• Title/Summary/Keyword: 창의적 체험학습활동

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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.

The impacts of the experince of donation for education to improve the teaching efficacy of pre-technology teacher with Invent touring activity (발명체험 교육기부활동이 예비기술교사의 교수 효능감에 미치는 영향)

  • Choi, Yu-Hyun;Lim, Yun-Jin;Lee, Eun-Sang;Lee, Dong-Won
    • 대한공업교육학회지
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    • v.38 no.2
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    • pp.156-175
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    • 2013
  • The purpose of this study was to verify that the impacts of experience of donation for education to improve the teaching efficacy of pre-technology teacher. The Invention experience of donation for education was performed with Invent-touring sponsored by Chunnam National University Invention Education Center for Teachers and was included by development of creative problem solving program, program execution and evaluation. Research participants were Technology education Majors and minors 20 students. The active locations were D children community center, K alternative school, D Elementary School and D middle school. For the study, various literature researches were reviewed intensively about donation for education and teaching efficacy. The instrument for the study was the modified STEBI(Science Teaching Efficacy Beliefs Instrument) for technology education by 3 experts. This study was designed by single group pre and post test design (One-Group Pretest-Posttest Design) and was conducted by the pre-test and post-test. Check the reliability of the tool was conducted with Cronbach ${\alpha}$ coefficient analysis, pre-test 0.840, post-test 0.746. The analysis of data from the 5% significance level, paired sample t-test was performed using the SPSS 19.0 statistical tool. The results were as follows: 1. Teaching efficacy of pre-technology teachers who participated in the invention experience for educational donation technology has improved. 72. The qualitative study was performed by the interviews with students who participated in. Humanism was positively change and learning opportunity was provided to develop the competence of technology education teacher. Based upon the conclusion of this study, the donation activity for invention education need to use learning strategies for pre-technology teacher to improve teaching efficacy.

Practical discourse of civil democracy education in the elementary and the secondary school through the lense of competency education: based on human rights (역량교육을 통해 바라본 초·중등학교 민주시민교육의 실천적 담론: 인권을 중심으로)

  • Shin, Min-Hye
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.813-817
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    • 2022
  • The purpose of the study was to suggest how and what human rights education goes with civil democracy education. Analysis of civil democracy education contents in the 2022 revised general education curriculum draft and that of the 2030 OECD Education project have been performed to find out what contents are necessarily included. Results are as follows: Firstly, human rights education needs to be adopted as an independent subject to be delivered with detailed and organized information. Secondly, actual experiences in diverse curricular and extracurricular activities need to be provided. Thirdly, a human rights-friendly atmosphere needs to be established to update teachers' perception and upgrade competency regarding human rights education. Lastly, it is expected that these activities facilitate adoption of human rights education curriculum into 2022 general education.

The Effects of Science Lessons Using Creative Activities on Scientific Concepts and Self Directed Learning Ability (창의적 체험활동 프로그램이 과학개념 및 자기주도적 학습능력에 미치는 효과)

  • Lee, Yongseob;Kim, Yoonkyung
    • Journal of the Korean Society of Earth Science Education
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    • v.8 no.3
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    • pp.399-408
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    • 2015
  • This study is to find out that the effects of a creative experience activity program to scientific concepts and self-directed learning skills. This study has been aimed at 2 class 40 students of 4th grade in D metropolitan city A elementary school in 2015, one class 20 students are the research group to apply Scientific research program using creative experience activity, another class 20 students were comparison groups to apply general science classes. The related class section of this study is 4th grade 2 semester of science 4 chapters, 'The Earth and the moon' This section is in fourth grade elementary science curriculum revision in 2009 is a Sections to learn for the first time about astronomical area. Target research group in club activities as part of the creative activities implemented using scientific inquiry and analyzed the results. In addition, in order to better research based on the results of this study as follows. First, the science curriculum in elementary schools, as well as applied research about the creative experience activity classes in other subjects is required. The ongoing research is needed to classes utilizing the characteristics of creative experience activities in several subjects of the elementary school curriculum. Second, Creative experiential learning is only effective when it is done consistently, it is worth studying for long periods of time.

