• Title/Summary/Keyword: 전통수업

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Effect of Cooperative Skill Training on Problem Based Learning for Science Class (지구과학 문제중심학습에서 협동기술 훈련의 효과)

  • Park, Soo-Kyong
    • Journal of the Korean earth science society
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    • v.25 no.5
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    • pp.327-335
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    • 2004
  • The purpose of this study was to investigate the effect of cooperative skill training on problem based learning for elementary school science class. Two experiment groups were involved, in which problem based learning model was used and control group, in which traditional instruction was employed. One of experiment groups was trained in cooperative skills before the instruction. The results demonstrated a significant main effect in the scores of achievement and a significant interaction effect between the instructional strategies and learning ability level. The performance of high-level students in the two experimental groups was higher than that of control group. However, the performance of medium and low-level students trained with cooperative skills training was higher than that of students without cooperative skills training. A significant main effect was also found in self-esteem, but there was no significant interaction between instructional strategies and learning ability. Therefore, this study suggests that cooperative skills training is of great importance for minimizing the free-rider effect and increasing collaborative interaction in cooperative learning.

A Study on the Instructional Design of 'Library and Information Life' Subject Based on Backward Design Model (백워드 설계 모형을 적용한 "도서관과 정보생활" 교과의 교수설계에 관한 연구)

  • Lee, Byeong-Ki
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.3
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    • pp.5-24
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    • 2011
  • Teachers must design instruction to meet effective teaching and learning before teaching implementation. The traditional models of instructional design such as Dick and Carey, ADDIE and ASSURE have been widely applied. However, the traditional models of instructional design have limitation in that students fail in deep understanding of subject content because of break down essential goal of the unit small pieces of contents. To solve this problem, Wiggins and McTighe have suggested backward design. Backward design is a method of designing instruction by setting evaluation before choosing activities or content to teach. Therefore, this study explores the effective teaching and learning by analyzing structure of backward design and appling backward design to 'Library and Information Life' subject for information literacy education. Backward design for 'Library and Information Life' subject applies the template which Wiggins and McTighe devised for instructional design.

The Effects of Question-Creation Training on Metacognition, Self-efficacy and Question Levels (문제생성훈련 수업이 중학생의 메타인지와 자기효능감 및 문제 수준에 미치는 영향)

  • Ryu, Soo-Jin;Kim, Yoon-Seok;Lee, Ji-Hwa;Moon, Seong-Bae
    • Journal of The Korean Association For Science Education
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    • v.31 no.2
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    • pp.225-238
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    • 2011
  • The purpose of this study was to investigate the effects of the instruction with question-creation training, compared with traditional science instructions. The instruction with question-creation training is to give students chances to make questions by themselves based on what they learned before the end of the classes. The four effects of the instruction were studied: students' achievement, metacognition, self-efficacy, and the level of the questions created by the students according to different proficiency levels. Research data was gathered from 65 second grade students at a middle school in Busan. The comparative group was instructed in traditional lecture-type teaching method. The experimental group was instructed with questioncreation training. Students in the experimental group were asked to make 3 questions by themselves and then, to solve their peers' questions about 15 minutes before the end of the classes. Both groups were divided into 3 groups by proficiency level according to the results of last semester's science test. Before the research, a metacognition test and a self-efficacy test were conducted. After the research, an achievement test, a question level test, a metacognition test, and a self-efficacy test were conducted and analyzed by t-test. The research data for question level was analyzed by one-way ANCOVA. The results of this study revealed that question-creation training has a positive effect on student's achievement, metacognition, and self-efficiency. It also showed most of the students have gained an ability to make higher-level questions regardless of their proficiency level due to the increased number of students who made higher-level questions. It also showed that most of the students could gain an ability to make higher-level questions regardless of their proficiency level from the fact that the number of students who made higher-level questions increased in every proficiency level.

Flipped Learning in Socioscientific Issues Instruction: Its Impact on Middle School Students' Key Competencies and Character Development as Citizens (플립러닝 기반 SSI 수업이 중학생의 과학기술 사회 시민으로서의 역량 및 인성 함양에 미치는 효과)

