• Title/Summary/Keyword: 전통수업

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Development of Korean Music Multimedia Contents for Preschooler - With Priority to Animation - (유아용 한국음악 멀티미디어 콘텐츠 개발 연구 - 애니메이션을 중심으로 -)

  • Choi, Yoo-Mi
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.132-141
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    • 2007
  • Traditional music education for infants is the most important step of forming human knowledge. Since their rapid development of intelligence and emotion has an educational value not only it improves the human knowledge but also it makes infants understand the unique emotion of Korean people. Under the several circumstances, however, we have no enough contents for traditional music education. Thus, by researching and analyzing the existing educational contents and complementing them properly for multimedia environment as a form of animation, we perform a series of experiments to infants who are attending to the kindergarten with interactive animations which are familiar with infants. Infants become interested in the contents and after the lesson of the short bamboo flute content, they show the clear improvements for the playing on a musical instrument. This proves that the Korean music educational content realized with animation can be an alternative plan to improve the educational effect by causing enjoyment and interest of infants.

A study of Puppet Shows about Formative process of Image (인형극의 이미지 형성과정에 대한 고찰)

  • Jeon, Won-Woo;Jeon, Byung-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.242-245
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    • 2006
  • The Moderns are contacted with various Media in many ways. Korea is the arena of competition in many kind of Media as a powerful country in the Information and communication. Then we can realize advanced in the quality of contents and technology. There are getting various kind of audio-visual teaching method. Then how do the puppet shows approach with what viewpoint? You may find them in the education for the Kids and the Handicapped. You will understand that will be able to attend with a role of a Educational medium as(a method of)medical treatment. On the point of view, I am about to study how to shape into the puppet shows as a traditional medium. And what will be expected much more influenced when accepts principles of Esthetics of an Image? I expect to purify emotion by Puppet shows to the Moderns who are live in the rapidly changing period situation. I would like to observe about making process of Puppet-show with application of the image language.

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A Study on East Asia Cultural Diversity in Geography Education: Centered on "Human Relationship and Living-Habit" Culture (동아시아 상호 이해를 위한 문화 다양성 교육의 시론적 연구 -"인간관계와 생활습관" 문화를 중심으로-)

  • Kim, Da-Won
    • Journal of the Korean Geographical Society
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    • v.46 no.1
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    • pp.100-114
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    • 2011
  • The purpose of this study is to suggest the contents for geography education about East Asian cultural diversity. I chose "Human Relationship and Living-Habit" culture among East Asian diverse cultures and fixed 4 themes: family cultures, traditional cultures, friendship cultures and relationship cultures with other people. For making the lesson contents for East Asian cultural diversity, I analysed Geography 2009 Revised Curriculum and presented specific contents differently depending on grades. Until now, static and homogeneous cultures in East Asia have been emphasized mostly at school but cultures that are dynamic and related to students$^{\circ}{\phi}$ life are proposed in this study. Through understanding the differences of the East Asian cultures, it will be possible to expand mutual understandings among the East Asian people. This study will be a good alternative and paving the way for enhancing cooperations in East Asia.

Design and Development of WBI Contents: A Goal-based Scenarios (GBS) Model Approach (Goal-based Scenarios(GBS) 모형을 적용한 웹기반 교육용 컨텐츠의 설계 및 개발 연구)

  • Cho, Kyoo-Lak;Cho, Young-hoan;Kim, Meekyoung;Sung, Bongsik
    • The Journal of Korean Association of Computer Education
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    • v.7 no.5
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    • pp.9-21
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    • 2004
  • In spite of the strong request that Internet, a new IT technique, should be extensively used in classroom settings, WBI is not still wide spread. One possible reason is that most WBIs developed so far are not qualitatively different from the traditional classroom ones and various design models for WBI are unknown. Developing a WBI program according to Goal-based Scenarios (GBS), a constructivistic instructional design model, this study offers a useful case for the design and development of WBI to educators and implementers. The program developed embodied seven important components of the GBS model. The development process also included needs assessment, task analysis, and learner and environment analysis, which are the basic components of the domain of instructional design. The GBS development case in this article will provide concrete guidelines to educational practitioners who have an intention to create a new type of WBI in schools as well as in corporate.

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The Effect of Jurisprudental Inquiry Model-Oriented STS Program on the High School Underachievers (법률학적 모형에 의한 STS 프로그램이 고등학교 학습부진아의 학업성취도와 태도에 미치는 효과)

  • Kang, Soon-Ja;Kwon, Joo-Hee;Yeau, Sung-Hee
    • Journal of The Korean Association For Science Education
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    • v.19 no.2
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    • pp.248-255
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    • 1999
  • In this study, the effect of the STS program that was oriented from jurisprudental inquiry model on high school underachievers was investigated. The subjects were 76 high school students. They were divided into two groups, the STS program applied class(treatment group) and the traditional lecture-centered class(control group). The STS program was consisted of three subunits. 'nutrient and health', 'stimulation and reaction' and 'reproduction',of 'life' unit of high school general science. And these 3 subunits consisting of eight contents were lectured over 8 hours. The treatment group showed much better achievement in learning significantly (p<.05) than the control group showing that the STS program affected. Therefore, it is necessary to develop the STS program compatible with achievement level of students, and teaching-learning approaches and learning programs for underachievers.