Research on Mentorship education for gifted students (영재 학생들의 Mentorship교육에 관한 연구)

  • Heo, Jung-Yun;Lee, Sang-Chun;Choi, Kyu-Seong
    • Journal of Gifted/Talented Education
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    • v.13 no.3
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    • pp.45-68
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    • 2003
  • The purpose of this research is to find out the usefulness of the Mentorship program for gifted science students. The usability has been proved by the results from a survey of a group of mentorship education students. Among those surveyed some are the students a gifted science education institute in university. Students have improved their own study ability, creative problem solving ability by performing the experiment planning on their own, and presented their papers through Mentorship program, and it is possibly observed that they have their own dignity as scientist by performing the actual science activities. Also, with the result of the survey, the effectiveness of the Mentorship program is very positive onto the students. Mentorship program is one of the educational method to widen the students' experience chances, and the depth of thought, and improve the scientific ability and creative problem solving ability.

Development of the Workplace Etiquette Education Program for Strengthen of Employment Capability of Specialized High School Students (특성화 고등학교 학생의 취업역량강화를 위한 직장예절 교육프로그램 개발)

  • Go, Chang-Ryong;Bae, Seon-A
    • 대한공업교육학회지
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    • v.36 no.2
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    • pp.201-208
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    • 2011
  • The purpose of this study was to develop the workplace etiquette education program for strengthen of employment capability of specialized high school students. Basically the program was developed through three steps of preparation, development and improvement. In the preparation stage, needs of student, teacher, industry was surveyed and the topic of the workplace etiquette education program was selected. In the development stage, set up educational goals of the program and form the program classified into 4 parts: (1) work and etiquette, (2) understanding of organization in the workplace, (3) proper the workplace etiquette, (4) managing oneself. In the improvement stage, verified validity by experts, executed pilot test and field test by students, and corrected the program. The result of the study, the workplace etiquette education program for strengthen of employment capability of specialized high school students has features as fellows: First, the program was designed as a 8 hour, and can be applied flexibly according to situation. Second, the program consist of various cases that occur in the workplace. Third, the program consist of four contents of (1) work and etiquette, (2) understanding of organization in the workplace, (3) proper the workplace etiquette, (4) managing oneself. Fourth, the program basically consist of two parts for students and teacher. Fifth, the program would be used in the subject of 'Career and work' in high school and also applied to the career education such as creative hands-on activities, creative discretion activities, and extracurricular activities.

Development and Application of Ethics Education STEAM Projects using DeepFake Apps (딥페이크 앱 활용 윤리교육 융합 프로젝트의 개발 및 적용)

  • Hwang, Jung;Choe, Eunjeong;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.405-412
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    • 2021
  • To prevent problems such as portrait rights, copyright, and cyber violence, an ethics education STEAM projects using deepfake apps using AI technology were developed and applied. The Deepfake apps were screened, and the contents of the elementary school curriculum were reconstructed. The STEAM project as creative experiential activities was mainly operated by the UCC activities, and applied the info-ethics awareness measurement test based on the planned behavior theory. The social STEAM project as money (financial) education was qualitatively analyzed. It was found that this STEAM classes using AI technology app significantly enhances the ethical awareness of information communication.

