• Title/Summary/Keyword: 시범학급

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Effective Management Strategies of University Basic Mathematics by Ability Grouping (대학 기초수학 교과목에 대한 수준별 학습지도 방안)

  • Pyo, Yong-Soo;Park, Joon-Sik
    • Journal of Educational Research in Mathematics
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    • v.21 no.1
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    • pp.87-103
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    • 2011
  • The purpose of this paper is to investigate the effects on academic achievement for university basic mathematics in order to improve the problem-solving abilities of low achievement students in university general mathematics. In this paper, we suggest effective management strategies and teaching-learning methods according to level-based classes with utilizing scholastic level assessment, students survey, Mathematics Cafe and tutorial program, and also managing demonstration classes which are using Webwork system for assignments and evaluating the class.

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Improvement of teaching-learning methods for general mathematics education courses - Focused on Basic Calculus - (교양수학 교과목에 대한 교수-학습지도 개선 방안 - 기초미적분학 교과목을 중심으로 -)

  • Pyo, Yong-Soo;Cho, Sung-Jin;Jeong, Jin-Mun;Park, Jin-Han
    • Communications of Mathematical Education
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    • v.23 no.3
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    • pp.823-848
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    • 2009
  • In this paper, we try to find improved solutions for problems with general mathematics education courses. We suggest effective management strategies and teaching-learning methods by level-based classes with utilizing students survey and scholastic level assessment, and management of Mathematics Cafe and its homepage, and also setting example classes for assignments on the Webwork system and evaluating the class.

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An Analysis of the Observing Methods for Classroom: Pilot Application of CLASS (수업관찰 기법의 특성과 내용 분석 - CLASS 기법의 시범적 적용 -)

  • Kim, Hyun-Wook;Ahn, Se-Keun
    • Korean Journal of Comparative Education
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    • v.28 no.2
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    • pp.77-95
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    • 2018
  • This study introduces the Classroom Assessment Scoring System (CLASS) and explores the characteristics of CLASS for observing classroom. The CLASS is a standardized observation instrument that was largely developed for use in the USA. The CLASS attempts to provide a conceptual framework for categorizing classroom interactions and consists of three broad domains of quality (emotional supports, classroom organization, instructional supports). We simulated this method to the elementary school classes. The professional-teacher makes the best use of student's initiation behaviors, and the novice teacher focused on the leading the contents of subject. The novice teacher tyr to make more positive climate and to present more frequent feedback to students than professional teacher's classroom. The professional teacher would like to reveal the student's opinions, questions and subtle emotional state. The CLASS can be used to collect data on a wide range of specific aspects of the teaching and learning process at any given time.

A Smart r-Learning teaching model developed using classroom SNS and Smartphone (학급 SNS와 스마트폰을 활용한 Smart r-Learning 교수학습 모형 개발 및 적용)

  • Lee, Jae Inn;Yoo, Seoung Han
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.33-42
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    • 2013
  • Various methods of Smart education were tested on students in Elementary and Middle schools, as Smart learning expands. In this paper, we analyzed a Smart r- Learning-teaching model that utilizes Bluetooth and Class SNS, for students. We focused on all aspects that students found easy to program, on controlling the Bluetooth-connected robot with a smartphone, as well as on a diversity of opinions related to using Class SNS in the robot class without time constraints. Subsequently, we attempted to apply the developed a Smart r-Learning program to the classes of students, We undertook a t-test for students to find out whether it helped them enhance their creative thinking and investigated their satisfaction with the class. As a result, the study showed that students' satisfaction with a Smart r-Learning class is exceptionally high, at 96%, and students' creative thinking and programming skills in order to control improved markedly.

