• Title/Summary/Keyword: 전통수업

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The Instructional Effect of Problem-Solving Strategy Emphasizing Planning and Checking Stages (계획과 검토 단계를 강조한 문제 해결 전략의 효과)

  • Jeon, Kyung-Moon;Kang, Hun-Sik;Noh, Tae-Hee
    • Journal of the Korean Chemical Society
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    • v.48 no.2
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    • pp.182-188
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    • 2004
  • In this study, the effects of a four-stage problem-solving strategy emphasizing planning and checking stages were investigated. Two high school classes (N=55) were randomly assigned to either treatment or control group, and taught about two topics, 'gas' and 'solution' for 8 class hours. Teacher used the four-stage problem-solving strategy emphasizing planning and checking stages in the treatment group, and used traditional lecture in the control group. Two-way ANCOVA results revealed that the test scores of the treatment group were significantly higher than those of the control group in the problem-solving ability, especially in the subcategories of 'conceptual knowledge' and 'mathematical execution'. There was significant interaction between the instruction and the level of prior achievement in the 'satisfaction' of the learning motivation. The lower level students in the control group were more satisfied with chemistry class than those in the treatment group. There was no significant difference between the two groups in the scores of the awareness of metacognition. Educational implications are discussed.

Design and Implementation of a Specific Search Engine for Systematic Concept Learning (체계적 개념 학습을 위한 전문검색시스템의 설계 및 구현)

  • Kang, Seong-Guk;Lee, Young-Houn;Kang, Sung-Hyun;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.4 no.1
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    • pp.11-18
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    • 2001
  • As the usage of computer and internet is growing, ICT-based teaching is required in education. So far almost web-based coursewares are learner-based individual teaching. Current learning theories and learning model in WBI are too focusing on courseware or too general to apply in education directly. In this view, learning model with subject-specific search engine might be a solution. In this thesis, we developed systematic concept learning model, promoting traditional concept learning to suitable model in education field and also, we developed CEhunt(Computer Education Hunter), that is computer education search engine providing the teaching materials and supporting the design of teaching and effective concept learning environment to learners. Also, we verified that this model could have a positive effect in systematic concept forming process of learners for subject concerned.

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Exploring Science Teachers' Epistemological Understanding of Science and Science Teaching and Learning (과학 및 과학 교수학습에 대한 과학교사의 인식론적 이해의 탐색)

  • Lee, Sun-Kyung;Yu, Eun-Jeong;Choi, Jong-Rim;Kim, Chan-Jong;Han, Hye-Jin;Shin, Myeong-Kyeong
    • Journal of The Korean Association For Science Education
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    • v.30 no.2
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    • pp.218-233
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    • 2010
  • The purpose of this study was to explore science teacher's epistemological understanding of science and science teaching and learning, from the perspective of inquiry as the process of scientific knowledge building. Three science teachers participated in this study. The data were collected from individual in-depth interviews and classroom videotaping. The results show a case involving coherent and consistent data. It showed that the teacher's epistemological understanding of science and science teaching and learning consisted of five categories: scientists doing science with scientific thinking; scientific thinking as the process of knowing; science learner in the learning process of scientific thinking; science teacher as a man/woman with good understandings of science; and teaching and learning as the process of knowing science. Based on the results, discussions and implications about science education and science teacher education were presented.

The Effect of Computer Game-Based Learning on Computer Education Achievements of Middle Schoolers (컴퓨터 게임기반학습이 중학교 컴퓨터교과의 학업성취도에 미치는 영향)

  • Hong, Il-Soon;Kim, Sung-Wan;Seo, Jeong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.1 s.45
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    • pp.83-88
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    • 2007
  • The goal of this research was to investigate the effect the computer game-based learning has on learning achievement in computer education for middle school students. To achieve this goal 74 middle schoolers were allocated into the experiment group(34 students) with the educational computer games class and the control group(34 students) with the traditional face-to-face class. After identifying the homogeneity of two groups through the pre-test, the experiment was carried out. As a result, the mean difference between the experiment group and the control group was statistically significant. That is, learning achievement of middle schoolers utilizing the computer games was higher than that of the face-to-face class. It is suggested that the game factors should be considered in designing the computer education.

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An analysis of algebraic thinking of fourth-grade elementary school students (초등학교 4학년 학생들의 대수적 사고 분석)

  • Choi, Ji-Young;Pang, Jeong-Suk
    • Communications of Mathematical Education
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    • v.22 no.2
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    • pp.137-164
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    • 2008
  • Given the importance of early experience in algebraic thinking, we designed six consecutive lessons in which $4^{th}$ graders were encouraged to recognize patterns in the process of finding the relationships between two quantities and to represent a given problem with various mathematical models. The results showed that students were able to recognize patterns through concrete activities with manipulative materials and employ various mathematical models to represent a given problem situation. While students were able to represent a problem situation with algebraic expressions, they had difficulties in using the equal sign and letters for the unknown value while they attempted to generalize a pattern. This paper concludes with some implications on how to connect algebraic thinking with students' arithmetic or informal thinking in a meaningful way, and how to approach algebra at the elementary school level.