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A Development of M-Learning Contents for Improving the Learning Ability of Military Education (군 교육의 학습 능력 향상을 위한 M-러닝 콘텐츠 개발)

  • Chang, Jeong-Uk;Lin, Chi-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.25-32
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    • 2012
  • In this paper, we proposed a development of M-learning smart-trainer content for improving the learning ability of military education. Learners of time and space constraints beyond quickly and accurately can learn with the goal, each subject by partial learning, and repetition, the whole learning quickly and easily by selecting efficiently to help you learn a m-Bizmaker with applications was designed. Experiment targets the military company of two, first aid courses were conducted for the evaluation. Traditional collective comparison group teaching methods, the proposed content, teaching methods applied in the experimental group were selected. The proposed learning applications using smart instructor for verification of learning, with which to compare, test subjects were compared with each of 49 subjects, the results p<.005 level, there was difference among the two groups. Therefore, the proposed application using a smart trainer after class proved that contribute to improving achievement.

An Experimental Study on a Network-based Collaborative Learning System for Education of Information Ethics (정보통신윤리 교육을 위한 네트웍 기반 협력학습 시스템에 대한 실험 연구)

  • Song, Tae-Ok;Jung, Sang-Wuk;Kim, Tae-Young
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.63-69
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    • 2001
  • In this paper, the educational effects of NETCLASS(network-based collaborative learning system) for EICE(education on information communication ethics) were verified by a non-equivalent control group protest-posttest design. We experimented our system on an experimental group (45 learners) and a comparative group (45 learners) respectively with a defining issues test (DIT). The t-value is 5.108 which shows the difference of the mean value between the experimental group and the comparative group, and their average p-mark shows that the difference is statistically meaningful at p<.001 level. Thus, the experiment using NETCLASS and DIT suggests that the morality of the experimental group is higher than that of the comparative group(t(88)=+5.108, p<.001). This paper suggests very strong possibility that the abilities such as creativity, sociality, morality and emotivity can be improved by utilizing ICT(Information and Communication Technology).

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Effects of PSA programming learning on Problem solving ability and Logical thinking ability : In the case of High School Students (PSA 중심 프로그래밍 학습이 문제해결력과 논리적 사고력에 미치는 효과 : 고등학생을 대상으로)

  • Kim, Hyung-Chul;Ko, Young-Min;Kim, Hanil;Kim, Cheolmin
    • The Journal of Korean Association of Computer Education
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    • v.18 no.5
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    • pp.1-13
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    • 2015
  • In recent domestic and international curriculum it is emphasized that students should acquire 'problem solving' competence as a member of knowledge information society and various programming educational methods of improving problem solving competence have been studied. But there is no difference between programming problems in related research and traditional programming courses. Most methods of solving problems are focused on acquiring specific languages rather than enhancing problem solving ability. In this research, we developed a suitable programming problems and curriculum for fostering problem solving competence and designed and developed teaching and learning contents based on PSA(Problem Solving Activities). Furthermore, we obtained meaningful results of improving learners' problem solving ability and logical thinking ability by operating curriculum with developed contents as learning materials. The results of this research are expected to be used as a reference model or basic teaching materials for developing and operating the programming teaching and learning contents or curriculum to enhance problem solving competence.

Middle School Students' Conceptual Change about Science Concepts Through Traditional Teaching and Learning (전통적 수업에 의한 중학교 학생들의 과학개념 변화)

  • Kim, Dai-Shik;Park, In-Keun;Sung, Eun-Rno;Kook, Dong-Shik;Kim, Ik-Gyun;Son, Young-Cheo;Ro, Seung-Ho;Kim, Hak-Ki
    • Journal of The Korean Association For Science Education
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    • v.13 no.1
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    • pp.100-120
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    • 1993
  • Middle school students' conceptual changes on physics, chemistry, biology and earth science concepts which were intentionally selected by researchers had been investigated through traditional teaching and learning by paper and pencil tests and P.O.E. The weak points had been studied by individual interviews about the problems of traditional science classroom teaching after students' testing and learning about science concepts. As results, students' conceptual changes could be hardly found through traditional teaching and learning except several concepts in biology, The weak points of traditional science classroom teaching and learning were as follows: 1) Teachers teach science as finding answers. 2) The conventional science test is not performed to find students' concepts out but to recall simple knowledge or calculus. 3) Students hesitate to ask teacher Questions in science class because of their colleagues' or teachers' blame. These mean that science teachers need specially designed teaching methods on the students' concepts and reseachers had to study about science classroom socialogy, what happened in science classrooms.

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An Exploratory Study For Online Game-Based Learning Theory (온라인 게임과 학습과의 관련성 분석 연구)

  • Jo, Il-Hyun
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.59-68
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    • 2007
  • Online games are getting more popular among today's fun-seeking young students. The immersive power of these Internet-based games is so strong that many educators consider the integration of the games and learning to enhance learner motivation. However, the online games, which are primarily aiming g for 'fun', have cognitive, emotional, and social features and impacts that are different from the so-called 'educational' games. Therefore an interdisciplinary approach for better understanding of the online game in regard to its impact on learning and fun should be essential. In this study, the researcher will analyze relevant literature and theories from cognitive psychology, media and communication theory, and Ludology to grasp holistic understanding of online game phenomena, which will serve as basis of further research and development in this emerging area.

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