• Title/Summary/Keyword: 창의적 체험활동

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A Study on Teachers' Recognition of Importance and Reflection on Creative Hands-on Activities at Technical High School: Focused on Club Activities (공업계 고등학교 교사가 인식하는 창의적 체험활동 영역의 중요도 및 반영도 분석: 동아리활동을 중심으로)

  • Ko, Kun-Soo;Seo, Won-Seok;Lee, Chang-Hoon;Kim, Jong-Seoung
    • 대한공업교육학회지
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    • v.39 no.1
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    • pp.227-246
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    • 2014
  • The purpose of this study is to suggest the desirable direction toward the creative hand-on activities suitable for the characters of the technical high school students by examining the teachers' recognition of sub-factors of creative activities in technical high school and analysing whether the factors are properly utilized. Respondents of this study were 393 teachers at the Technical high school in South Korea. The questionnaire survey on the recognition of creative hand-on activities consisted of questions, which are importance and reflection, from 32 sections in 5 fields. The summary of the results through this study is as following. First, In the results of importance analysis of teachers in technical high school, in club activity field, 'the invention' of 'academic activity', 'film-art' in 'culture-art activity', 'challenge activity' in 'sports activity', 'school specialized major' in 'work practice activity', 'scout federation', 'Red Cross youth activity' in 'youth group activity' were seemed to be higher. Second, In the results of reflection analysis, it was found that the 'academy, culture-art', 'sports activity' fields were similarly reflected in importance thought by teachers in technical high school. However, for 'the work practice activity' and 'youth group activity', except 'the school specialized major', all fields are not properly reflected, independent of importance. For 'the work practice activity', analyses of importance and reflection seemed to be alike but for 'the youth group activity', there was a significant difference between them.

Development and Effects of the Early Childhood Field Experience Program Based on the Language Experience Approach (언어경험접근법을 활용한 유아 현장체험활동 프로그램 개발 및 효과)

  • Park, Tae-Suk;Park, Joo-Sung
    • Proceedings of the KAIS Fall Conference
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    • 2011.12a
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    • pp.116-119
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    • 2011
  • 본 연구는 언어경험접근법을 활용한 유아 현장체험활동 프로그램을 개발하고, 개발한 프로그램이 유아의 문해능력 및 창의성에 미치는 영향을 검증하고자 유아의 현장체험활동 프로그램 개발한 후, 현장체험활동 프로그램이 유아의 문해능력과 창의성에 어떠한 영향을 미치는지 연구하였다. 연구 결과 언어경험접근법을 활용한 유아 현장체험활동 프로그램은 유아 수용어휘능력 및 표현어휘능력 증진에 효과적인 것으로 나타났으며, 창의성의 하위요인에 있어서도 독창성, 유창성, 융통성, 상상력 증진에 긍정적인 효과를 미친 것으로 나타났다. 따라서 언어경험접근법을 활용한 유아 현장체험활동 프로그램은 유아의 문해능력과 창의성 증진에 효과적인 교수 전략인 것으로 해석된다.

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A Study on Model of Learning Activity Tool for Creative Problem Solving based on Mobile Learning (모바일러닝 기반에서 창의적 문제해결(Creative Problem Solving) 활동을 위한 학습지원도구 모형 개발)

  • Bae, Ji-Hye
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.344-347
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    • 2016
  • 유비쿼터스 환경 시대에 맞춰 현재 스마트 디바이스의 발달과 시장의 확대로 스마트 미디어 기기의 보급이 급속도로 확산되고 있으며 많은 교육용 어플리케이션 또한 개발되고 있는 중이다. 이러한 교육용 어플리케이션들은 지식기반사회의 학습도구로서 지식접근 및 창출에 중요한 요소인 인터넷과 웹을 활용하게 되고 이동성과 편의성을 추구하는 모바일기기를 통해 학습이 가능하도록 지원하는 프로그램이다. 본 연구는 모바일러닝 기반의 '창의적 문제해결(CPS, Creative Problem Solving)' 모형을 활용하는 교육용 앱에 대한 설계방안을 제시하고자 하며 연구의 목적은 대학 교육에서 학생들의 창의적 사고와 문제해결능력 향상을 돕는 모바일러닝 기반의 학습환경을 설계하는 데 있다. 제안하는 학습지원 도구는 모바일 앱 형태로 제작되며 학습활동에 있어 다양한 창의적 사고과정 활동과 표현방식, 상호작용성 등의 기능을 통해 학습자의 고차원적인 사고능력을 향상시키는 인지적 도구로서 활용될 수 있도록 설계하였다. 개발환경은 안드로이드용 앱 인벤터 프로그램을 사용하였으며 앱 인벤터 서버환경에서 제공되는 컴포넌트와 이벤트 핸들러를 이용하여 교수자모드와 학습자모드의 앱을 각각 설계하였다. 교수자 앱은 학습활동 제공을 의미하는 프로바이더(Provider) 모드 기능이 포함되며 학습자 앱은 CPS 활동을 위한 학습활동 모드 기능이 설계된다. 대부분의 창의성 관련 앱들은 그래픽작업을 통한 두뇌활동 향상 프로그램, 체험활동 위주의 프로그램 등으로 출시가 되어 있으나 교수-학습 활동을 위한 창의적 문제해결활동 관련 앱은 존재하지 않는 상태이므로 수업활동에서의 활용측면에서 가치가 있을 것으로 기대된다.