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Design of Problem-Based Blended Learning for the Improvement of Software Adaptability (응용소프트웨어 적응력 향상을 위한 문제중심의 B-러닝 설계)

  • Kim, Sun-Nam;Yoo, In-Hwan
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.129-134
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    • 2007
  • 학교 현장에서의 컴퓨터 교육은 여전히 시범실습위주로 이루어지고 있으며. 초등학교 컴퓨터 교육에서 많은 비중을 차지하는 소프트웨어 교육은 더욱 그러하다. 소프트웨어는 끊임없이 개발되거나 업그레이드 되고 있어 가르쳐야 할 내용이 많아져 새로운 학습방법이 필요하다. 즉 문제사태에서 필요한 기능을 찾아 스스로 문제를 해결하고 다른 응용소프트웨어에 전이 및 파지할 수 있는 능력을 길러주는 학습방법이 필요하다. 그 방법 중의 하나가 구성주의 학습 원리에 부합한 문제중심학습이며 학습의 효과를 높이기 위해서 온라인과 오프라인학습의 장점을 혼합한 B-러닝 방법이 필요하다. 따라서 본 연구는 응용소프트웨어의 적응력을 향상시키기 위해 한글 워드프로세서 학습내용을 학습자의 수준에 맞게 문제중심으로 재구성하고 온라인 학습을 위해 학급커뮤니티를 설계 및 구현하였다. 그리고 문제중심의 B-러닝에 적합한 학습모형을 설계하여 제시하였다. 문제중심의 B-러닝은 구성주의 학습 원리에 적합한 실생활의 문제를 학습내용으로 하고 면대면 교실수업의 장점과 온라인 학습의 장점을 혼합하여 자기주도적으로 탐구학습을 하는 것이므로 응용소프트웨어의 적응력은 향상될 것으로 기대한다.

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주제탐구 중심의 수학영재 캠프 - 초등학교 중심 -

  • Lee, Sang-Won;Bang, Seung-Jin
    • Communications of Mathematical Education
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    • v.17
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    • pp.31-48
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    • 2003
  • 영재교육이 우리나라의 미래를 좌우한다는 생각은 이제 매우 설득력을 얻고 있지만 구체적인 학습자료와 이론이 여전히 부족한 상태이다(1999,김주봉). 수학 캠프의 활동에 관한 교육 프로그램은 더욱더 찾아보기 힘들다. 대구광역시 동부교육청 시범영재학급에서는 03년 1월 9일부터 11일까지 2박3일간 동부 계명대학교 자연과학부 백은관에서 영재캠프를 개최하였다. 이번 캠프는 주제탐구중심의 캠프로서 협동심과 창의력중심으로 전국 최초로 이루어졌고, 4학년 22명, 5학년 21명, 6학년 24명 총 67명과 담당장학사1명, 진행도우미 8명, 운영교수진 8명, 체험학습 강사10명 총94명이 참가하였다. 프로그램은 영재교육의 전문가인 교수와 초 중등 현직교사들에 의하여 운영되었고, 프로그램 계획 수립 및 진행총괄은 담당장학사와 본 연구자가 진행하였다. 학생들의 수준의 차이가 적지 않는 데다가 본 연구자는 4개월 동안 캠프를 준비하여 학생들로부터 캠프에 대한 소감을 통하여 결과가 긍정적인 내용이 많아서 매우 성공적인 캠프가 이루어 졌다고 생각한다. 본 고에서는 캠프일정과 운영. 교육프로그램, 주제탐구물 결과에 대하여 살펴볼 것이다.

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Development and Implementation of Middle School Science Program for Fostering of Students' Creativity Through Partnerships Between University and Local Schools (창의성 계발을 위한 대학과 중등학교간 과학과 연계 프로그램의 개발 및 시범적용 연구)

  • Choi, Byung-Soon;Kim, Beom-Ki;Kang, Seong-Joo;Shin, Jae-Sup;In, Mi-Young;Shin, Ae-Kyung;Kim, Young-Shin;Jin, Jeong-Mi
    • Journal of the Korean Chemical Society
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    • v.48 no.5
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    • pp.510-518
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    • 2004
  • The purposes of this study were to find out the effectiveness of instructional program developed utilizing various strategies to foster the students creativity in science and to analyze the recognition of the students as well as the science teachers on this program for the improvement of the program. Instructional program was consisted of student's worksheet and teacher guidebook. This program was applied to 93 7th grade students for three months. Result of this study showed that the students in experimental group got higher scores than those in the control group, which implied that creativity of the students could be promoted through specially designed program. Analysis of the change of creativity of the students by science achievement showed that the degree of promotion of creativity was higher as the achievement of the students becomes higher. Recognition on this program of the students and teachers who participated in this project revealed positive in that this program was different from the instructional program they have used and that this program would make the students eager to learn and explore the phenomena they faced. Students and teachers also indicated that shortage of instructional time, too many students in class, passive attitude of the students in class discussion, and so on as the problem they have to solve in running the program.

