• Title/Summary/Keyword: 프로젝트수업

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The analysis of webquest effect of social education in elementary school (초등학교 사회교과에서의 웹퀘스트 효과 분석)

  • Lee, Dong-Souk;Jung, In-Kee
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.677-684
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    • 2004
  • 현재 사회는 점점 복잡해지고 다양해짐에 따라 하루가 다르게 새로운 지식들이 쏟아져 나오고 있으며, 이러한 지식들을 모두 학습한다는 것은 불필요하고, 또한 불가능하다. 이러한 이유에서 현재의 교육은 지식의 습득보다는 나에게 필요한 지식을 어떻게 재구성하는가에 교육의 목표를 두고 있다. 인터넷을 활용한 프로젝트 학습은 이러한 요구조건을 잘 만족시켜주는 교육방법의 하나이다. 인터넷을 활용한 수업은 지금 현장에서 많이 이루어지고 있다. 다양한 방법들이 시도되어지고 있으며, 좋은 방법을 찾기 위한 연구들이 많이 진행되고 있다. 그 중에서 온라인 프로젝트 학습은 특히 각광을 받고 있다. 하지만 아직까지는 미흡하고 좋은 컨텐츠가 제공되지 않고 있는 것이 현실이다. 이에 본 연구자는 온라인 프로젝트학습의 하나인 웹퀘스트를 초등학교 사회과에서 어떻게 활용할 수 있는지에 대하여 제시하였다.

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Design of A Project-Based Learning Model Using ICT And System (ICT활용 프로젝트 학습 모형 및 시스템 설계)

  • 박은희;강지훈
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.04b
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    • pp.676-678
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    • 2002
  • 정보통신기술(ICT: Information & Communication Technology) 활용 학교 교육을 활성화하기 위해 ICT 활용 교수-학습 모형과 과정안을 개발, 적용하고 ICT를 활용한 자기주도적 학습 능력을 신장할 수 있는 수업 방안의 연구가 필요하다. 그러나 이와 같은 필요성이 있는데도 ICT가 교육헌장에서 효과적으로 활용되고 있다고는 보기 어렵다. 기존의 강의와 학습자료를 단순히 인터넷으로 제공하는 형식의 기능적 ICT 활용교육이 어느 정도의 학습 효과를 창출할 것인지 문제는 결국 ICT를 효과적으로 활용할 수 있는 교수-학습을 설계해야 한다는 과제를 제시하고 있다 본 연구는 이와 같은 문제의식에 따라 먼저 ICT 활용 교육에 대하여 고찰한 결과를 학생 중심 학습환경을 제공하는 프로젝트 학습에 적용하여 ICT를 활용한 프로젝트 학습 모형을 설계하고 학습을 지원해 줄 학습 시스템은 상호작용 기능과 피드백에 중점을 두어 설계하였다

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The Effect of Convergence Lesson Plan and Teaching Demonstration for Enhancing Creative Competency of The Pre-service Teachers' (중등예비교사의 창의역량 강화를 위한 융합수업지도안 작성 및 수업시연의 효과)

  • Kim, Eunjin
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.466-474
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    • 2019
  • The purpose of this study was to investigate the enhancing creative competency and changes in academic challenge for the pre-service teachers. For this purpose, 94 pre-service teachers participated in project learning through the preparation of the convergence instruction and the class demonstration during one semester. The pre and post questionnaire survey was conducted the measurement of creative leader competence and K-NSSE for academic challenge. Analysis of data was performed using the IBM SPSS 18.0 program for the corresponding sample t test. The creative competency included 'higher mental thinking', 'problem solving', 'curiosity', 'sensitivity' 'task commitment', 'the pursuit of social value', and 'co-operations and considerations'. This results was significant(p< .05). Academic challenge, high-order learning domain and learning strategies domain were significant(p< .05). Based on this, in order to generalize the convergence education and convergence lesson, it is necessary to design various convergence lessons and practice study to make a plan and practice it. In addition, the implications for the necessity of correcting and supplementing the effects after repeated convergence lessons were discussed.

The Effect of Group Project in College Mathematics Teaching (대학수학 학습에서 그룹프로젝트의 효과)

  • Kim, Byung-Moo
    • Communications of Mathematical Education
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    • v.23 no.4
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    • pp.1043-1058
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    • 2009
  • This study concerns with the effects of group projects performed by the students in college math classes. The study result shows that 61% of the students get more self-confidence and interest in mathematics through working projects. In addition, the result reveals that one of the essential factors for successful college mathematics class is to provide a strong motivation for learning to students. For effective teaching through group projects, this paper suggests that 1) the number of students in the class be 20 or less, 2) the projects group be consisted of two members, 3) the instructor should select proper problems to students' level from extra-textbooks, 4) the problems should be interesting, positive and challenging, 5) each group should take only one problem, 6) the groups be provided with enough references and materials, 7) each student in the group be cared to feel importance and necessity of mathematics and cooperative work, 8) the students should work with math joyfully, 9) the instructor remind the students that we live with mathematics in real life, 10) 2-month be a necessary and appropriate term in working projects.

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A Data Logging Smart r-Learning Effect on Students' Logical Thinking (데이터 로깅 활용 Smart r-Learning이 학생들의 논리적 사고력에 미치는 효과)

  • Lee, Jae-Inn;Yoo, Seoung-Han
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.25-33
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    • 2014
  • Due to the recent development of educational robot hardwares, processing speed and scalability have been greatly improved. Thus, the robot hardwares that are compatible with temperature sensor for MBL and gyro sensor made a data logging possible. Students can conduct an experiment on scientific research and prediction, collecting and data analysis with robots that can process data logging. Therefore this research constructed and adopted science project class that introduced a Smart r-Learning that utilizes Class SNS and smartphone. As a result of applying a data logging smart r-Learning to elementary school 5th graders, it has shown that the students' logical thinking ability four of the six areas have been improved in t-test.