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A Study on Simulation-Based Collaborative E-Learning System for Security Education in Medical Convergence Industry (의료융합산업 보안교육을 위한 시뮬레이션 기반 협동형 이러닝 시스템 연구)

  • Kim, Yanghoon
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.11
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    • pp.339-344
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    • 2020
  • During COVID-19, education industry is organizing the concept of 'Edutech', which has evolved one step further from the existing e-Learning, by introducing various intelligent information technologues based on the core technology of the 4th industrial revolution and spreading it through diverse contents. Meanwhile, each industries are creating new industries by applying new technology to existing businesses and ask for needs of cultivating human resources who understand the existing traditional ICT technology and industrial business which can solve a newly rising problems. However, it is difficult to build contents for cultivating such human resources with the existing e-learning of transferring knowledge by one-way or some two-way commnication system which has established some interactive conversational system. Accordingly, this study conducted a research on a cooperative e-learning system that enables educators to communicate with learners in real time and allows problem-solving education based on the existing two-way communication system. As a result, frame for contents and prototype was developedp and artially applied to the actual class and conducted an efficiency analysis, which resulted in the validation of being applied to the actual class as a simulation-based cooperative content.

Research Trends of Mathematics Education for Social Justice (사회정의를 위한 수학교육의 연구 동향)

  • Park, Mangoo
    • Communications of Mathematical Education
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    • v.33 no.2
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    • pp.141-161
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    • 2019
  • The purpose of this study is to review the trends of international and domestic research in mathematics education for social justice and to present the meanings to the mathematics education in Korean mathematics education. For Korean mathematics educators and teachers, interest and research in mathematics education for social justice is still insufficient. For this study, the researcher analyzed the concerned research on mathematics education for social justice. According to the study, international research on social justice were started with Freire's critical mathematics education in the 1970s and has been actively conducted from various perspectives and has been applied to their mathematics lessons. However, domestic studies on mathematics education for social justice have recently been started. The implications of mathematics education for social justice is that it provides an opportunity for reflection on traditional mathematics lessons and enables integration and convergence with humanities perspective. This approach can also foster a positive attitude toward mathematics and deepen the view of mathematics and the world of teachers and students. The researcher proposed to include mathematics education for social justice in Korean mathematics curriculum and textbooks, support teachers' professionalism by teacher training programs, and continue to develop a more sophisticated education model through practical applications.

Digital Transformation of Education Brought by COVID-19 Pandemic

  • Kim, Hye-jin
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.6
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    • pp.183-193
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    • 2021
  • In this paper, the author found and analyzed the problems caused by the change of traditional teaching methods to online in classrooms and laboratories. Looking at the analysis of major problems, first, there were various technical problems, including not all environments and facilities being connected to the Internet. Second, the effectiveness of virtual classes, which were suddenly switched online, could also be questioned. Finally, in the face of a new environment, the stress of teachers to adapt rapidly to the new teaching methodology was a problem. The author proposed digital transformation as a way to address these problems. The author analyzed educational changes, learning modalities and various technical tools, and various tasks to enable digital transformation. First, the author investigated, analyzed, and presented the factors necessary to efficiently operate the classroom environment that will change to online. Next, the author analyzed the factors and problems needed to make the students' classes reliable and efficient, and proposed solutions. Finally, the author pointed out the problem that during online lectures, the responsibility of learning is excessively transferred from teachers to students, and proposed a solution to this problem. Subsequently, the author proposed future studies.

Effects of Blended Learning on Abilities to Use Smart-Phone and Applications among Students with Intellectual Disabilities (블랜디드 러닝이 지적장애 학생의 스마트 폰과 애플리케이션 사용 능력에 미치는 효과)

  • Lee, Tae-Su
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.215-222
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    • 2022
  • The purpose of this study was to analyze effects of blended learning on abilities to use smart-phone and applications among students with intellectual disabilities. To do this, 30 students with intellectual disabilities who were enrolled in special school and special classroom in Jellanam-do and Gwanju metropolitan city were selected for this study, and were placed experimental and control groups of 15 students. The experimental group was provided with blended learning in which direct instruction, anchored instruction, experience activities, and community-based instruction were combined, and the control group was provided with traditional teacher-centered lecture style intervention. Pre-, post-, and maintenance evaluations were conducted two weeks after intervention. The collected data was analyzed the repeated two-way ANOVA. In the result of study, the experimental group improved on abilities to use smart-phone and applications than control group. Blended learning is a teaching method that can be a usefully used when educating how to use smart-phone and applications to students with intellectual disabilities.

Development and Validation of Yut-nori Program using Educational Programming Language (EPL) based on Computational Thinking (컴퓨팅 사고력 기반 교육용 프로그래밍 언어(EPL) 활용 윷놀이 프로그램 개발 및 타당성 검증)

  • JeongBeom, Song
    • Journal of Industrial Convergence
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    • v.21 no.2
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    • pp.103-109
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    • 2023
  • In Korea, software education is implemented from elementary school. As a representative software education tool for elementary schools, various chess games reconstructed based on the rules of Western chess games are being used. On the other hand, Yutnori, one of our traditional games, also includes elements of software education, so research on this is needed. Therefore, in this study, a Yutnori program based on computational thinking using an educational programming language, Entry, and a turtle robot was developed and its validity verified. As a result of the validity verification, the CVR value was higher than 0.7 in the degree of agreement with the subject achievement standard (3 questions), the appropriateness of learning materials (4 questions), and the possibility of class application (3 questions). Therefore, it could be judged that the learning program developed in this study has a high level of agreement with the subject achievement standards, appropriate learning materials, and high possibility of being applied to classes. In order to generalize this content in the future, the effectiveness will need to be verified, and experimental research will be needed to understand this.