• Title/Summary/Keyword: 체험학습

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Fire Museum and Study on the necessity of the establishment (소방박물관 설립의 필요성과 기본방안에 관한 연구)

  • Joe, Sun-Ho;Choi, Kyu-Chool;Jeng, Sang
    • Proceedings of the Korea Institute of Fire Science and Engineering Conference
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    • 2010.10a
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    • pp.67-77
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    • 2010
  • 현대사회는 복지국가를 지향하는 경향이 강화되면서 고위험사회로서 치닫고 있다. 이러한 사회변화의 추세는 안전에 대한 국민의 관심과 정부의 정책변화를 요구하기 시작했다. 재난으로 부터 안전을 지키기 위한 노력의 일환으로 체험학습이 중요한 요소로 등장하기도 한다. 이런 사회적 관심의 변화는 박물관을 통한 체험학습으로 그 목적을 이룰 수 있다. 그동안 우리의 관심 밖에 있던 소방유물에 대한 관심과 소방기본법에 명시된 소방박물관 설립에 관한 조항이 소방유물에 관심을 갖도록 하였다. 비록 짧은 소방역사를 재조명하고, 관련 유물을 찾아 보관과 전시를 통한 체험 학습장으로 박물관의 필요성이 강조되었다. 본 연구는 소방박물관 설립의 필요성과 전시에 필요한 소방유물을 분류하여 전시 가치를 높이는 방안을 제시하고자 시작하였다.

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A Study on the Analysis of Effectiveness of 4-H Seoul Field-Experiential Learning Program (『4-H청소년 서울현장체험학습』 프로그램의 효과 분석 -청소년인증수련활동 효과성 측정도구를 중심으로-)

  • Kim, Jin Ho
    • Journal of Agricultural Extension & Community Development
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    • v.20 no.3
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    • pp.729-753
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    • 2013
  • The purpose of this study was to analyze effectiveness of 4-H Seoul Field-Experiential Learning Program(4-H SFELP). The effectiveness scale of youth accredited activity was applied to analyze the effectiveness and satisfaction of the program. After screening the data, 155 responses were used to analyze the data for this study. The major findings of this study were as follows. First, 4-H SFELP has positive effects on the level of global leadership, initiative in exchange, and understanding other cultures which are related with effectiveness of youth exchange activity. Second, 4-H SFELP has positive effects on the level of confidence, challenge spirit, achievement motivation, and collective leadership which are related with effectiveness of youth adventure and challenge activity. Third, 4-H SFELP has positive effects on the level of problem-solving skills, morality, other-respect, and self-respect which are related with effectiveness of youth self-improvement activity. Fourth, 4-H SFELP has positive effects on the level of self-efficacy and autonomy but has not effects on the level of inquiring mind of participants. All these findings were discussed for youth workers and researchers.

Development of a Field-Experience Learning Support Android LBS Application (현장체험학습 지원을 위한 안드로이드 LBS 애플리케이션 개발)

  • Hyun, Dong-Lim;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.579-587
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    • 2011
  • In this study, we developed the filed-experience learning support application. Because teachers want to use LBS in education area. In order to select fit functions, we carried out survey about functions that teachers want. Then, we analysed the result of survey and implemented the functions. Also, for survey about application's effectiveness, we selected elementary school teachers. Then we demonstrated and explained the application to them. The result of survey about application's effectiveness shows that application have higher utilization in education area.

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Development of interactive children's museum contents for online-offline experience and research on satisfaction level (온·오프라인 연계 체험형 어린이 박물관 콘텐츠 개발 및 만족도 조사 연구)

  • LEE, JI-EUN;LEE, SANG-WON
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.59-65
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    • 2021
  • This study intends to find a positive effect on the learning of elementary school students by developing the exhibition contents of on-offline museum. This on-offline museum contents were combined with existing exhibit types and direct experience elements, and the theory of [blended learning]. Through this study, analyzing the limitations of existing online museum and finding with experiment to see if the new contents had a learning effect compared to the existing online museum. As a result of the experimental study, the content with a [direct experience] was counted as a high satisfaction and frequency index, and the [play] and [experience] type of direct experience contents showed higher satisfaction than the indirect experience type contents. Through this study, we want to provide new implications and development possibilities in the development of contents that online museums can provide, and to promote various effects on children's education.

Development and Validation of the Positive Psychology Experience Inventory in Mathematics (수학 학습과 관련한 고등학생들의 긍정심리분석 및 측정도구 개발)

  • Hong, Jin-Kon;Kim, Tae-Kuk
    • Journal of Educational Research in Mathematics
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    • v.22 no.1
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    • pp.69-99
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    • 2012
  • This study aims to develop a highly-reliable inventory for measuring and analyzing the positive psychological experience in math learning. A measurement result provides meaningful information on the strength of students. Elements of positive psychological experience in math learning were extracted by the extensive research on the literature. The result was verified through the open survey. Through this process, the first preliminary questionnaire of 106 items was released, and was revised into the second one of 66 items through a continuous investigation on reliability and validity. Finally, a measurement inventory with 65 questions for testing 'positive psychological experience in math learning' was established.