Education Program of KyungHee Astronomical Observatory for Highschool Students about Korean Lunar Mission

  • Lee, Chung Woo;Oh, Young-Seok;Jin, Ho;Kim, Kap-Sung
    • The Bulletin of The Korean Astronomical Society
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    • v.39 no.1
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    • pp.88.2-88.2
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    • 2014
  • 경희대학교 천문대는 한국과학창의재단에서 후원하는 2013년 과학문화 민간활동 지원사업의 일환으로 "청소년, 우주를 향해 미래를 쏘다!"라는 멘토링 프로그램을 2013년 7월 23일부터 2014년 2월 28일까지 진행하였다. 본 프로그램의 참가대상은 경기지역 고등학교 1, 2학년 학생 32명이 참가하였고, 대학생 멘토 8명과 팀으로 활동하였다. 본 프로그램의 목적은 달 탐사를 주제로 한 체험프로그램을 통해 청소년들의 우주개발의 현황을 체험할 수 있는 기회를 제공하고, 체험 프로그램을 활용하여 창의력, 협동심, 자신감을 함양시키며 이공계 분야의 비젼과 진로 방향을 제시하는 것이다. 본 프로그램은 6개의 주제로 총 10회 동안 진행되었으며, 각각의 주제는 우리나라 우주개발 현장체험, 달탐사의 필요성 체험, 발사체 및 탑재체의 이해와 체험, 청소년이 바라본 우리나라 달탐사의 미래, '우주로' 체험 캠프, 최종발표회이다. 프로그램은 체험, 조사, 발표 및 토의 형식으로 진행되었다. 본 프로그램에서 기대되는 성과는 조별 활동 및 다양한 체험 실습으로 협동심 및 인성을 함양하고, 천문학/공학 분야의 전공 대학생의 멘토링으로 논리적, 체계적, 비판적인 사고를 유도하고, 학연 협력을 활용한 현장학습으로 청소년들의 이공계에 대한 흥미를 유발하고 진로 방향을 제시하며, 다양한 체험 실습 및 미래 지향적인 컨텐츠를 활용하여 천문학 및 우주과학에 대한 호기심을 자극하는 것이다. 본 프로그램에서의 최종 성과물은 기존의 달탐사와 차별적인 주제와 방법론을 고안하여 논리적이고 창의적으로 우리나라의 달탐사에 대한 방법론적인 아이디어를 유도하는 것에 중점을 두었다.

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EEPERF(Experiential Education PERFormance): An Instrument for Measuring Service Quality in Experiential Education (체험형 교육 서비스 품질 측정 항목에 관한 연구: 창의적 체험활동을 중심으로)

  • Park, Ky-Yoon;Kim, Hyun-Sik
    • Journal of Distribution Science
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    • v.10 no.2
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    • pp.43-52
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    • 2012
  • As experiential education services are growing, the need for proper management is increasing. Considering that adequate measures are an essential factor for achieving success in managing something, it is important for managers to use a proper system of metrics to measure the performance of experiential education services. However, in spite of this need, little research has been done to develop a valid and reliable set of metrics for assessing the quality of experiential education services. The current study aims to develop a multi-item instrument for assessing the service quality of experiential education. The specific procedure is as follows. First, we generated a pool of possible metrics based on diverse literature on service quality. We elicited possiblemetric items not only from general service quality metrics such as SERVQUAL and SERVPERF but also from educational service quality metrics such as HEdPERF and PESPERF. Second, specialist teachers in the experiential education area screened the initial metrics to boost face validity. Third, we proceeded with multiple rounds of empirical validation of those metrics. Based on this processes, we refined the metrics to determine the final metrics to be used. Fourth, we examined predictive validity by checking the well-established positive relationship between each dimension of metrics and customer satisfaction. In sum, starting with the initial pool of scale items elicited from the previous literature and purifying them empirically through the surveying method, we developed a four-dimensional systemized scale to measure the superiority of experiential education and named it "Experiential Education PERFormance" (EEPERF). Our findings indicate that students (consumers) perceive the superiority of the experiential education (EE) service in the following four dimensions: EE-empathy, EE-reliability, EE-outcome, and EE-landscape. EE-empathy is a judgment in response to the question, "How empathetically does the experiential educational service provider interact with me?" Principal measures are "How well does the service provider understand my needs?," and "How well does the service provider listen to my voice?" Next, EE-reliability is a judgment in response to the question, "How reliably does the experiential educational service provider interact with me?" Major measures are "How reliable is the schedule here?," and "How credible is the service provider?" EE-outcome is a judgmentin response to the question, "What results could I get from this experiential educational service encounter?" Representative measures are "How good is the information that I will acquire form this service encounter?," and "How useful is this service encounter in helping me develop creativity?" Finally, EE-landscape is a judgment about the physical environment. Essential measures are "How convenient is the access to the service encounter?,"and "How well managed are the facilities?" We showed the reliability and validity of the system of metrics. All four dimensions influence customer satisfaction significantly. Practitioners may use the results in planning experiential educational service programs and evaluating each service encounter. The current study isexpected to act as a stepping-stone for future scale improvement. In this case, researchers may use the experience quality paradigm that has recently arisen.

