• Title/Summary/Keyword: 창의적 수업

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A Case Study of Preservice Secondary Science Teachers' Demonstration of STEAM Lessons (중등 예비과학교사의 STEAM 수업 시연에 대한 사례 연구)

  • Choi, Sookyeong;Lee, Jaewon;Noh, Taehee
    • Journal of The Korean Association For Science Education
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    • v.35 no.4
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    • pp.665-676
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    • 2015
  • In this case study, we analyzed the processes of STEAM lessons conducted by preservice secondary science teachers. Three preservice science teachers at a college of education in Seoul participated in this study. After the workshop for STEAM education, they planned and practiced STEAM lessons. All of the teaching-learning materials were collected before lessons, and their lessons were observed and videotaped. Semi-structured interviews were also conducted before and after their lessons. The processes of STEAM lessons were analyzed while focusing on PCK and PDC. Their difficulties, needs, and views on STEAM education were also studied. It was found that they have taken much efforts to reflect the objectives and characteristics of STEAM education, and prepared teaching-learning materials by searching on the internet and arranging creative contents. Their great difficulty was to determine topics for STEAM lessons. While one preservice teacher satisfied with her lesson perceived STEAM education positively, the others perceived that it would be very difficult to practice STEAM lessons in school. For their STEAM lessons to be successful, the workshop needs to include some specific information on grades, proper topics for each grade, ways of making materials, and tips for effective STEAM lessons. In addition, it will be effective if the workshop is carried out after their study on constructivist learning theory and if they experience successful STEAM lessons.

수준별 협동학습이 문제해결 능력 신장에 미치는 영향

  • Jeon, Yeong-Ju;Jeong, Wan-Su
    • Communications of Mathematical Education
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    • v.13 no.1
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    • pp.275-286
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    • 2002
  • 교사 중심 수업과 획일적인 평균 교육으로 인해, 창의적인 사고와 탐구활동이 학습과정에서 소홀히 취급되면서, 문제를 인식하고 해결할 수 있는 기회를 학생들에게 제공하지 못하였다. 또한 이러한 교수 ${\cdot}$ 학습의 불균형은 학생들에게 진정한 수학의 가치를 경험할 수 없게 만들고 있다. 본고는 이러한 교실수업을 개선하기 위해 (1) 수준별 교수 ${\cdot}$ 학습 자료를 개발하고, (2) 수준별 협동학습에 적용하여 (3) 문제해결 능력에 미치는 영향을 고찰해 보고자 한다. 수준별 협동학습은 학생들의 능력에 따른 맞춤수업과 그들의 자기표현 욕구 및 공동체에 대한 소속감을 증진시킴으로써, 학습 부진의 누적을 예방하고 협동하는 사회 교육실현에 도움을 줄 것으로 기대된다.

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Applying Havruta method A Study on the Development of Instructional Model for School Library (하브루타 교수법을 적용한 학교도서관 수업모형 개발에 관한 연구)

  • Choi, EunBi;Kim, YeJin;Park, Jiyoung;Kwon, Sumyoung
    • Proceedings of the Korean Society for Information Management Conference
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    • 2017.08a
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    • pp.73-77
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    • 2017
  • 4차 산업혁명이 도래함에 따라 창의적 인재 육성이 더욱 중요해지고 있다. 이에 따라 학생들의 수업방식에 변화를 주어 창의력 향상을 도모하는 하브루타가 각광받기 시작하였다. 그러나 정규 교육과정에 주어진 시수와 인력부족으로 인해 하브루타 모델을 적용하는 것이 쉽지는 않다. 그러므로 본 연구에서는 학교도서관에서 진행할 수 있는 하브루타 모델을 적용한 수업모형을 제안한다.

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Program Develope and Class Design for Convergence ICT and Character Education (ICT와 인성교육 융합 프로그램 개발 및 수업설계)

  • Lee, Myung-Suk;Jang, Jin-Young
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.9-18
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    • 2016
  • ICT is still lacking relevant studies and efforts even though it needs to be accompanied by character education. Against this backdrop, this study has developed and operated an education program that combines ICT with character education and conducted surveys on its accomplishments. The research findings are as follows. The analysis of theme-based correlations has revealed that individual's character has not significantly affected character for others and global character and that building character for others have made a significant impact on establishing global character with a high level of correlations. Therefore, I have found that a program involving a group of people together such as team-based task has a positive effect on fostering problem-solving talents with global leadership. It is hard to obtain tangible results in character education in a short period of time but I would like to contribute to laying the foundation for cultivating and fostering talents equipped with global leadership while respecting oneself and caring for others in everyday life through these classes. There is a study on convergence of character education and different subjects, left behind of this study.

Instructional Strategies of Problem-Based Learning for Creative Engineering Education (창의적 공학교육을 위한 문제중심학습(PBL)의 모형과 절차의 탐색)

  • Choi Yu-Hyun
    • Journal of Engineering Education Research
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    • v.8 no.1
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    • pp.99-112
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    • 2005
  • Problem-Based Learning is focused, experiential learning organized around the investigation and resolution of messy, real-world problem. It is both a curriculum organizer and instructional strategy, two complementary processes. The PBL model developed in this study was composed the two components of Problem Design(curriculum organizer) and Problem Implementation(instructional strategy). The basic process of Problem Implementation Model were composed the 8 steps ; 1) the identification of problem, 2) the specification of problem, 3) the exploration and generation for solution, 4) the selecting of best idea, 5) the specific planning of best idea, 6) the implementation and realization, 7) the evaluation, 8) the applying and reflection.

