• Title/Summary/Keyword: 수업 이해도

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A study on basic software education applying a step-by-step blinded programming practice (단계적 블라인드 프로그래밍 실습과정을 적용한 소프트웨어 기초교육에 관한 연구)

  • Jung, Hye-Wuk
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.25-33
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    • 2019
  • Recently, universities have been strengthening software basic education to be active in the era of the fourth industrial revolution. Non-majored students need a variety of teaching methods because they have low knowledge of programming or a lack of connectivity with major courses. Therefore, in this paper, a learning model applying the step-by-step blind programming practice based on the Demonstration Modeling Making model was designed and applied to the actual lecture. As a result of analyzing the problem solving ability of the learner, it was confirmed that the learner's self - solving ratio increased as parking progressed. In the following study, it is necessary to analyze the learner's learning results in various aspects and to study effective teaching methods according to the difficulty of the learning contents.

The Effects of Educational Activities Based on Oriental Mythology on Young Children's Creativity and Personality (동양신화에 기반한 통합 교육활동이 유아의 창의·인성에 미치는 영향)

  • Cho, Anna;Jung, Hyekyung;Lee, Kiyeong
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.236-249
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    • 2018
  • The purpose of this study is to examine the effects of educational activities based on oriental mythology on young children's creativity and personality. A total of 14 sessions were applied to 36 children (18 experimental group and 18 control group). For this study, myths in Shan-hai jing, The Classic of Mountains and Seas), which is the origin of oriental mythology, were used as basic data of class activities and developed to experimental groups. The collected data were analyzed using SPSS 21.0 statistical program and covariance analysis (ANCOVA) was conducted with covariance score of the group after the activity. The results of this study were as follows: First, integrated educational activities using oriental mythology had a positive effect on all children's creativity and all sub-factors. Second, integrated educational activities using Oriental mythology have a positive effect on children's personality. The expansion and transformation of educational texts to oriental mythology is not only helpful for young children's creativity and personality development, but also enables them to experience cultural balance through their new understanding of the Orient.

Analysis of Computational Thinking Level Through the Scratch Project Analyzation (스크래치 프로젝트 분석을 통한 컴퓨팅사고력 수준 분석)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.22 no.6
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    • pp.661-669
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    • 2018
  • As SW education has become essential since 2018 due to the revised curriculum in 2015, researches on SW education are actively being carried out. In order to understand the level of pre-service teachers' computational thinking level, we analyzed a correlation of CT element scores with each year and each grade based on the calculated Scratch project by years using the analysis tool Dr. Scratch, which was targeted for 325 students in K National University of Education who passed the scratch course from 2016 to 2018. The result indicated that there is a positive correlation between all the CT related factors and both the year and the grade. Conclusionally, it is crucial to have students undergo revising process by using an automated evaluation tool such as Dr. Scratch and cultivate ability to create and utilize required materials. Furthermore, it is necessary to educate students to utilize logical thinking elements such as complex conditions and logic operations.

An Investigation of Teaching Methods of Finding out the Greatest Common Divisor and the Least Common Multiple Focused on Their Meanings (최대공약수와 최소공배수를 구하는 과정에서 의미를 강조한 지도방안 탐색)

  • Pang, JeongSuk;Lee, YuJin
    • Journal of Elementary Mathematics Education in Korea
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    • v.22 no.3
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    • pp.283-308
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    • 2018
  • 'Divisor and multiple' is the topic included both in the elementary and in the secondary mathematics curriculum, but there has been lack of research on it. It has been reported that students have a difficulty in understanding the meaning of the greatest common divisor (GCD) and the least common multiple (LCM), while they can find out GCD and LCM. Against the lack of research on how to overcome this difficulty, this study designed teaching methods with a model for visualization to emphasize the meanings of divisor and multiple in finding out GCD and LCM, and implemented the methods in one fourth grade classroom. A questionnaire was developed to explore students' solution methods and interviews with focused students were implemented. In addition, fourth-grade students' thinking was compared and contrasted with fifth-grade students who studied divisor and multiple with the current textbook. The results of this study showed that the teaching methods with a specific model for visualization had a positive impact on students' conceptual understanding of the process to find out GCD and LCM. As such, this study provides instructional implications on how to foster the meanings of finding out GCD and LCM at the elementary school.

