• Title/Summary/Keyword: 체험형 교육

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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.

STEAM Program Development for Career Exploration using VR Webtoon - Application of Contact·Untact Combined Education (VR 웹툰을 활용한 진로탐색형 STEAM 프로그램 개발 - 대면·비대면 혼합형 교육 적용 사례)

  • Joo, Hak-Jong;Lim, Eun-Young;Seo, Kyung-Min
    • Journal of The Korean Association of Information Education
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    • v.25 no.4
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    • pp.653-664
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    • 2021
  • This study proposes a STEAM (Science, Technology, Engineering, Arts, and Mathematics) program for career exploration of middle school students. The proposed program utilizes VR (Virtual Reality) for new digital technology and webtoon as a popular cultural element. It enables the students to investigate promising fields and experience them virtually for themselves. We design the program based on the 2015 revised curriculum, which enhances the learning effects with existing subjects. In particular, the program provides a hybrid education to combine contact and untact classes considering the COVID-19 situation. The educational goal of the proposed program is to improve creativity and convergence capability. Specifically, it aims to prepare an educational foundation that integrates new digital technologies into education and applies the programs to school education fields. To prove the effectiveness of the developed program, we applied the program to the second graders of A middle school located in Seoul. We expect that the proposed program helps students learn how to utilize new digital technologies and explore future career paths.

Development and its Effect of Elementary School Technology Education Program Using History of Technology (기술사를 활용한 기술교육 프로그램의 개발과 적용 효과)

  • Bak, Hyoung-Seo
    • 대한공업교육학회지
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    • v.39 no.2
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    • pp.122-143
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    • 2014
  • The purpose of this research were to develop program of elementary school technology education using history of technology and to learn about its effect. In order to accomplish the purpose of the research, we developed the program by referring to various records and perform the qualitative experiment study through several questionnaire, pictures and materials, to learn about the program effect. The research took the mixed-model design, consisted of collection of quantitative data by Likert scale and collection of qualitative data including the open-ended questions. And the research results were as below. First, development of elementary school technology education program using history of technology was developed as program for 12 hours, 12 themes, for the elementary levels. Second, seeing the result of program of elementary school technology education using history of technology, the program for history of technology for the primary school students, a majority of answers showed high satisfaction about the program, giving answers such as 'I want to do it again following hands on minds on activity.' Third, according to the analysis on the qualitiative evidence of the program, students were found to take pictures with hands on minds on activity camera obscura with much interest and curiosity. Many students are seen to complete the task on their own with a great a look of self-satisfaction, understanding the principle of camera.

Study on the Creation of Jobs in the Social Farming of People with Developmental Disabilities (발달장애인의 사회적 농업분야 일자리 창출방안 연구)

  • Lim, Jae-Hyun
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.466-479
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    • 2020
  • The purpose of this study was to explore the possibility of jobs for people with developmental disabilities in social farming and to derive job-creation plans. To this end, we analyzed the cases of social farms targeted for people with developmental disabilities among overseas social farming activities. And we visited and observed 5 social farms in Korea and interviewed the person in charge. The content of the study was to grasp the meaning and possibility of social farming as a job for people with developmental disabilities, and to explore ways to create a sustainable job for people with developmental disabilities in social farming. As a result of the study, social farming in Korea is in its infancy, and most of the activities are centered on agricultural experiences focused on healing and care for people with developmental disabilities. In the future, it was concluded that continuous agricultural education and activities are sufficient as suitable agricultural jobs for people with developmental disabilities. Based on these results, this study proposed a job model for people with developmental disabilities in social farming. The job model presented in this study is largely divided into a healing-oriented experience model, a care-oriented protective work model, and a social job model. In addition, a smart farm model and a plant factory model were added to the social job model.