컴퓨터 소프트웨어를 활용한 테셀레이션 교수 학습 자료 개발 및 활용 방안

  • Im, Hae-Gyeong;Park, Eun-Yeong
    • Communications of Mathematical Education
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    • v.13 no.2
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    • pp.563-589
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    • 2002
  • 고학년으로 갈수록 지필 환경에만 머무르는 현실 속에서 생활 및 예술 작품 등에서 수학적 원리와 개념을 발견하도록 하는 테셀레이션 수업은 학생들의 흥미와 호기심을 유발하고 수학의 아름다움을 느끼게 하는 것 이상으로 기하학적 사고의 기초를 학습하는데 도움을 줄 수 있다. 이에 본 연구는 4학년까지 적용되고 있는 7차 교육과정을 중심으로 새롭게 등장하고 있는 테셀레이션에 대한 이해 및 교수 학습 자료가 체계적으로 정비되어 있지 못한 현실적인 문제의 해결 방안으로서 테셀레이션을 활용한 수학 학습의 내용을 분석하여 교사들에게는 테셀레이션의 이해 및 교수 학습 자료로서 , 학생들에게는 수학의 기하적 개념들을 쉽고 재미있게 학습할 수 있는 학습도구로서 활용할 수 있도록 하는 것을 목적으로 테셀레이션을 구현할 수 있는 컴퓨터 소프트웨어를 활용하여 테셀레이션 교수 학습 자료를 개발하였고 이를 위해 다음과 같은 연구 내용을 설정하였다. 가. 테셀레이션의 정의와 예 그리고 종류를 알아보고 테셀레이션 속의 수학적 개념을 활용방법과 함께 제시한다. 나. 제7차 초등 수학 교육과정 중 도형 영역과 규칙성과 함수 영역을 중심으로 테셀레이션을 적용할 수 있는 내용영역을 분석하고 컴퓨터 소프트웨어를 활용한 테셀레이션 자료를 제시한다. 다. 제작된 테셀레이션 교수 학습 자료의 효과적 활용을 위한 활용 방안을 탐색한다. 라. 제작된 테셀레이션 교수 학습 자료의 활용 효과를 알아보기 위해 적용 실험을 하고 이에 대한 학생들의 반응을 분석하여 학습의 효과를 밝힌다. 제작된 테셀레이션 교수 학습 자료의 적용 실험을 위하여 광주대성초등학교 6학년 한 반을 선정하였고 약 4주에 걸쳐 컴퓨터 소프트웨어를 활용한 테셀레이션 교수 학습 자료를 투입하여 4번의 활동수업을 실시하였다. 수업 후 작성된 학습지와 소감문 및 연구자에 의해 관찰된 수업내용을 바탕으로 다음과 같은 연구 결과를 얻을 수 있었다. 첫째, 제7차 초등 수학 교육과정 중 도형 영역과 규칙성과 함수 영역을 중심으로 컴퓨터 소프트웨어를 활용한 테셀레이션 자료를 제시한 결과 지필적 환경에서 제한적이었던 탐구하고 조작해보는 활동을 할 수 있는 역동적인 수학 실험실 환경이 제공됨으로써 도구적 이해가 아닌 관계적 이해를 하는 것을 확인할 수 있었다. 수학적 개념을 암기하는 것에서 벗어나 자연스런 조작을 통해 학생들이 개념을 이해하고 탐구하는 과정 속에서 학생들은 수학을 공부한다기 보다는 수학 속에서 재미있게 놀이한다는 생각을 가지고 수업에 참여하였고 배우는 즐거움을 알고 자신감을 가지며 더 나아가 창의적인 생각을 하도록 하는 기회를 줄 수 있었다. 둘째, 테셀레이션은 우리 생활 속에서 쉽게 발견할 수 있는 것으로 수학이 단순히 책에서만 한정되지 않고 다양한 분야 즉 디자인, 생활 속에서의 벽지문양과 포장지, 예술작품 등에 활용되고 있음을 체험함으로써 수학이 실생활에 광범위하게 활용되고 있음을 알게 하였다. 역으로 생활 속에서의 테셀레이션을 통해 수학적 개념을 찾는 과정을 통해 수학이 아름다우면서도 실용적이라는 생각을 심어줄 수 있었다. 셋째, 테셀매니아, GSP, 캐브리, 거북기하 등 평소 수업에서는 활용도가 적은 컴퓨터 소프트웨어를 활용함으로써 컴퓨터 소프트웨어 자체에서 오는 호기심뿐만이 아니라 직접 조작하여 테셀레이션 작품과 개념을 익히고 새로운 작품과 학습을 해 내는 과정을 통해 자신감과 성취감 등에 있어 큰 변화가 있음을 발견할 수 있었다. 컴퓨터 기능이 미숙한 학생의 경우 처음에는 당황해 하고 어려워하는 부분도 있었으나 조작할 시간적 여유를 주고 교사와 우수한 학생들이 도우미로서 역할을 잘해내어 나중에는 큰 어려움 없이 마칠 수 있었다. 테셀레이션이라는 용어가 아직은 생소한 현장에서 교수 학습 자료가 부족하고 그에 따른 이해도 부족한 현실 속에서 컴퓨터 소프트웨어를 활용한 테셀레이션 교수 학습 자료가 교수 학습 현장에 투입되어 유용하게 사용될 수 있는지 그 가능성을 조사한 것을 목적으로 한 본 연구의 결과로서 테셀레이션이라는 주제는 도형 영역과 규칙성과 함수 영역에서 평면 도형의 각과 모양 등의 성질을 탐구하게 하고, 대칭변환의 개념을 효율적으로 학습하게 할 수 있고, 반복되는 모양에서 규칙성을 발견하고 부분과 전체를 파악하여 패턴을 인지할 수 있게 하며 제작하고 분석하는 과정을 통해 여러 가지 수학적 개념과 수학적 창의성, 수학적인 아름다움을 느끼게 할 수 있음을 발견할 수 있었다. 또한 테셀레이션은 수학적 개념은 물론 수학과 미술, 수학과 일상 생활과의 연결성을 논의하고 확인하는 데 흥미로운 주제가 될 수 있다. 초등학교 교육과정에서 새롭게 도입되고 있는 테셀레이션을 활용하여 지도하기 위한 교수 학습 자료로 유용하게 사용될 수 있고 앞으로는 테셀레이션과 관련된 내용이 직접적으로 교육과정 내에서 다루어지고, 또한 테셀레이션을 적용한 수업이 학생들의 기하학적 사고 및 수학적 태도에 미치는 영향과 관련한 연구가 뒤따라야 할 것으로 본다.

