• Title/Summary/Keyword: 인지적 난이도 수준

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An Analysis of Paper and Pencil Test Items of Life Science I in High School (고등학교 생명 과학 I의 지필평가 문항 분석)

  • Lee, Donghoon;Jeong, Eunyoung
    • Journal of Science Education
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    • v.38 no.3
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    • pp.670-690
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    • 2014
  • The purpose of this study was to analyze paper and pencil test items of life science I in high school to diagnose problems of the test items developed by teachers, and to provide some implication for better assessment. 690 selection-type items and 162 supply-type items in life science I were collected from 10 general high schools. In the analysis of test items, the ratio of the selection-type item and the supply-type item was 81:19 in the number of items based on item type, while the ratio was 74.4:25.6 in the distribution of marks, indicating that the distribution of marks compared to the number of items was higher in the supply-type items. In the analysis by the Bloom's revised taxonomy of educational objectives, the items of 'conceptual knowledge' in the knowledge and those of 'understanding' in the cognition process were shown most in both the selection-type item and the supply-type item. In the analysis by the science assessment frameworks of NAEA, the items of 'knowledge' were shown 9 times more than those of 'inquiry'. When compared to the level of difficulty presented in the two-way specification table and the percentage of correct answers in the selection-type item, the concurrence was 41.5%. When compared to the ratio of number of items based on the item type of the supply-type items, the short-answer items were 34.0%, the descriptive items were 61.1%, and the drawing items were 4.9%. The drawing items were mainly developed in the unit of 'Cells and Continuity of Life'. When the descriptive items were classified by the acceptance of response, all the items were 'response restricted' type, and the items of 'restricted in content range' type among them were highest. When the items were classified by presentation of data, the items of 'presentation of data' type were highest(65.4%), and when classified by type of question, the items of 'knowledge description' type were highest(80.4%). In conclusion, it is needed to develop items belonging to 'inquiry' area more in the school, and to increase the ratio of the descriptive items, presenting various types of items.

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Suggestion of Study and Development of Model of Convergent Education Lecture Model of Floral Design and Color (화예디자인과 색채의 융복합 교육 강의모델 연구 및 개발제안)

  • Kim, Yoo Sun;Kim, Saet Byul
    • Journal of the Korean Society of Floral Art and Design
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    • no.40
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    • pp.63-75
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    • 2019
  • In this study, convergence art education which Based on the overall understanding of color, which is a field of science, the lecture model was constructed in order to operate a fusion curriculum which can be practically expressed by applying it to the artistic field of floral design. The learner was satisfied with the composition of the two lectures (floral design, color) and the way of conducting theory and practice. In addition, they felt that was able to access various areas through one subject. This indicates that learners themselves perceive the purpose and necessity of this study. On the other hand, it is pointed out that the background knowledge level between the majors and the non - majors is different. therefore Continuous feedback and adjustment of the degree of difficulty of the training seems to be necessary to enhance the learner's understanding. In order to develop the floral design, the curriculum development and education model should be built through convergence of various sciences. It is expected that this study will be used as basic data for the development of the curriculum for the artistic design education.

Analysis of Players' Eye-Movement Patterns by Playing Experience in FPS Game (FPS게임 플레이경험에 따른 플레이어의 시선경로 패턴 분석)

  • Choi, GyuHyeok;Kim, Mijin
    • Smart Media Journal
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    • v.5 no.2
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    • pp.33-41
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    • 2016
  • FPS Games are usually centered on a combat game play where the player plays through a first-person perspective as the in-game character, in order to strike the opponent in accordance with each level's objective. In such type of game play, the decision making that leads the player to take certain actions is carried out based on the player's visual cognitive information, and information collected both directly/indirectly via previous game play experiences. Particularly in the case of a FPS game where the mutual interaction between the player and each game level is the key, an analysis of a FPS game player's visual cognitive information can provide intelligence which can help design or adjust structures of a game level. For this thesis, a sample group has been collected and divided into a novice group and an expert group based on their level of experience with FPS games. Then, using eye-tracking equipments, the point of gaze of players in each group were recorded whilst they were playing levels of a well-known FPS title. The point of gaze in the moment the player starts to take actions -right before/after the start of a combat- was recorded in 500 play videos, and as a result each group's intrinsic pattern of gaze could be identified. Through these results, the author plans to develop a methodology that can enhance the difficulty setting and the playability of FPS game levels.

A Comparative Study on the Concept of Light Presented in Elementary School Science Curriculum and Textbooks in Korea, the US, China, and Japan (한국, 미국, 중국, 일본의 초등학교 과학 교육과정과 교과서에 제시된 빛 관련 개념에 관한 비교 연구)

  • Lee, Jiwon;Kim, Jung Bog
    • Journal of Korean Elementary Science Education
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    • v.41 no.2
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    • pp.283-294
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    • 2022
  • Although the concept of light is important in the elementary school curriculum, substantial research suggests that students and teachers have difficulties in understanding it. Therefore, it is necessary to analyze the reasons for these difficulties-whether it is due to the content or due to the presentation method of contents, structure, and expression. The national curriculum and textbooks of Korea, the US, China, and Japan were comparatively analyzed from the following perspectives: 1) key concepts of light, 2) structure of light units in the textbook, 3) materials, light sources, and optics used in light units. Consequently, there were differences between countries in their inclusion of the concept of light in the curriculum. In particular, the Korean curriculum studies the concept of refraction by a convex lens, whereas the concept of light, light source, and vision is not introduced. Furthermore, countries also differed in their structuring of units. The Korean curriculum was presented segmentally by concept rather than structured according to core ideas or perspectives, and the connection between concepts was unclear. In addition, there were differences between the countries in materials, light sources, and optical instruments to explain key concepts. On using light, the US curriculum provides a purpose and uses light to achieve it, and China and Korea understand the concept. It was divided into the method of using the material to deepen. Based on the results of this analysis, the implications for the elementary science curriculum in Korea were derived as follows. First, it is necessary to introduce concepts sequentially and organize them so that the connection between concepts is well expressed. Second, it is necessary to introduce light and light sources as the predominant concepts. Third, it is necessary to include the principle of seeing objects. Fourth, it is necessary to adjust the material and content level of the refraction concept included in the light and lens unit. Fifth, an integrated approach is required because light has a deep connection with various concepts included in the elementary science curriculum.