Development and Application of Teaching Model on Project-Based Programming for Elementary Students (초등학생을 위한 프로젝트기반 프로그래밍 수업모형 개발 및 적용)

  • Lee, Seungheon;Kim, Kapsu
    • The Journal of Korean Association of Computer Education
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    • v.11 no.2
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    • pp.23-33
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    • 2008
  • The computer education has not to remain literacy education but to change with object of training a member of real society which is logic in thinking, initiativeness in suit with the knowledge information-oriented society by teaching the theory of computer science. This study examined effects and applied by means of developing project- based programming teaching model for elementary students in a classroom when teachers instruct programming education This study is expected to contribute to make computer teaching methods better, by providing teachers with teaching models of computer programming education for elementary students.

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Exploring of Elementary Pre-Service Teacher's Skills Using Technologies and Study on Instructional Models (초등 예비교사의 테크놀로지 활용역량 탐색 및 수업모델 연구)

  • Park, HakNeung;Ma, Daisung
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.97-106
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    • 2019
  • Based on previous studies such as TPACK, digital literacy, and maker education, this study searched the Skills for Using Technologies required for elementary school pre - service teachers and classified them into 13 sub - factors in 5 domains. We designed and applied a project-based maker education instructional model to improve Skills for Using Technologies for first grade students at G Education University taking "technology utilization and smart life". Through interviews after the lecture and after the lecture, the ability of university students to utilize the technology was examined and the acceptance attitude was improved. We also modified the project-based maker education model based on interviews, observation logs, and mutual evaluations of college students.

A Design and Effect of STEAM PBL based on the History of Mathematics (수학사를 활용한 융합적 프로젝트기반학습(STEAM PBL)의 설계 및 효과 분석)

  • Lee, Minhee;Rim, Haemee
    • School Mathematics
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    • v.15 no.1
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    • pp.159-177
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    • 2013
  • This study is a case study of STEAM education. We have developed teaching and learning materials, suggested teaching method, and analysed the result for exploring the potential and effect of STEAM. The content of this study is based on the history of mathematics. Science (S) is related to the 24 divisions of the year, the height of the sun, the movement of heavenly bodies. Technology (T) is related to the exploration with graphic calculators. Engineering (E) is related to design sundial and research on the design principles. Art (A) is related to literature review about mathematical history, the understanding of the value of the mathematics. Mathematics (M) is related to the trigonometric functions. We have considered that Project-Based Learning is proper teaching and learning for STEAM education, we have designed the STEAM PBL and analysed the results focused on the developing integrative knowledge, mathematical attitude including mathematical value, the competencies of 21 century. The result of this study is as follows. We find that STEAM education activates students' collaboration, communication skills and improves representation and critical thinking skills. Also STEAM education makes positive changes of students' mathematical attitudes including the values of the mathematics.

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Imagining through webtoon: Webtoon-focused convergence education project in middle school (웹툰으로 상상하기: 중학교 웹툰 중심의 융합교육 프로젝트)

  • Park, Yoo-shin;Yim, Se-hee;Jeong, Hyeon-Seon
    • Cartoon and Animation Studies
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    • s.45
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    • pp.451-477
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    • 2016
  • The changes in media environments have impacted on the ways in which knowledges are formed and transmitted and therefore the relevance of the traditional school subjects have been increasingly questioned. In this context, the discourses of the reformation of the 21st century schooling have focused on convergence education and media literacy education. Therefore, it is worth paying attention to the fact that the practices of transdisciplinary integrated curriculum focusing on digital media content are grown voluntarily in schools. This research is a case study of a convergence educational project that was initiated by a middle school teacher who designed and implemented a unique program of the transdisciplinary class of Korean focusing on reading webtoons with the linked program of a 'Book Club Activity' that was a part of 'Creative Experiential Activitites'. Based on the analysis of the documents, participatory observation of a main event and the interview with the teacher, this article discusses how the webtoon-focused convergence education project might have achieved meaningful connections between a subject-focused learning and a creative experiences-focused learning; between in and out of school learning spaces; between the real and imaginative worlds; and between the boundaries of the popular culture and the arts. The main finding of the research can be summarized as follows: Firstly, webtoon as the subject of the study can be an effective medium of transdisciplinary integrated curriculum. Secondly, the convergence project based on webtoons can create meaningful learning spaces in and out of school environments in terms of creating more learner-participatory learning culture as well as connecting students' everyday lives, popular arts and their learning about culture. Another important finding of this research is the rediscovery of the teacher's role in terms of mediating the voices of students as readers in the process of constructing and implementing the integrated curriculum.

Study of English Teaching Method by Convergence of Project-based Learning and Problem-based Learning for English Communication (프로젝트 기반과 문제해결 기반 융합 학습을 통한 영어 의사소통 교수법에 관한 연구)

  • Shin, Myeong-Hee
    • Journal of the Korea Convergence Society
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    • v.10 no.2
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    • pp.83-88
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    • 2019
  • This study examines the effects of student-centered project-based learning for the development of creative problem-solving skills, communication skills, critical thinking skills, and cooperation. A college students' creative personality test was used and pre-and post-test were performed. and TOEIC Speaking practice test by Educational Testing Service were selected to measure the English communication skills. The SPSS 18.0 was used and validated at a significance level of 5%. The result of this study shows that in the case of 'independence', the post-test average of the experimental group was statistically significant at the significant level (p<.01), which also showed statistically significant difference. There was statistically significant difference between the control group ($M=127{\pm}08.2$) and in the experimental group ($M=132{\pm}18.7$) applying project-based and problem-based convergent learning to English class were positively changed.