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Development of a Scale Measuring the Learning Persistence in Programming for Elementary Students (초등학생을 위한 프로그래밍 학습지속의향 검사 도구 개발)

  • Kim, Ji-Yun;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.203-206
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    • 2017
  • 교육부에 따르면 초등학교에서의 프로그래밍 영역 교육 목표는 간단한 프로그래밍의 체험과 문제의 이해이다. 체험적 성격을 가진 프로그래밍 교육은 학습자의 프로그래밍에 대한 학습 동기를 유발시켜야 하며, 이는 중 고등학교에서 프로그래밍을 통해 문제를 해결하는 밑바탕이 된다. 이를 통해 학습자들은 프로그래밍에 대한 학습을 지속하고자 하는 생각을 가질 것이며, 이를 위해서는 실제적으로 학습지속의향을 향상시키는 콘텐츠들의 개발이 필요하다. 따라서 본 논문에서는 초등학생이 프로그래밍 학습을 하고 이를 지속하고자 하는 의도를 얼마나 가지는지를 측정하는 프로그래밍 학습지속의향 검사 도구를 제안하였으며, 그 타당성과 신뢰도를 검증하였다.

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Development and Implementation of a Web Courseware for the Unit 'Raising Animals' in Elementary School 6th Grade Practical Arts (초등 실과 웹 (Web)코스웨어 개발 및 적용 연구 - 6학년 실과 '동물 기르기' 단원 -)

  • Lim, Chaegang;Lee, MIijar
    • The Journal of Korean Association of Computer Education
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    • v.6 no.3
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    • pp.151-162
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    • 2003
  • In 21 century information age, teachers have to help students' learning activities can be more self- directed learning. The web with diverse audio-visual materials and a great deal of interactions among contents shows lots of possibilities as one of the methods to provide self-directed learning environment for students. It allows learning environment for students to study more self-directed way by following individual learning styles, need, ability, etc. Although the best instructional method is personal field experience in the view of the characteristic of Practical Arts education. a web courseware can be a great substitutional method for improving learning effectiveness in relation to cost, safety, time limit for direct personal field experience. Therefore, the purpose of this study is to develop a web courseware for the unit 'Raising Animals' in Elementary school 6th grade Practical Art which is very difficult unit for teachers to provide direct experience environment for students. The researchers also applied the web courseware in 6th grade classrooms and described the results briefly. However, the researchers did not intend to conduct a full field implementation of the program to evaluate the program. That will be conducted in a following.

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The design of web-based color learning system (웹 기반 색채 학습 시스템 설계)

  • Shin, Ji-Hye;Goh, Byung-Oh
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.238-245
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    • 2005
  • 우리 생활 속에서 항상 존재하고 있는 색채의 중요성을 생각해 볼 때 색채 교육은 매우 중요한 일이다. 본 연구에서는 색채 지도 내용을 재구성하여 생활에서 활용할 수 있는 색채 감각을 신장시킬 수 있는 웹 형태의 색채 학습 시스템을 설계하였다. 인터넷을 이용하여 색채에 대한 지식과 함께 미적체험, 표현 감상에 관하여 학습하고 시스템에서 다양한 표현 활동 및 상호 작용 학습을 실행함으로써 효과적인 색채 학습이 가능하도록 시스템을 구성하였다. 이 시스템에서의 학습 단계는 여러 가지 색, 색의 느낌, 색의 배색, 색의 속성, 색의 이미지, 색과 생활이라는 큰 단위의 6가지 학습 단계를 가지고 있고 각 단계 별로 미적체험, 표현, 감상 의 단계를 거치면서 학습할 수 있도록 설계하였다.

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A Comparative Study of Entrepreneurial Motivation, Entrepreneurship and Entrepreneurial Intention between the Students of Experiential Entrepreneurship Class and Theory Centered Class (체험형 창업강좌와 이론형 창업강좌 학습자간의 창업동기, 기업가정신 및 창업의지 비교 연구)

  • Kim, Yong Tae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.4
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    • pp.49-58
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    • 2018
  • In recent years, various studies have been carried out on various types of entrepreneurship and comparative activities according to policy efforts and support such as the activation of a bachelor's degree in the establishment of a university, and attention has been paid to the fact that the participation and the educational effect of the students may be different depending on the type. The purpose of this study is to investigate entrepreneurial motivation, entrepreneurship, and entrepreneurial intention in the case of experiential entrepreneurship class focusing on the theoretical-oriented general entrepreneurship class, And the effect of entrepreneurship on entrepreneurial intention. The data were collected and empirical analysis was conducted to compare the difference between the two groups. The results of this study are as follows: First, out of the motivation factors of entrepreneurs, entrepreneurship education, achievement desire, human network, self - esteem, etc. We can confirm that the motivation of entrepreneurs is recognized more greatly. Second, the entrepreneurship factor was not significantly different from the perception between experiential entrepreneurship lecture and theoretical entrepreneurship learner. Third, experiential entrepreneurship learner perceived more willingness to start business than theoretical entrepreneurship learner. Finally, among the entrepreneurship motivation factors, among the entrepreneurship education, achievement desire and entrepreneurship factor, the risk sensitivity affects the entrepreneurial will. This study suggests that the direction of entrepreneurial education focused on quantitative expansion and the creation of qualitative effects of entrepreneurship education are needed. In the future, it will provide policy implications for revitalizing experiential entrepreneurship education In addition, it can contribute to the diffusion of research on the effect of entrepreneurship education.

클릭, e업체- 국내 최초 에듀테인먼트 체험관‘신나는 공부나라’

  • Sin, Jong-Hun
    • Digital Contents
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    • no.7 s.134
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    • pp.52-53
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    • 2004
  • 한국문화콘텐츠진흥원이 운영하는 역삼동 문화콘텐츠센터에 게임을 즐기며 학습효과를 올릴 수 있는‘에듀테인먼트 공부나라’가 지난달 7일 문을 열었다. 국내 최초의 에듀테인먼트 체험관인 공부나라는 한글.영어 등 8개 영역으로 구분된 70여종의 콘텐츠를 자유롭게 체험할 수 있도록 구성돼 어린이들에게 새로운 놀이문화를 제공할 전망이다.

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