Development Plan of Python Education Program for Korean Speaking Elementary Students (초등학생 대상 한국어 기반 Python 교육용 프로그램 개발 방안)

  • Park, Ki Ryoung;Park, So Hee;Kim, Jun seo;Koo, Dukhoi
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.141-148
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    • 2021
  • The mainstream tool for software education for elementary students is Educational Programming Language. It is essential for upper graders to advance from EPL to text based programming language. However, many students experience difficulty in adopting to this change since Python is run in English. Python is an actively used TPL. This study focuses on developing an education program to facilitate learning Python for Korean speaking students. We have extracted the necessary reserved words needed for data analysis in Python. Then we replaced the extracted words into Korean terms that could be understood in elementary level. The replaced terms were matched on one-to-one correspondence with reserved words used in Python. This devised program would assist students in experiencing data analysis with Python. We expect that this education program will be applied effectively as a basic resource to learn TPL.

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Current status of dietary education in elementary, middle and high school in Gyeonggi province: Comparison according to school level and placement of nutrition teacher (경기도 초·중·고등학교의 식생활 교육 현황 : 학교급 및 영양교사 배치여부에 따른 비교)

  • Lee, Youngmi;Kwon, Soo Youn;Kim, Ji Hea;Kim, Ok Sun
    • Journal of Nutrition and Health
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    • v.50 no.6
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    • pp.645-654
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    • 2017
  • Purpose: The purpose of this study was to investigate the current status of dietary education carried out by dieticians or nutrition teachers at elementary, middle, and high schools in Gyeonggi province. We compared dietary education status not only among school level but also between dieticians and nutrition teachers. Methods: The survey using self-administered questionnaires was conducted by dieticians or nutrition teachers at 91 schools (43 elementary schools, 33 middle schools, and 15 high schools) in Gyeonggi province in December, 2015. The questionnaire consisted of questions regarding general characteristics of respondents, current status of dietary education, opinion about dietary education methods, and cooperation level of persons concerned. Results: The placement rate of nutrition teachers was 50.5% overall. Only 36 out of 91 schools conducted regular dietary education, and the percentage of schools conducting regular dietary education was significantly different according to school level with the lowest percentage in high schools, equivalent to 20% (p = 0.003). The average annual dietary education time was 12.4 hours, and it was very low in high schools (5.1 hours) and in schools without a nutrition teacher (1.6 hours). The levels of cooperation and support from principals, teachers, parents, and students were significantly lower in high schools than elementary and middle schools (all p < 0.001) and in schools without a nutrition teacher than schools with a nutrition teacher (all p < 0.05). Conclusion: The results show that the level of dietary education is not enough and needs to be improved, especially at middle and high schools and at schools without a nutrition teacher. Government support polices need to be implemented to encourage dietary educational activities.

A Study on Educational Effectiveness of Convergence Education Between Design and Robotics - Focus on Mentee and Mentor of 2013 Future Environmental Design Competition for Children - (디자인과 로봇공학 융·복합 체험교육의 교육적 효용성에 관한 연구 - 제2회 어린이 미래환경 디자인대회에 참가한 멘티와 멘토를 대상으로 -)

  • Jang, Yon-Hwa;Ban, Ja-Yuen;Lee, Yun-Hee;Han, Hae-Ryon;Lee, Ju-Hyeong
    • Korean Institute of Interior Design Journal
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    • v.23 no.2
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    • pp.62-70
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    • 2014
  • In the knowledge and information society of 21st century, 'Creativity' which is the core of national competitiveness and an important foundation for the development of the country has been emphasized on the importance of it. As a result, the convergence educational programs, as known as STEAM (science, technology, engineering, arts, mathematics) became more and more needed to children for cultivating creativity. As a follow-up study on STEAM program combining robotics and design for children developed by Design Promotion Committee of KIID, this study intends to modify and reanalyze the program and to seize the educational effectiveness of the groups of university students as mentors and children as mentees, The results are as follows; First, although the importance of STEAM education is highlighted, short-term educational programs tend to consist of only the contents of each field: design or science. Second, pre-training and mentoring were helpful to both mentors and children. Third, Children expanded the perception of STEAM concept and increased their interests in career. Mentors recognized the importance and the necessity of STEAM education, and were very satisfied with team activities which gave a new experience of working with other field of people. Therefore, this program provide to children an experience of logical thinking, having interests on uninterested field, and encouraging teamwork. Also, it provides to mentors a chance to develop their potential and experience, and set up a new vision for future.