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A Case Study of Artificial Intelligence Education Course for Graduate School of Education (교육대학원에서의 인공지능 교과목 운영 사례)

  • Han, Kyujung
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.673-681
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    • 2021
  • This study is a case study of artificial intelligence education subjects in the graduate school of education. The main educational contents consisted of understanding and practice of machine learning, data analysis, actual artificial intelligence using Entries, artificial intelligence and physical computing. As a result of the survey on the educational effect after the application of the curriculum, it was found that the students preferred the use of the Entry AI block and the use of the Blacksmith board as a physical computing tool as the priority applied to the elementary education field. In addition, the data analysis area is effective in linking math data and graph education. As a physical computing tool, Husky Lens is useful for scalability by using image processing functions for self-driving car maker education. Suggestions for desirable AI education include training courses by level and reinforcement of data collection and analysis education.

Exploring Scientific Argumentation Practice from Unproductive to Productive: Focus on Epistemological Resources and Contexts (비생산적 논변에서 생산적 논변으로의 실행 변화 탐색 -인식론적 자원과 맥락을 중심으로-)

  • Lee, Jeonghwa;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.41 no.3
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    • pp.193-202
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    • 2021
  • This study aims to identify what kind of epistemological resources were activated in unproductive and productive practice by students participating in scientific argumentation, and to explore which contexts result in changes in argumentative practice. We collected transcriptions of participants' argumentative lessons and interview, participants' work sheets, and researchers' field notes. The analysis revealed that the focus group activated different kinds of epistemological resources depending on their practice; propagated, belief, and accumulation in unproductive practice and constructed, understanding, accumulation, formation and rebuttal in productive practice. We found two contextual cues that led to these changes; unfamiliar form of argumentative task was provided and emotional, epistemic, and conceptual support of the epistemic authority. This work can be provided as additional case studies to analyze changes in practice according to learner context-dependent epistemology, and we expect to contribute to discussions of productive epistemology and stabilization for students' authentic science engagement.

Digital Literacy of Middle School Students for Informatics Education (정보 교육을 위한 중학생의 디지털 리터러시 수준 분석)

  • Choi, Jeongwon
    • Journal of Convergence for Information Technology
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    • v.12 no.1
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    • pp.83-90
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    • 2022
  • In order for effective informatics education it is premisd that students have digital literacy. But the absence of informatics education for about 10 years has make students have low digital literacy, and as a result, there are many voices in the school field that it is difficult to have a smooth class. Therefore in this study, the elements of digital literacy required to efficiently operate the 2015 middle school informatics curriculum and digital literacy of middle school students was analyzed. As a result, the students showed biased use of the computing devices and software the frequently use. They were inexperienced in using hardware necessary for learning, understanding basic terms for online collaboration, understanding operating systems, information searching, and producing documents. This study is meaningful in that it provides basic data that serves as a guideline for the direction of digital literacy education for effective informatics education.

