• Title/Summary/Keyword: 창의적 체험활동

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A Study on the Training Programs of Space&Environment as Media for School Education (공간환경을 매체로 한 교육 프로그램에 관한 연구)

  • Reigh, Young-Bum
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.12
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    • pp.5938-5945
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    • 2011
  • Proper education for the space&environment as a medium for the development of a variety of educational programs can be understood as the necessary training for maintaining sustainable society through the sharing of community lives. In addition, education programs of space&environment as a medium will help school teachers and students to understand the meanings and values contained in the living environment by contributing to the increase of creative culture and responsible social consciousness. In this paper, the analysis will be carried out to understand the current situation of education programs of space&environment of inside the school education in progress in Korea. Major parts of the paper will analyze the meaning and value of space&environment education by looking at the contents and activities of diverse training programs of Finland and UK. Finally, this paper will suggest how to activate collaborative school education on the space&environment by the complement of the ongoing problems found in the analysis of domestic case studies.

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.

The Effects of Adlerian Community Feeling Program on the School Life Satisfaction and Depression among Elementary School Students (아들러 심리학에 기초한 공동체 의식 프로그램이 초등학생의 학교생활 만족도와 우울에 미치는 효과)

  • Yu, Li-Hyang
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.696-706
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    • 2021
  • The purpose of this study was to examine the effects of Adlerian Community Feeling Program on the school life satisfaction and depression among elementary school students. Subjects were 38 students who were the fifth grader students and all participants were asked to complete the school life satisfaction scale and depression scale. The pretest and posttest were implemented in order to verify the effectiveness of the program. The program consisted of a total 9 sessions, focusing on building the relationship, self-acceptance, respect for others, cooperation and contribution. The employed statistical analysis was ANCOVA. The results of the study are as follows: First, the Community Feeling Program had an influence on significant improvement in school life satisfaction and its sub-factor, general classes, teacher-student relationships and the physical environment of a school. Second, the Community Feeling Program had an influence on significant effect in depression and its sub-factor, negative mood/physical symptom. Thus, the Community Feeling Program based on Adlerian Psychology has been found to be effective in improving overall school life satisfaction and reducing depression.

The Effects of The Science Camp Program on Science Process Skills and Scientific Attitudes for The Elementary Scientific Gifted Students (과학캠프 운영이 초등과학영재의 과학탐구능력 및 과학적 태도에 미치는 효과)

  • Shin, Myeung-Ryeul;Lee, Yong-Seob
    • Journal of Gifted/Talented Education
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    • v.22 no.4
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    • pp.967-983
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    • 2012
  • The purpose of this study was to find the effects of the science camp program on Science Process Skills and Scientific Attitudes for the Scientific Gifted Students. For this purpose, this research developed the science camp program. This program was totally consisted 30 lessens. there was 2 part in this program. It contained Astronomic Space Science(14 class), Aerospace Science(16 class). To find the effects of the science camp program on Science Process Skills and Scientific Attitudes for the Scientific Gifted Students. 20 participants was selected. these students were attended at a scientific gifted class(5th grade) of an elementary school located in Ulsan. First, Science Process Skills was used to find the effect of the science camp program And the results were analyzed by SPSSWIN 18.0. The results of this study were as follows. the science camp program was a positive effects on Science Process Skills of the Scientific Gifted Students(t=8.649, p=.000). Second, the science camp program was a positive effects on Scientific Attitudes of the Scientific Gifted Students(t=3.431, p=.003). According to this research, the science camp program on Science Process Skills and Scientific Attitudes for the Scientific Gifted Students. It will be contribute on the curriculum construction of the gifted school or gifted class.

Recognition of General arts classes based on movie - Focused on the movie "Untouchables: 1% friendship" (영화 기반 교양교과 수업 활동 탐색 - 영화 「언터처블: 1%의 우정」 중심으로)

  • Kim, Seong-Won;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.63-72
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    • 2017
  • This study made of centrally actual application in general arts classes based on movie in university. Especially, I analyzed the activities of the class with 'Untouchable: 1% friendship' among 6 films. The objects of this study are 44 students of D university in Busan Metropolitan City who take 'creative fusion from movie' general arts class which opened first semester in 2016. In this study, students were able to watch movies through the creative class, which was out of the traditional classroom method, and after 15 hours of learning the quiz online, they conducted 15 weeks as a teaching method to perform tasks, presentations, experiments, and experiences in regular class time. The results of this study are as follows. 'It is a general arts class that makes movements live,' 'It is a general arts class that shows movies from various perspectives,' and 'It is a general arts class that makes me know.' This suggests that the educational medium, which is easily accessible in everyday life, and the general arts class, which is active in the space outside the framework, are perceived as stimulating curiosity and adding fun to college students.

The Study of Investigating the Way Applying a School Garden for the Creative Experience Activity (학교 캠퍼스를 활용한 창의적 체험활동 운영방안 연구)

  • Moon, Byoung-chan;Kim, Yong-tack;Lim, Hyoung-seon
    • Journal of the Korean Society of Earth Science Education
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    • v.9 no.1
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    • pp.39-53
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    • 2016
  • The purpose of this study was to investigate the way applying a school garden for the creative experience activity on the school learning program. For this study, the 27s elementary students who were the 5th and 6th grades participated in this program. And the 10units lessons programs what were consisted with the inquiry, debating, and cooperating activities were developed, and applying to classroom and school garden. The key concepts of developing program were 'rocks which were in the school garden'. he results are follows, for the creative experience activity on the school teaching/learning program, the school garden has useful value as teaching/learning field. The teaching/learning activity applying the school garden makes an offer the awareness to students that the knowledges learned in school were actually relative with their life. Also, the students are affirmatively participate to learning, debate, and cooperate activities because the school garden is very familiar environment to them. Lastly, the students are interesting in learning classes because they think that the school garden environments will reform actually to new shape of their ideas. After this learning were finishing, most of students indicated their intention with satisfaction. Some of them suggested applying the additional program using the school garden. Consequently, the school garden has the very useful value for applying program of the teaching/learning in elementary school education.

