• Title/Summary/Keyword: 야외학습

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Development of Climate Change Education Program in High School Based on CLAMP Inquiry of Fossil Leaves (잎화석의 CLAMP 탐구를 통한 고등학교 기후변화 교육 프로그램 개발)

  • Yoon, Mabyong
    • Journal of the Korean Society of Earth Science Education
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    • v.12 no.1
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    • pp.27-39
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    • 2019
  • The purpose of this study is to develop a STEAM program for teaching climate change through CLAMP (Climate-Leaf Analysis Multivariate Program) paleoclimate inquiry in connection with high school 'Integrated Science' subject. In order to do so, we analyzed the 2015 revised national curriculum and science textbook in terms of the PDIE instructional design model, and developed the teaching-learning materials for 10 class hours through expert panel discussion and pilot test. According to the STEAM class procedure, in the situation presentation stage, the fossil leaves were collected from the dicotyledon plants near school, and the LMA (Leaf Margin Analysis) climate inquiry activity. was presented as the learning goal. During the creative design stage, students were taught about geology and leaf fossils in the study region, and CLAMP input data (31 characteristics of morphotype and leaf architectural of fossil leaves) were given. In the emotional experience and new challenge stage, we collected leaf fossils for outdoor learning, explored paleoclimate with CLAMP method, and promoted climatic literacy in the process of discussing tendencies and causes of Cenozoic's climate change. The validity of the development program was assessed (CVI .84) as being suitable for development purpose in all items through the process of establishing reliability among expert panel. In order to apply the program to the high school, a pilot test was conducted to supplement the discrepancies and to review the suitability. The satisfaction rate of the participants was 4.48, and the program was complemented with their opinions. This study will enable high school students to have practical knowledge and reacting volition for climate change, and contribute to fostering students' climate literacy.

A Master Plan for the 2002 World Cup Sports Complex in the Suwon City, Korea (수원시 2002 월드컵 종합체육공원 기본계획)

  • Kim, Sung-Kyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.30 no.6
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    • pp.119-127
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    • 2003
  • 본 연구는 수원시의 다양한 레크레이션의 수요증대와 지역주민을 위한 운동시설의 부족에 대응하기 위해 지역주민의 근린생활 체육시설을 확충하고, 수원시 연고의 삼성 블루윙즈 프로축구팀의 축구전용구장 및 연습구장 마련 및 2002널 월드컵 축구대회를 유치하고자 조성된 복합 스포츠판지에 대한 기본계획안이다. 개발방향은 1) 21세기의 생활패턴에 맞는 생활체육공간 조성, 2) 국제적 수준의 운동시설 및 인프라구축, 연중이용이 가능한 시민을 위한 커뮤니티 공간조성, 3) 친환경적이고 지속가능한 공간조성, 4) 복합적 토지 이용 개념을 도입하여 토지 활용도 및 재정 수입의 증대, 5) 쾌적한 보행시스템 제공, 6) 도시의 랜드마크로서 주변 도시체계와 연계성 강화, 7) 수원의 역사, 문화적 상징성 제고 등이다. 이를 위해 축구전용구장, 보조경기장, 잔디연습구장, 흙연습구장, 헬리포트장 능 축구전용구장 관련시설, 실내체육관, 실내 아이스링크 등 기타 체육시설, 야외 수영장, 농구장, 테니스장, 게이트볼장, 볼링장, 헬스장 등 생활체육시설, 스포츠용품 몰, 식음시설 등 편익시설, 야외공연장, 어린이정원, 영화관, 축구박물관 등 위락/문화시설, 산책로, 체력단련코스, 전망대 등 휴양시설, 그리고 주차장, 녹도, 녹지 등 기타 부대시설이 도입되었다. 본 연구는 종합체육공간이 단순히 체육시설이 모여 있는 곳이 아니라 시민들이 운동과 더불어 휴식, 등산, 놀이, 자연 학습 등 다양한 여가활동을 할 수 있도록 계획되었다. 상업시설, 커뮤니티 시설 등이 복합적으로 개발되어 있기 때문에 경기가 열릴 때뿐만 아니라 4계절 내내 주중, 주말 및 휴가기 간에 가족과 더불어 휴식을 취할 수 있는 레크레이션 및 커뮤니티 공간으로 중요한 역할을 하도록 계획된 새로운 개념의 체육공간이라는데 의의가 있다.