메타버스(Metaverse)와 방송 미디어

  • Jeong, Sang-Seop
    • Broadcasting and Media Magazine
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    • v.27 no.1
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    • pp.59-70
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    • 2022
  • 메타버스 서비스란 '가상', '초월' 등을 뜻하는 영어 단어 '메타(Meta)'와 우주를 뜻하는 '유니버스(Universe)'의 합성어다. 현실세계와 같은 사회.경제.문화 활동이 이루어지는 3차원의 가상세계를 의미한다. 코로나 상황 속에서 비대면 소통의 수단 중 하나로 주목받으며 업무, 친목, 각종 행사 등 다양한 분야에서 활용되고 있다. 2022년 신년 사업 계획에서 메타버스 단어가 들어가지 않은 곳이 없다고 한다. 그만큼 핵심 키워드로 떠오르고 있다. 즉, 메타버스는 현실을 초월한 가상의 세계로 스마트폰, 컴퓨터 등 디지털 미디어에 담긴 세계를 뜻한다. 세상은 점차 바뀌어 가고 있다. 글로벌 통계 전문 업체 스태티스타는 2021년 307억 달러(약 35조 3265억 원) 규모이던 메타버스 시장 규모가 2025년에는 약 2969억 달러(약 341조 6428억 원)까지 커질 것으로 예측하였다. 현재 시장에서 통용되고 있는 메타버스에 대한 정의는, '현실세계의 사회·경제·문화적 활동이 유사하게 실현되거나, 현실에서 제공하지 못하는 경험을 제공하는 3차원 디지털 가상공간'으로 요약된다. 2021년의 메타버스는 더 이상 상상의 영역이 아니며, 현실세계 영역으로 침투하고 있는 것이다. 현실세계와 연결되는 가상세계, 실재감을 느낄 수 있는 가상공간이 점점 현실이 되어가고 있다. 1990년대 처음으로 등장한 메타버스 개념이 2020년대에 재부상 하였는데, 과거의 메타버스보다 몰입감과 실재감 있는 경험을 제공할 수 있는 XR 기술의 결합에 대한 기대감 때문이다. 지나온 30여 년간 메타버스가 뜨거운 주목을 받게 된 이유는 기술의 발전에 있다. 초고속인터넷 5G 상용화와 더불어 6G 출현, 가상현실, 증강현실이 일상에 스며들었기 때문이다. 이러한 기술 발달은 현실세계의 물리적 객체와 가상의 객체가 상호 작용할 수 있는 혼합현실까지 발전시키는 촉매제가 되었다. 여기에 지난 2년 동안 전 세계를 강타한 코로나19로 인해 비대면, 온라인 서비스가 확산되면서 메타버스는 개념이 아닌, 우리 일상의 한 부분으로 인정받게 되었다. 현재 우리 사회는 과거에는 불가능하다고 생각했던 사회적 거리두기, 재택근무, 온라인 수업 등을 진행하면서 이렇게도 사회가 돌아갈 수 있다는 것을 점차 느껴가고 있다. 더불어 현재 코로나로 인해 멀게만 느껴졌던 메타버스 세계를 반강제적으로 경험하고 있기도 하다. 이처럼 본 고에서는 최근에 나타난 메타버스를 이해하고 방송미디어(계)와 접목된 유형과 기술적, 서비스 사례를 파악하고, 주요 기업들의 추진 방향, 주요 시사점 및 결론으로 도출해보았다.

Convergence thinking learning effect of SW liberal arts education for non-majors (교양수업에서 비전공자의 SW교육의 융합사고 학습 효과)

  • Won, Dong-Hyun;Kang, Yun-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.12
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    • pp.1832-1837
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    • 2022
  • In the SW education of non-majors who encounter liberal arts education experience difficulties in the SW development environment and understanding they encounter for the first time, relevance to their major, and convergence thinking ability. In order to compensate for the difficulties of non-major learners in liberal arts education, a relatively easily accessible software was used to utilize a demonstration-oriented model that can be applied to beginners in SW education. In order to understand the logical flow of applications and problem solving used in real life, we proposed a convergence SW teaching method that combines repeated implementation through demonstration by the instructor and imitation of the learner, and learning indicators to increase the learning satisfaction and achievement of the learner. In the experiment applying the teaching and learning method proposed in this paper, meaningful results were shown when evaluating the learning effect, academic achievement, learning satisfaction, and teaching and learning method aspects of SW education.

Exploration of Teacher Questions and Discourse Types in Chinese Mathematics Classrooms (중국 수학 교실에서 교사 발문과 담화 유형에 대한 탐색)

  • Liu, Wentin
    • Communications of Mathematical Education
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    • v.36 no.4
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    • pp.487-509
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    • 2022
  • The purpose of this study is to analyze classroom discourse in the math classroom of middle school in China, which has a unique math classroom background of entrance examination for high school. To this end, this study analyzed teacher question statistics and episodes by teacher question type as starting speech in mathematics classroom discourse, and five IRF subtypes were especially identified by class discourse structure analysis. The data were analyzed focusing on a total of 15 transcripts of math classes recorded by three math teachers at H School in Guiyang, Guizhou Province, China, and written interviews of teachers. According to the results of this study, an average of 20 teacher questions were observed for each class, and the teacher question type was classified into confirmation question (understanding confirmation question, explanation request question, and double check question) and information question (information presentation question). In addition, according to classroom discourse analysis, the IRF discourse structure was divided into fragmentary evaluation, evaluation+reason, evidence of explanation, evaluation+student response re-statement, guidance on other thoughts or solutions, and student answer correction or teacher opinion presentation.