Development of Convergence Education Program for Elementary School Gifted Education Based on Mathematics and Science (초등학교 영재교육을 위한 수학·과학 중심의 융합교육 프로그램 개발)

  • Ryu, Sung-Rim;Lee, Jong-Hak;Yoon, Ma-Byong;Kim, Hak-Sung
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.217-228
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    • 2018
  • The purpose of this study is to develop STEAM program for gifted education by combining educational contents of humanities, arts, engineering, technology, and design into various subjects, focusing on mathematics-science curriculum of elementary school. The achievement standards and curriculum contents of elementary mathematics-science curriculum were analyzed while considering 2015 revised national curriculum. And then, a 16 class-hour convergence education program consisting of 3-hour block time was developed by applying the STEAM model with 4 steps. The validity of the program developed through this process was verified, and four educational experts evaluate whether the program can be applied to the elementary school. Based on the evaluation results, the convergence education program was finalized. As a result of implementing the gifted education program for mathematics-science, students achieved the objectives and values of convergence education such as creative design, self-directed participation, cooperative learning, and interest in class activities (game, making). If this convergence education program is applied to regular class, creative experiential class, or class for gifted children, students can promote their scientific creativity, artistic sensitivity, design sence, and so on.

Development of STEAM Program Based on Emotion Science for Students of Early Elementary School (초등학교 저학년 학생을 위한 감성과학 기반 융합인재교육(STEAM) 프로그램 개발)

  • Kwon, Jieun;Kwak, Sojung;Kim, HeaJin;Lee, SeJung
    • Science of Emotion and Sensibility
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    • v.20 no.4
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    • pp.79-88
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    • 2017
  • As the age in which the importance of sensitivity has increased, education for the future generation regarding emotion engineering, affective recognition and cognitive science have taken center stage. We measure human's emotion quantitatively, analyze evaluation and apply them to various services in life, which are based on human technology. Therefore, we need the education which is related to emotion science to cultivate talented people. The goal of this paper is to suggest the possibility of emotion science education and effective methods through development of the STEAM (Science, Technology, Engineering, Arts, Mathematics) program which can teach emotion science to early elementary school students by applying it to pilot classes. For this study, first, we build a program, 'The mind made by figure' for student of early elementary school. The method of STEAM was used in this program, because it is an effective system to educate the emotion science. We recognize the needs and value of this program development through theory and benchmarking of STEAM related to emotion science. And then the contents of class, activities, course book and kit are designed with elementary school textbook of pertinent grade. Secondly, we analyze the result which is applied in two pilot classes of second grade by satisfaction survey and teacher interview. As a result, the average of satisfaction level was very high (4.40/5), Class participation was especially high. Third, we discuss the ability, value and limits of this program based on the result of analysis. The outcome of this research shows that students of early elementary school who have difficulty in understanding science can approach the education program related to emotion science with ease and interest. We hope this education will help students understand emotion science effectively, and to train people to lead the emotion centered era.

Development of STEAM Program Based on Gamification for Students of Elementary School (게이미피케이션을 적용한 초등학생 융합인재교육(STEAM) 프로그램 개발)

  • Kwak, Sojung;Kwon, Jieun
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.71-79
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    • 2018
  • As the age that importance of convergence is bigger develops, there is growing different tries and changes in the education sector to train talents necessary for the future age. This paper is aimed at applying gamification factors that can attract elementary school students to participate in classes and cause interests as well as developing a STEAM program for elementary school students. Also, the purpose of this article is to propose educational values and possibility of the STEAM program which gamification factors applied to, and effective methods. For doing this, first, we conducted a study in relationship between the theological background and education on gamification factors based on literature surveys. Second, the STEAM program for elementary school students applying gamification factors and a program called 'My Little Building Forest' were developed. We made three-step contents for classes and activities and textbooks and kits and others with a theme, "principles of the cognitive science on depth perception". Third, developed programs apply to real classes as demonstrating them. We analyzed results through surveys on levels of satisfaction and interviews for teachers and others. Fourth, we discuss possibilities and values and limitations and others on the STEAM program applying gamification factors as we are based on results of analysis. We hope that we maximize impacts of the STEAM education through this education and contribute to train talents to lead age of the convergence.