Development of Coupon System for Youth's Experiential Learning using QR Code (QR코드를 이용한 청소년 체험학습 쿠폰 시스템 개발)

  • Park, Soon-Ho;Kim, Yu-Doo;Moon, Il-Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.5 no.1
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    • pp.52-57
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    • 2013
  • Because of rapid spread of the PC, many users have been enjoying a variety of content as PC. Especially in recent years, young people has increased dramatically PC usage. Young people get more easily information using a PC. Especially they relieve their stress through online games and feel another fun of virtual reality. It is obviously a good effect that they contact IT culture with rapidly developed. But young people's perspective with world is narrow because of doing more indoor activities than outdoor. Therefore we built Spot experience voucher system using smart phone application. We hope that many young people act outdoor activities. And Our product offer hybrid device by developing HTML5-based app. Thus this app will give interest of spot-experience to young-people. So If young people use this app, they can have many experience and see diverse aspects.

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Analyses of Elementary School Students' Interests and Achievements in Science Outdoor Learning by a Brain-Based Evolutionary Approach (뇌기반 진화적 접근법에 따른 과학 야외학습이 초등학생들의 흥미와 성취도에 미치는 영향)

  • Park, Hyoung-Min;Kim, Jae-Young;Lim, Chae-Seong
    • Journal of Korean Elementary Science Education
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    • v.34 no.2
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    • pp.252-263
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    • 2015
  • This study analyzed the effects of science outdoor activity applying a Brain-Based Evolutionary (ABC-DEF) approach on elementary school students' interest and academic achievement. Samples of the study were composed of 3 classes of 67 sixth graders in Seoul, Korea. Unit of 'Ecosystem and Environment' was selected as a object of the research. Textbook- and teachers' guidebook-based instruction was implemented in comparison group, brain-based evolutionary approach within classroom in experimental group A, and science outdoor learning by a brain-based evolutionary approach in experimental group B. In order to analyze the quantitative differences of students' interests and achievements, three tests of 'General Science Attitudes', 'Applied Unit-Related Interests', and 'Applied Unit-Related Achievement' were administered to the students. To find out the characteristics which would not be apparently revealed by quantitative tests, qualitative data such as portfolios, daily records of classroom work, and interview were also analyzed. The major results of the study are as follows. First, for post-test of interest, a statistically significant difference between comparison group and experimental group B was found. Especially, the 'interests about biology learning' factor, when analyzed by each item, was significant in two questions. Results of interviews the students showed that whether the presence or absence of outdoor learning experience influenced most on their interests about the topic. Second, for post-test of achievement, the difference among 3 groups according to high, middle, and low levels of post-interest was not statistically significant, but the groups of higher scores in post-interest tends to have higher scores in post-achievement. It can be inferred that outdoor learning by a brain-based evolutionary approach increases students' situational interests about leaning topic. On the basis of the results, the implications for the research in science education and the teaching and learning in school are discussed.

The Development and Application Effects of Convergence Program for Field Trip and STEAM Education related Geology (지질 관련 야외 학습과 STEAM 교육을 융합한 프로그램 개발 및 적용 효과)

  • Kim, Deok-Ho;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.33 no.2
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    • pp.364-379
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    • 2014
  • In this study, a theme-centered STEAM program converged with field trip was developed in the 'The stratum and fossils' unit of elementary science. The objectives were to find the influences on academic achievement, creative problem solving abilities and scientific attitude of elementary school students. The STEAM education program was composed of content which can be applied effectively by converging field trip and STEAM elements. As the results applied the STEAM program to elementary school students, the experimental group improved effectively in the academic achievement, creative problem solving abilities and scientific attitude compared to the control group, which took the theoretical lesson. In conclusion, it is necessary to develop systematically and continuously programs converging STEAM and field trip in various units of science subject which field trip is possible.

Development of Geological Field Courses and Its Application Method for Elementary School Students (초등학교 야외 지질학습현장 개발 및 활용방안)

  • 배창호;김정길;김해경
    • Journal of Korean Elementary Science Education
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    • v.21 no.2
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    • pp.241-252
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    • 2002
  • Field learning have not well performed in elementary school for various reasons, in spite of the benefits of field study. Absence of suitable geological field courses for elementary science education is one of several reasons The purpose of this study is to develop learning materials for the field geology in Hampyeong region and apply them to the geological related units for elementary science education. The 5 observation sites for the field geology learning in study area include various rocks and geological structure such as granite, gneiss, conglomerate, sandstone, mudstone, plant fossil, fold, fault and weathering phenomenon changing rocks to soil. This study area is suitable place for the field geology learning of elementary science education in Kwangju and Chonnam province because of convenience access, fresh outcrops and distribution of various geological learning materials as rocks and structure.