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The development of green technology education program for Elementary school creative activities (초등학교 창의적 체험활동을 위한 녹색가술 교육프로그램의 개발)

  • Oh, Dong-Kyu
    • 대한공업교육학회지
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    • v.36 no.1
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    • pp.23-45
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    • 2011
  • The purpose of this study was the development of green technology education program for elementary school creative activities. The result of this study were follow. Basically this program was developed through three steps of preparation, development and improvement. First, in the preparation step, Need analysis were analyzed by investigation the needs of the society. Then the themes of this program were determined by thestages based on the National and social issues. Second, in the development step, the following was included. 1) Begin with Setting up education goals of this program. 2) selecting of learning object and content. 3) structuring educational program. Third, in the improvement step, program was verified of validity by experts

A Study on Development of Experience Education Model Based on GI Cooperative Learning in the Presidential Archives (집단탐구(GI) 협동학습 모형을 활용한 대통령 기록관 체험학습 프로그램 개발)

  • Jang, Hyo-Jeong;Song, Na-Ra;Choi, Hyo-Young;Kim, Yong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.3
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    • pp.51-81
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    • 2015
  • The Presidential Archives is a research institute that manages presidents' historical records and archives. It provides various education programs based on the presidential records and archives for teachers and students. The Ministry of Education introduced free-learning semester and has conducted test trials in 42 schools since 2013. All of the middle schools will conduct the free-learning semester from 2016. The $7^{th}$ educational curriculum includes creative experience activities. The Ministry of Education recommended that schools should cooperate with local public organizations for experience activities. But, It is difficult to cooperate with each other. This study proposed the experience education programs using the presidential records and archives for social studies education curriculum in order to do the meaningful education in the class of the creative experience activities. To do it, this study analyzes current situation, deducts the problems caused in domestic and foreign Archives experience education program, and adopts the cooperative learning models and components suited to experience activities.

The Effects of Extracurricular Activities on School Satisfaction of Education Demanders -Focused on creative experiential activities, life guidance, counseling activities- (교과외 활동이 교육수요자의 학교만족도에 미치는 영향 -창의적 체험활동, 생활지도, 상담활동을 중심으로-)

  • Jeon, Gu-Hun;Kim, Hee-Chan
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.380-387
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    • 2018
  • The purpose of this study is to examine the effects of extracurricular activities such as creative experiential activities, life guidance, and counseling activities on school satisfaction of students and parents who are educational demanders, and to suggest practical and policy alternatives to improve school satisfaction. For this purpose, 1,242 elementary, middle and high school students in Seoul and 1,023 parents were tested through analysis of t-test, and regression. Three main results were derived. First, extracurricular activities had a statistically significant effect on school satisfaction. Second, in general, parents in Korea are expected to emphasize the entrance examination-oriented curriculum with a high degree of education, but the higher the extracurricular activities of students and parents, the higher the school satisfaction. Third, there was a difference in school satisfaction by education class, but the higher the education level, the lower the school satisfaction was. It can be seen that extracurricular activities are needed to increase the educational satisfaction of students and parents who are educational demanders. In addition, it is necessary to reinforce the extracurricular activities to the high school which is the upper grade school now.

Development of hands-on activities of STEAM for 'Manufacturing Technology and Automation' unit Technology subject in Middle school (중학교 기술교과 '제조기술과 자동화' 단원을 위한 STEAM 체험활동 과제 개발)

  • Jung, Jin-Woo;Yi, Sang-Bong
    • 대한공업교육학회지
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    • v.39 no.1
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    • pp.66-84
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    • 2014
  • The purpose of this study is to develop STEAM hand-on activity task for middle school manufacturing & automation unit. This study was conducted following three stages. First of all, I carried out documents research and requirements analysis. And the goals for STEAM hand-on activity were set at this stage. Second, topics for STEAM hand-on activity were selected, and the organized for designing hand-on activity related STEAM in the development step. Finally, pilot and field test were conducted in order to amend and/or complement in improvement step. The theme and/or title of the hand-on activities were 'Making the print using wood', 'Making the close up photography & telephoto lens for smart phone'. The STEAM hand-on activities were designed for ten hours for each subject respectively. Each hand-on activity consists of problem situation, objectives statement, materials and tools, an evaluating criteria, related knowledge, portfolio and so on.