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An Instructional Design of STEAM Programs using 3D Printer and Analysis of its Effectiveness and Satisfaction (3D 프린터를 활용한 융합인재교육 프로그램 개발 및 효과성과 만족도 분석)

  • Bae, Youngkwon;Park, Phanwoo;Moon, Gyo Sik;Yoo, Inhwan;Kim, Wooyeol;Lee, Hyonyong;Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.475-486
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    • 2017
  • The purpose of this study is to develop the STEAM program using 3D printer and to verify its effectiveness and students' satisfaction in order to draw implications and suggest the future directions. To design the alternative instructional framework utilizing the 3D printer, we used the learning standards of 'presenting the situation', 'creative design', and 'emotional experience' for the 3rd to 4th grade and 5th and 6th graders in elementary school. As a result of the experiment, statistically significant results were obtained about 'interest', 'care and communication', 'self-directed learning', 'career choice for science and engineering'. According to the students' satisfaction survey, students responded that they are interested in general, they can learn various subjects in relation to existing the regular classes, and that they have lots of making and experiencing activities.

The Design Improvement Plan of Seoul Forest Visitor Centers for Little Children (서울시 유아숲체험장의 공간 개선 방안)

  • Kim, Minjung;Jeong, Wookju
    • Journal of the Korean Institute of Landscape Architecture
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    • v.49 no.6
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    • pp.49-63
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    • 2021
  • The Forest Visitor Centers for Little Children who means preschoolers is an educational facility that achieves holistic growth by experiencing forests, and it should not be completed by installing specific facilities in the forest environment, but should be a space where preschoolers can play freely in the forest environment themselves. This study comprehensively evaluated the current status of Seoul Forest Visitor Centers for Little Children and suggested space improvement measures to enhance the effectiveness of forest experience. Through the theoretical review, seven spatial elements that enhance the effect of forest experience and six areas composing outdoor play areas were derived to prepare an analysis table for current status evaluation, and field survey studies were conducted on 24 centers in Seoul. Through expert interviews, the physical status was examined from the perspective of childhood education and the experiences of the users were summarized. As a result of the study, the Seoul Forest Visitor Center for Little Children is classified into six types according to the location characteristics and spatial structure, and has the characteristics of each type. The effectiveness of forest experience can be enhanced by identifying and revealing the environmental strengths of individual centers. In the case of outdoor experience learning zones, the proportion of exercise play areas was very large. By evenly organizing the forest experience space for each area, it will be possible to provide more diverse experiences to preschoolers. However, the status of uniform facility-oriented cannot be viewed as a fragmentary factor that lowers the effect of forest experience. The key to increasing the effect of forest experience by inducing creative activities is the spatial composition that considers the surrounding natural environment. Facilities should be a medium to help preschoolers' interest move into the forest. This study prepared data to understand the average physical status of the Seoul Forest Visitor Center for Little Children and suggested space improvement measures to increase the effectiveness of forest experience. This can be used as basic data for research to improve the quality level of the Seoul Forest Visitor Center for Little Children about 10 years after the project was implemented.