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초등학교 과학수업에서 MBL의 활용

  • Choe Seong-Bong;Kim Sang-Dal;Lee Yong-Seop;Lee Sang-Gyun
    • 한국지구과학회:학술대회논문집
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    • 2006.02a
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    • pp.169-174
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    • 2006
  • 현대 교육은 단순한 암기 위주가 아닌 첨단 컴퓨터를 이용한 실험 실습 위주의 직접 보고 듣고 느끼는 방향으로 진보하고 있다. 실험 실습에 의한 과학교육은 사용자의 탐구능력 향상과 과학적 태도 향상에 중요한 역할을 하게 될 것이며 기존의 암기위주나 단순한 수치에 의한 개념 학습을 탈피하여 Data collection 기술과 분석의 활용을 통해 사용자가 과학을 좀 더 이해하고 사용할 수 있도록 하는 능력을 증진하게 한다. 이를 위한 과학교육의 한 방법으로 MBL(Microcomputer Based Laboratory)은 실험자가 실험실이나 야외에서 각종 기구를 사용해 데이터를 습득할 수 있도록 도와주는 컴퓨터 기반 과학 실험 시스템으로서 미국, 영국 등 과학 교육 분야에서 추구하고 있는 세계적인 추세라고 할 수 있다. 이러한 MBL 시스템의 구성은 센서를 통해 얻어지는 자료를 컴퓨터에 전달하는 매개체인 인터페이스, 과학 실험에서 발생하는 데이터를 직접 전기적 신호로 변환하여 인터페이스에 전달하는 센서, 인터페이스에서 전달되는 전기적 신호를 컴퓨터 화면에 나타내어 주는 컴퓨터용 전용 프로그램으로 구성된다. 이러한 MBL을 과학교육에 활용한다면 학생들이 스스로 과학적으로 탐구하고 문제를 해결할 수 있는 능력을 배양하는 데 많은 도움이 될 것이다.

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Realities of Environmental Education and Program Oriented Social Studies (우리나라 초등학교 환경교육의 목표와 내용분석)

  • Park, Soon-Ho;Youn, Seong-Ja
    • Journal of the Korean association of regional geographers
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    • v.11 no.2
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    • pp.247-262
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    • 2005
  • Environmental education has been introduced in elementary education in the early 1980s; while, environmentally responsible behavior was not improved as much as the educators expected. This paper analyzed the contents of environment education in the textbooks and objectives of the teacher's guidebooks in the seventh national curriculum. The proportion of cognitive objectives were higher than affective ones. Environment preservation and countermeasure, natural environment, environment pollution were overemphasized in all grades. The contents of environmental education were not progressed; it did not follow the spiral curriculum. Social studies dealt with on built environment, population, industrialization and urbanization, resources that the other subjects did not much concern on. Geographic area in social studies was well fit to teach environment as a holistic approach. Environmental programs oriented geographic area within social studies could help to conduct outdoor activities in the residential areas; therefore, environmentally responsible behavior would be improved.

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Exploring the Content Direction of Children's Emotional Intelligence Education Using Augmented Reality Technology (증강현실 기술을 활용한 어린이 감성지능교육의 콘텐츠 방향성 탐색)

  • Huang, Bai-Min;Jung, Jung-Ho
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.78-91
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    • 2022
  • The importance of emotional intelligence education in the development of children's augmented reality education content is overlooked. Therefore, in-depth research is needed to develop children's emotional intelligence. This study was conducted through theoretical consideration and case analysis. The proposal of this paper is that the augmented reality type for children aged 2 to 7 is suitable for indoor activities with marking recognition technology. To promote an understanding of emotions, a large screen is selected, and emoticon dolls or emoticon books are recommended for learning content. Children aged 7 to 11 are suitable for indoor activities of non-marker recognition technology, and can induce emotional control and emotional recognition through active manipulation. For the learning content, "3D art teaching content" and "Online Classic Musical" are recommended. Children after the age of 11 are suitable for non-marker recognition technology outdoor activities and improve each element of emotional intelligence through interaction with nature and society. For the learning content, 'Forest Play Activity through Art' and 'EQ Theater Play' are recommended. Through this paper, we intend to promote the development of children's augmented reality emotional intelligence education.

Wild Bird Sound Classification Scheme using Focal Loss and Ensemble Learning (Focal Loss와 앙상블 학습을 이용한 야생조류 소리 분류 기법)

  • Jaeseung Lee;Jehyeok Rew
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.2
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    • pp.15-25
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    • 2024
  • For effective analysis of animal ecosystems, technology that can automatically identify the current status of animal habitats is crucial. Specifically, animal sound classification, which identifies species based on their sounds, is gaining great attention where video-based discrimination is impractical. Traditional studies have relied on a single deep learning model to classify animal sounds. However, sounds collected in outdoor settings often include substantial background noise, complicating the task for a single model. In addition, data imbalance among species may lead to biased model training. To address these challenges, in this paper, we propose an animal sound classification scheme that combines predictions from multiple models using Focal Loss, which adjusts penalties based on class data volume. Experiments on public datasets have demonstrated that our scheme can improve recall by up to 22.6% compared to an average of single models.