  • Park, Donghwa;Ko, Yeonjoo;Lee, Hyunju
    • Journal of The Korean Association For Science Education
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    • v.38 no.4
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    • pp.467-480
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    • 2018
  • This study aims to investigate how flipped learning-based socioscientific issue instruction (FL-SSI instruction) affected middle school students' key competencies and character development. Traditional classrooms are constrained in terms of time and resources for exploring the issues and making decision on SSI. To address these concerns, we designed and implemented an SSI instruction adopting flipped learning. Seventy-three 8th graders participated in an SSI program on four topics for over 12 class periods. Two questionnaires were used as a main data source to measure students' key competencies and character development before and after the SSI instruction. In addition, student responses and shared experience from focus group interviews after the instruction were collected and analyzed. The results indicate that the students significantly improved their key competencies and experienced character development after the SSI instruction. The students presented statistically significant improvement in the key competencies (i.e., collaboration, information and technology, critical thinking and problem-solving, and communication skills) and in two out of three factors in character and values as global citizens (social and moral compassion, and socio-scientific accountability). Interview data supports the quantitative results indicating that SSI instruction with a flipped learning strategy provided students in-depth and rich learning opportunities. The students responded that watching web-based videos prior to class enabled them to deeply understand the issue and actively engage in discussion and debate once class began. Furthermore, the resulting gains in available class time deriving from a flipped learning approach allowed the students to examine the issue from diverse perspectives.

Development and Application of Practice Manual Focused on Science Topic Selection Stage in General High School (일반계 고등학교 과학과제 연구 수업의 주제 선정을 위한 실천 매뉴얼 개발 및 적용)

  • Kim, Aera;Park, Dahye;Park, Jongseok
    • Journal of Science Education
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    • v.42 no.3
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    • pp.371-389
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    • 2018
  • This study focuses on the fact that students and teachers commonly have difficulty in 'selecting the topic' in many activities including student-led research that is conducted from topic selection to the drawing of conclusion. The purpose of this study is to develop a manual for science teaching research. The instructional manuals of 4 stages were developed based on practical knowledge that can be implemented in the actual class through previous research and literature. Each stage is composed of , , , and . In the third stage, students are expected to find scientific questions and develop them into research topics through detailed class research on newspaper articles, scientific magazines, traditional knowledge, proverbs, daily life, and textbook experiments. In the experimental group, the final research topic was selected through a variety of sources such as textbook experiments, proverbs, YouTube images, newspaper articles, individual WHY NOTEs, and understood the conditions of the scientific research topic and expressed the variables in the research title. However, in the control group, some students did not consider the research scope of the selected research subjects to be specific or not to be able to study at their level. As a result of giving the students as much autonomy as possible, many groups did not fully understand the previous research and submitted it. Based on the results of this study, it can be concluded that development and use of a 'topic selection stage' centered practice manual for general high school teachers would not only improve the students' abilities to discover solutions to scientific questions, but it will also help shift their attitudes towards science in a positive direction.

The Effects of Science Instructions Applying 3D Planetarium Software - using the unit 'Earth and Star' for the 8th grade - (3D 천문 프로그램을 활용한 과학 학습의 효과 - 중학교 2학년 "지구와 별" 단원을 중심으로 -)

  • Na, Jae-Joon;Park, Jong-Bum;Kook, Dong-Sik
    • Journal of the Korean earth science society
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    • v.31 no.2
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    • pp.164-171
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    • 2010
  • The purpose of this study was to investigate the effects of instruction applying 3D Planetarium Software (Starry Night Pro 6.0) in terms of the learners' science achievement, changes of attitude (attitude toward science as well as scientific attitude), and self-directed learning ability. Participants were 198 $8^{th}$ graders. This study adopted a quasi-experimental research design in which experimental group was taught with 3D planetarium software vs. control group with traditional lecture-centered teaching method for 6 hours. The effects were investigated by independent sample t-test and paired sample t-test The results are as follows. The instruction using 3D planetarium software was more effective than the traditional lecture-centered curriculum in science achievement and self-directed learning ability. However, there were not meaningful differences in analyzing attitudes related science, the results that were so effective in elevation for self-directed learning could be gained. Students were interested in instruction applying 3D planetarium software, which was helpful for them to understand the content knowledge. Results showed that instruction with 3D planetarium software applied was effective in $8^{th}$ grade science learning.

Development and Application of STEAM Education Model centered on Mathematics Subject using Real-life Context (실생활 맥락을 활용한 수학교과 중심의 STEAM 교육 모형 개발 및 적용)

  • Ban, Eun-seob
    • Communications of Mathematical Education
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    • v.32 no.3
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    • pp.341-362
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    • 2018
  • The purpose of this study is to develop a STEAM education model on the basis of mathematics curriculum using real life context, and to analyze the effect of the class based on developed model to make applicable pedagogical discussion. For this purpose, STEAM class materials that can be used in terms of recognition, connection, extension, and application of mathematical concepts, principles and laws are considered, taking into consideration the ways in which real life contexts and mathematical learning could be harmonized. As a results of using these materials, it was empirically confirmed that students' cognitive thinking and affective aspects abilities were improved. The STEAM instruction centered on the mathematics curriculum and the mathematics class based on the data developed in this study have a unique identity compared to the conventional general mathematics teaching methods using the textbooks. And it is pursuing the future class model which could present desirable creativity and personality education. The result of this study would provide preliminary data and meaningful implications to the researchers for next curriculum and concomitant instructional materials as well as the mathematics teachers.

