」. was named as 「Negative Type」 because statements such as 'painfulness', 'the beginning of the day', 'duty', and 'war' were emphasized. In , 'colleagues and friends' and 'learning' were positive, and 'beginning of the day', 'duty', and 'rest' were expressed as negative statements, so it was named as 「Positive Neutral Type」. 'Work' and 'labor', which are indispensable beings in our daily life, are blessings that must be done, happiness, and co-workers and friends, but the value of their existence is possible when appropriate 'resting' is assumed. In addition, Q methodology is expected to be confirmed as an empirical study in the future, as well as usefulness as a hypothesis abductive approach.

Survival network based Android Authorship Attribution considering overlapping tolerance (중복 허용 범위를 고려한 서바이벌 네트워크 기반 안드로이드 저자 식별)

  • Hwang, Cheol-hun;Shin, Gun-Yoon;Kim, Dong-Wook;Han, Myung-Mook
    • Journal of Internet Computing and Services
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    • v.21 no.6
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    • pp.13-21
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    • 2020
  • The Android author identification study can be interpreted as a method for revealing the source in a narrow range, but if viewed in a wide range, it can be interpreted as a study to gain insight to identify similar works through known works. The problem found in the Android author identification study is that it is an important code on the Android system, but it is difficult to find the important feature of the author due to the meaningless codes. Due to this, legitimate codes or behaviors were also incorrectly defined as malicious codes. To solve this, we introduced the concept of survival network to solve the problem by removing the features found in various Android apps and surviving unique features defined by authors. We conducted an experiment comparing the proposed framework with a previous study. From the results of experiments on 440 authors' identified apps, we obtained a classification accuracy of up to 92.10%, and showed a difference of up to 3.47% from the previous study. It used a small amount of learning data, but because it used unique features without duplicate features for each author, it was considered that there was a difference from previous studies. In addition, even in comparative experiments with previous studies according to the feature definition method, the same accuracy can be shown with a small number of features, and this can be seen that continuously overlapping meaningless features can be managed through the concept of a survival network.

The effect of lyrical and non-lyrical background music on different types of language processing - An ERP study (배경음악 및 가사가 실시간 언어처리에 미치는 영향 - 사건 관련 전위 연구)

  • Lee, Eun Kyoung;Lee, Sung Eun;Kwon, Young Sung
    • Korean Journal of Cognitive Science
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    • v.31 no.4
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    • pp.155-178
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    • 2020
  • People read in different settings, including when music is playing in the background. Whether the presence of music facilitates, hinders, or does not affect language processing is an on-going debate in the current literature. The present study used ERPs to examine the influence of music on orthographic, semantic, and syntactic processing by inspecting P2, N400, and P600 responses, respectively. A total of 60 participants judged the correctness of visually presented sentences while listening to music with lyrics, music without lyrics, or in silence. The results showed that the P2 and P600 effects were larger in the silent condition than in the music-with-lyrics condition, while there were no N400 differences among the conditions. This indicates that only lyrical music interferes with orthographic and syntactic language processing, while it has no, or minimal, effect on semantic processing. The results are discussed in relation to the background music interference effect.