The case analysis of Rummikub game redeveloped by gifted class using What-If-Not strategy (영재학급 학생들이 What-If-Not 전략을 사용하여 만든 변형 루미큐브 게임 사례 분석)

  • Lee, Dae Hee;Song, Sang Hun
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.2
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    • pp.285-299
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    • 2013
  • Problem posing activity of which a learner reinterprets an original problem via a new problem suggested, is a learning method which encourages an active participation and approves self-directed learning ability of the learner. Especially gifted students need to get used to a creative attitude to modify or reinterpret various mathematical materials found in everyday usual lives creatively in steady manner via such empirical experience beyond the question making level of the textbook. This paper verifies the possibility of lesson on question making strategy utilization for creativity development of gifted class, and analyzes various cases of students' trials to modify the rules of a board game called Rummikub in application of their own mathematics after learning What-If-Not strategy.

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A Study of Teaching and Learning Strategies for a Creative Sight-singing and Ear-trainig Program (창의적인 시창·청음 프로그램을 위한 교수·학습 전략 연구)

  • Park, Young Joo
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.359-365
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    • 2022
  • This study was to provide teaching and learning strategies to develop a creative sight-singing and ear-training program that aims to design student-centered education. Therefore, the characteristics of the sight-singing and ear-training as well as teaching and learning methods were analyzed through the literature review, and the following meaningful strategies were derived. First, a student-centered teaching environment was promoted by diversifying the teaching environment through small group activities and establishing a sustainable learning environment using MyEarTraining and Musescore applications. Second, teaching and learning strategies were proposed to improve sight-singing and ear-training skills by applying for various teaching and learning methods and cultivating the qualities of a pre-service teacher. This study is expected to be used as meaningful fundamental data in developing specific teaching and learning processes for a creative sight-singing and ear-training program.

Design of Flipped Learning with Strategic Questioning to Improve Student's Problem-Solving Competency in Engineering (공학생의 문제해결력 향상을 위한 질문생성 전략 활용 플립러닝 수업 설계)

  • Rim, Kyung-hwa;An, Jung-hyun
    • Journal of Practical Engineering Education
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    • v.8 no.2
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    • pp.75-81
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    • 2016
  • This research proposes to design a flipped classroom with strategic questioning to enhance engineering student's creative problem-solving competency on the basis of the subject knowledge. By applying the designed flipped classroom to both of college and dual system engineering courses during one semester, this study explores to find the meaning and effects of the flipped learning method. The case study analyzed the influences of the flipped learning with the use of strategic questioning on student's problem-solving performance, and also investigated student satisfaction and evaluation of the learning in order to draw out the factors to consider further in the instructional design.

Change of Teaching Method in Free Semester (자유학기에서의 수업방법의 변화)

  • Kil, Yangsook
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.131-138
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    • 2020
  • This study was intended to explore the changes in teaching methods when freedom to choose curriculum, instruction, and evaluation methods is allowed and when 'free semesters' are free from entrance examination for high school. For this question, we analyzed free semester education plans of eight sample schools and interviewed 33 teachers and students respectively. The results were as follows. Firstly, all schools planned to use teaching methods for meaningful learning, although they are limited to those exemplified in guidelines for free semester. Secondarily, teaching methods adopted for free semester were characterized as activities enhancing student participation. Thirdly, teaching methods such as career exploration, scientific experimentation, cooperative learning, flipped learning, interdisciplinary learning were used only a couple of times in a semester. Changes in teaching methods were referred to enhance students' interest, confidence, self-regulation, creativity, problem-solving and cooperative learning.

A Study on the Effect of the 'Empowering Youth Program' ('청소년의 힘 북돋우기 프로그램'의 개발과 효과연구 - 창의적 사고를 통한 중학교 기술$\cdot$가정 교과의 '나와 가족의 이해' 단원 학습)

  • Chung Ock-Boon;Kim Kyoung-Eun;Park Youn-Jung
    • Journal of Korean Home Economics Education Association
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    • v.17 no.3 s.37
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    • pp.17-33
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    • 2005
  • The present study attempts to develop the 'Empowering Youth Program' to enhance adolescents' creativity to address a variety of social and relationship issues and verify the effect of the program. The program consists of 12 sessions and each session employs a variety of activities and teaching methods to engender the students' interest. The subjects of this study were 262 middle school students in Seoul and Kyoun99i province. They were randomly assigned to the experimental group and the control group. Several independent t-tests and ANCOVAs were performed for data analyses. The results of the analyses indicated that the 'Empowering Youth Program' was effective in both promoting adolescents' educational performance and enhancing their creativity. Furthermore, the program was found to be very effective in helping adolescents understand themselves, peers, and family members much better.

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