Analysis of Youth Center Programs Based on the Domains for Creative Activity (창의적 체험활동 영역별 경남지역 청소년 수련시설 프로그램의 분석)

  • Choi, Byung-Ok
    • Journal of Fisheries and Marine Sciences Education
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    • v.24 no.4
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    • pp.516-527
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    • 2012
  • This study analyzed the programs offered in the youth center located in Gyeongsangnam-do Province in accordance with the domains for creative activity. The creative activity, introduced through the 2009 revised national curriculum, puts an emphasis on the experiential activities to enhance the creativity of students. The creativity activity needs to be operated as intended in order to ensure that the students can grow into adults, who have creativity and good personality, by amassing a variety of experiences. For that, various human resources and physical resources of communities need to be utilized efficiently. Thus, this study explored the measures to achieve the original objectives of creativity activity by analyzing the programs - offered by the youth centers in Gyeongsangnam-do Province - based on the scope of creativity activity. The followings are the results of the analysis of 177 programs offered in 12 organizations that came under the three categories (training facilities operated directly by the Education Office, public training centers, culture center) of the youth centers located in Gyeongsangnam-do Province. Autonomous activity' comprised the highest proportion in the youth center programs of the three categories, followed by club activity. The programs associated with the 'career activity' - which most students have the highest expectations in relation to the creativity activity - comprised relatively low proportion. In conclusion, the programs offered by the youth centers in communities need to become more diversified in order to achieve the intended results of creative activity. In addition, the programs associated with the 'career activity', which student prefer the most, need to be operated in a more diversified manner with greater emphasis. Furthermore, the measures should be explored which may increase the involvement of youth education experts of community in the operations of creativity activity.

Development of a Theoretical Model for STEAM Education (융합인재교육(STEAM)을 위한 이론적 모형의 제안)

  • Kim, Sung-Won;Chung, Young-Lan;Woo, Ae-Ja;Lee, Hyun-Ju
    • Journal of The Korean Association For Science Education
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    • v.32 no.2
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    • pp.388-401
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    • 2012
  • This study attempted to propose a theoretical model for STEAM education, entitled to the Ewha-STEAM education model, which could provide more concrete guidelines for science educators and curriculum developers to execute STEAM ideas. We identified key knowledge and key competencies to nurture future creative/convergent human resources. Key knowledge included an understanding of core ideas cutting across traditional disciplinary boundaries as well as the nature of different disciplines. And additionally, key competencies implied such abilities as to explore the scientific world, to resolve problems, and to communicate and collaborate with others. We also added creativity and character as an essential part of key competencies. In order to provide more specific guidelines when developing, implementing, and evaluating STEAM curriculum, we suggested three elements of convergence to consider: 1) unit of convergence (i.e. concept/skills, problem/phenomenon, activity), 2) degree of convergence (i.e. multi-disciplinary, inter-disciplinary, extra-disciplinary), and 3) context of convergence (i.e. personal, societal, global). It is expected that the Ewha-STEAM education model would contribute towards diverse education communities understanding the direction of STEAM education and its educational potentials.

Development and Case Review of IT Convergence GoGo Bumper Car Project (IT융합 기반의 고고범퍼카 콘텐츠 개발 및 프로젝트 적용 사례)

  • Park, Hong-Joon;Jun, Young-Cook
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.21-33
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    • 2015
  • This paper aims at developing IT convergence robot education contents using open hardware-based GoGo Board and presenting three cases that were applied into educational settings with elementary and middle school students. Several types of data for their activities were collected: photos, work output, survey data, video data and interview with robot teacher and students. Each student experienced building up a GoGo Bumper Car with touch sensors attached at front and back sides and figuring out the principle of digital board control and operating of electronic devices by sensing. The participants, in the following phases, conducted domino chain-reaction with GoGo Bumper Cars and acquiring GoGo Driving Licence by driving test on three different road maps. Students in a gifted education program creatively implemented their own ideas as part of robotic art. The result of case analysis showed that the proposed project provides students not only intimacy for technology, fun, concentration but her own empowerment for developing ideas and creative implementation.

The Effect of the STEAM Activities on the Elementary Student's Science Process Skills and Science-Related Attitudes (STEAM 활동이 초등학생의 과학탐구능력 및 과학에 대한 태도에 미치는 영향)

  • Chae, Hee In;Noh, Suk Goo
    • Journal of Science Education
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    • v.37 no.3
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    • pp.417-433
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    • 2013
  • The purpose of this study was to analyze 'how STEAM activities affect students' science process skills and science-related attitudes'. For more accurate, we have set 31 sixth-grade students from Gyeong-gi Province as an experiment group, and another 31 as a comparative group. We developed a STEAM program based on the educational concepts: Creative Design and Emotional Touch. Through pre-post experiment design, we have introduced TSPS, and Test of Affective Aspects. For TSPS, the comparative group scored higher average grade before the process. After the process, however, the experiment group exceeded the other. The result was considerable enough to verify that the science process skills were bolstered through the STEAM program(p<.05), Similar result was derived regarding the science related attitude. Students in the comparative group originally showed higher degree of interest to science. When the STEAM program was carried out, the standing reversed. The increase in the number of science related attitude indicates the program valid(p<.001). Furthermore, when we asked the students who participated in the experiment how they recognized the STEAM activity, we received positive answers: they consider the program efficient and well suited to the class environment. Conclusively, the STEAM program was proven to be effective for improving science process skills and attitude, and was perceived affirmative.

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