The Development of Experiential Places and a Task-based Experiential Learning Program in 3~4th Grade Curriculum of 2009 (2009개정 3~4학년군 과학교육과정과 연계한 체험학습 장소 및 과제형 체험학습 프로그램 개발)

  • Kwon, HyoekJae;Kang, Hountae;Kwon, Nanjoo
    • Journal of Korean Elementary Science Education
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    • v.36 no.3
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    • pp.273-285
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    • 2017
  • The purpose of this study is to develop a program that enables students to participate in various experiential learning places in order to provide various experiences to students for solve the problem of prejudice to specific places such as science museum, zoo and botanical garden. For this purpose, the surveys were conducted about experiential places and awareness of experiential learning. 88 elementary school teachers participated in the survey. As a result, they were positive about the use of experiential learning in elementary science instruction, but there were responses that a lot of preparations for the progress and efforts were needed. Therefore, if instructional materials and teaching materials for experiential learning are given, it is confirmed that the intention of using is increased. And the results were analyzed and the experiential sites were categorized into 12 types. We could present basic data that can diversify not only the science museum but also science related experiential places. We developed a learning program related to 'The Liquid and Gas' unit of the third grade, And 'Life unit of Plant' unit of the third $4^{th}$ grade. Through this study, we intend to help science experiential learning to be activated and student - centered experiential learning to be realized.

A Study on Analyzing and Prospecting for the Future of the Public Libraries' Cultural Programs in Seoul (서울시 공공도서관 문화행사 유형 분석 및 향후 전망에 대한 고찰)

  • Lee, Jeong-Mee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.25 no.1
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    • pp.131-152
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    • 2014
  • The objective of this study is to suggest a future direction for cultural programs in public libraries by literature review and the investigation of the programs in practice in Seoul Metropolitan City from various perspectives. The programs were categorized by their characteristics, such as subject, users, and managerial aspects based on the literature review. Then we investigated their rates to total number of programs in order to identify trends in years. There were two interesting points as follows: experience-centered and health education programs have been increasing in terms of the subject, and participation-oriented programs in terms of managerial aspects has also been increasing. The results led us to suggest strengthening the programs in those categories for future planning on public libraries' cultural programs.

A Study on the Cultural Industrialization and Content Change Direction of Pyeongsari, a Novel 'Toji (Land )' Background Space (소설 『토지』 배경지 평사리의 문화산업화와 콘텐츠 변화 방향 연구)

  • Choi, You-Hee
    • Journal of Popular Narrative
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    • v.26 no.2
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    • pp.221-247
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    • 2020
  • This paper examines the meaning of Pyeongsari, the main stage of the novel 'Toji (Land )' and the original experience space engraved in the lives of the characters and suggests the direction of Pyeongsari as a 'Toji (Land )' content platform. Pyeongsa-ri, an imaginary space in the novel, starts from the background of the original work and turns into a representative tourist space for Ha Dong-gun. However, it is necessary to provide cultural experience-type contents that visitors can experience in person. In the original work, Pyeongsari is an ideal community and a symbol of the Korean modern history of suffering and pioneering. Therefore, taking advantage of this meaning, it is necessary to prepare a cultural experience space that shows Confucian culture, women's labor culture, and shamanic culture to draw on visitors' experiences. In addition, the app should be developed in connection with transformed works that have been the driving force behind the reorganization of Pyeongsari, and education and experience spaces using augmented reality are provided on the web. This interaction between digital and reality makes the meaning of the original or transformed works contemporaneous, while contributing to the visitor's own experience. In addition, through this, Pyeongsari can evolve into a cultural experience content platform that reflects the meaning of Korean culture and life. This paper is significant in that it suggests the direction of Pyeongsari's space planning for the 'geography of meaningful places'. In addition, while showing how the imaginary space of the original literary work has reorganized the space of reality, there are implications for the media content of the literary work and the terrain of the culture and arts industry.