Development of the ICT Consumer Education Program for the Second Grade of Middle School Students (중학교 2학년 기술 가정교과 '청소년과 소비생활' 단원의 ICT활용 교육프로그램 개발)

  • Jong, Yoo-Se;Lee, Yon-Suk
    • Journal of Korean Home Economics Education Association
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    • v.19 no.2
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    • pp.77-101
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    • 2007
  • The purposes of this study were to develop ICT consumer education program for the second grade middle school students using in the Home Economics and Technology class and to test the effect of this program in terms of learning the knowledge and forming the attitude to be a wise consumer. The contents of a middle school Home Economics curriculum and 10 different textbooks were analyzed. Based on these analyses 5 ICT lesson plans on consumer education were developed. The second grade middle school students as an experimental group participated in 5 ICT consumer education classes during the middle school Home Economics and Technology classes. The control group of students who had same condition with the experimental group were taught by traditional instructional methods. After experiment, the changes in knowledge and attitude to be a wise consumer of both groups were analyzed using Analysis of Covariance. The significant improvements of knowledge and attitude of it were found among the experimental group of students compared with control group of students. Thus the conclusion is that the ICT consumer education program conducted in this study was found to be more effective than traditional one in terms of learning the knowledge and forming the attitude to be a wise consumer.

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Effects of Game Application Science Learning on a Scientific Attitude of Middle School Students (게임 활용 과학 학습이 중학교 학생들의 과학 태도 변화에 미치는 효과)

  • Kwon, Ki-Soon;Kim, Hee-Soo
    • Journal of the Korean earth science society
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    • v.30 no.2
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    • pp.257-264
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    • 2009
  • The purpose of this study was to examine the effects of the game application learning 8th graders' scientific attitude, which was utilized as a strategy to improve the teaching skills and methods in the lesson of 'the history of the earth and diastrophism'. The subjects of this study were 120 students of 8th grade at a middle school located in a metropolitan city in Korea. To start off with homogeneity of a group, this study recruited participants by the results of a diagnostic test taken early in the year and a mid-term examination taken at the end of April. As a result, a total of 4 male classes that showed similar results on the two tests were selected and divided into two groups: one in experimental and the other in control. In addition, the top 20% students and the low 20% students were chosen for comparison of their scientific attitudes based on the results of the mid-term examination. The traditional teachings were offered to the control groups while the experimental lessons with the game activities performed at the stages of application and summary in teaching were offered to the experimental groups over 10 periods. Results of the pre- and post-test on the students' scientific attitude demonstrated that there was a statistical significance between the two groups, which suggested that the experimental group showed a meaningful improvement in the scientific attitude after experimental intervention lesson activities with game applications. Also, the more meaningful improvement in the scientific attitude was found in the lower group than in the higher group. It implies that lessons with the game activities motivated the students to voluntarily participate in school science learning by enhancing their interests. Therefore, it is suggested that game application learning be a new teaching-learning material that helps to encourage learners to actively participate in middle school science learning.

A study on the factors of elementary school teachers' intentions to use AI math learning system: Focusing on the case of TocToc-Math (초등교사들의 인공지능 활용 수학수업 지원시스템 사용 의도에 영향을 미치는 요인 연구: <똑똑! 수학탐험대> 사례를 중심으로)

  • Kyeong-Hwa Lee;Sheunghyun Ye;Byungjoo Tak;Jong Hyeon Choi;Taekwon Son;Jihyun Ock
    • The Mathematical Education
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    • v.63 no.2
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    • pp.335-350
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    • 2024
  • This study explored the factors that influence elementary school teachers' intention to use an artificial intelligence (AI) math learning system and analyzed the interactions and relationships among these factors. Based on the technology acceptance model, perceived usefulness for math learning, perceived ease of use of AI, and attitude toward using AI were analyzed as the main variables. Data collected from a survey of 215 elementary school teachers was used to analyze the relationships between the variables using structural equation modeling. The results of the study showed that perceived usefulness for math learning and perceived ease of use of AI significantly influenced teachers' positive attitudes toward AI math learning systems, and positive attitudes significantly influenced their intention to use AI. These results suggest that it is important to positively change teachers' perceptions of the effectiveness of using AI technology in mathematics instruction and their attitudes toward AI technology in order to effectively adopt and utilize AI-based mathematics education tools in the future.