• Title/Summary/Keyword: 프로젝트 교육

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A Study on the robot program application education through project study (프로젝트 학습을 통한 로봇 프로그램 활용 교육에 관한 연구)

  • Jeong, Dong-Gyu;Lee, Jae-In
    • 한국정보교육학회:학술대회논문집
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    • 2006.01a
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    • pp.83-88
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    • 2006
  • 세계 최정상의 IT기술과 산업용 로봇 시장을 바탕으로 지능형 로봇 기술(RT: Robot Technology)을 확보하기 위하여 국가적 노력이 경주되고 있고 이러한 지식 과학 기술 확보를 위해서는 무엇보다도 과학적 인재 양성이 시급하다. 이에 초등학생의 과학에 대한 동기 유발과 창의력 신장에 적합한 로봇 프로그래밍이 각광을 받고 있다. 하지만, 국가적으로 중등 대학교육에서는 과학 인재 양성을 위해 많은 노력을 기울이고 활성화 되어 있으나 초등학교에서는 교육 환경의 미비로 그 한계를 보이고 있다. 따라서, 본 연구는 초등학교에서의 로봇 프로젝트 학습을 구안하여 초등학생의 창의력을 신장하기 위한 로봇 프로그램 활용 교육에 대하여 연구하여 보았다. 이러한 연구를 통한 실험, 공작 중심의 로봇 탐구교육은 학생들의 컴퓨터 과학에 대한 흥미와 선호도를 높이며, 탐구 활동을 통해 논리적 사고력과 창의력을 함양하는데 많은 도움이 될 것이다.

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A Study on the Development of Novel-Engineering-based Maker Education Course (예비 교사를 위한 Novel Engineering 기반 메이커 교육 강의 개발)

  • Kim, Ji-Yun;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.121-124
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    • 2020
  • 본 논문에서는 다양한 전공의 예비 교사를 위한 Novel Engineering(NE) 기반의 메이커 교육 강의를 개발하였다. NE는 선정하는 도서의 내용에 따라 다양한 교과목에서 활용이 가능하다는 장점이 있는 교수·학습방법으로 다양한 전공을 가진 예비교사들이 자신의 전공에 메이커 교육을 접목하기에 용이하다. 강의의 개발은 교수설계모형인 ADDIE 모형의 절차에 따라 이루어졌으며 메이커 교육 이론→기술 습득→메이킹 프로젝트 1→메이킹 프로젝트 2의 단계로 구성된 강의를 개발하였다. 개발된 강의를 다양한 전공의 예비교사 20명에게 적용한 결과 높은 수준의 수업 만족도를 보였다.

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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.

A Study on the Project Based Learning cognitive in the Technical high school (전문계 고등학교에서의 프로젝트 학습 인식에 관한 연구)

  • Nam, Jeong-Kwun;Cho, Hyung-Jung
    • 대한공업교육학회지
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    • v.36 no.2
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    • pp.273-292
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    • 2011
  • The Purpose of this research is to investigate how Project Based Learning(PBL) cognitive department and among the learner and instructor in the industrial highschool. Theoretical framework for the study is based on PBL, collaborative learning and module learning. The importance of the PBL has been continuously reviewed by many educational researchers. In addition, it was supported by previous research results. Based on theoretical frameworks and previous researches on the PBL provided design principles and method for learning in the industrial highschool. As a result of this study, we have developed and applied to investigate (1) differences between the types of departments(agriculture, industry, commerce) of cognition on learner's and instructor's task solving process, (2) correlation between the type of groups(learner, instructor) and type of departments(agriculture, industry, commerce) cognition on task solving process. The total of 100 learners and 50 instructors from industrial highschool in the study for the period of sixteen weeks. Based on the type of groups and departments, participants were divided into six groups such as learner and instructor of agriculture, industry, commerce department. The result of the study can be summarized as follows: First, in the study, between the types of departments(agriculture, industry, commerce) of cognition on learner's and instructor's task solving process are differences. Second, correlation between the type of groups(learner, instructor) and type of departments(agriculture, industry, commerce) of cognition on task solving process are differences. Although the differences were insignificant for cognition of PBL's help, however, four items(accomplishment, application subject, hereafter application) showed significant differences in performances. The implication of the result indicated the cognition of PBL in the industrial highschool seem significant for departments and subjects characteristic of learning. In future research it is recommended that PBL model designs should consider components of group and department types.

Development of AI education program based on Design Thinking (디자인 씽킹 기반 인공지능 교육 프로그램 개발)

  • Lee, Jaeho;Lee, Seunghoon
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.31-36
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    • 2021
  • In the era of the 4th industrial revolution represented by AI technology, various AI education is being conducted in the education field. However, AI education in the educational field is mostly one-off project education or teacher-centered education. In order to practice student-centered, field-oriented education, an artificial intelligence education program was developed based on design thinking. The AI education program based on design thinking will improve understanding and ability to use AI through the process of solving everyday problems with AI, and will develop the ability to create new values beyond understanding AI. It is expected that various AI education will take place in the educational field through design thinking-based artificial intelligence education programs.

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A Collaborative Knowledge Management in Wiki-based Project Learning (위키기반 프로젝트학습에서의 협력 지식 관리의 고찰)

  • Lee, Jin-Tae;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.525-531
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    • 2011
  • This study is about the system for knowledge management in the Wiki-based project learning. We implement the Wiki-based project learning system which is focused on a new Web paradigm and technology development to grasp the knowledge flow of a learner effectively under a project learning condition. Implementation of the system has used a Web 2.0 technology to easily understand SECI Knowledge Management types which form the Externalization, Combination and Internalization steps. Moreover, the system structure has been designed instinctively for harmonious knowledge use or reuse. As a result of the experiment, we found out that the collaborative knowledge steps moved along the flow of project learning.

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A Study on Project Management Learning Community using Application (앱을 이용한 프로젝트관리 학습 커뮤니티에 관한 연구)

  • Cho, Do-Eun;Kim, Si-Jung
    • Journal of Advanced Navigation Technology
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    • v.15 no.6
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    • pp.1126-1131
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    • 2011
  • As the recent paradigm of education changes to become learner-centered, there is an increasing interest in project based class as one of new teaching models. Universities are accepting this change and aiming at fostering human resources of next generations, who are able to create creative changes, and studies are being actively conducted to that end. This study suggested a learner-centered teaching model which minimizes intervention of teachers in conducting projects of main text contents in designed subjects. This study suggested support system for the suggested model project-based class, team organization method, various interaction methods of learners, and team work monitoring method of teachers. And the suggestions were designed and realized through project management applications using smart phones which are being used by a rapidly growing number of people recently.

The Effects of Project Learning of Pre-service Teachers on Self Directed Learning Ability and Creative Personality (초등예비교사의 프로젝트 학습이 자기주도적 학습능력 및 창의적 인성에 미치는 효과)

  • Lee, Yong-seob
    • Journal of the Korean Society of Earth Science Education
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    • v.12 no.2
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    • pp.141-150
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    • 2019
  • The purpose of this study is to investigate the effect of the pre-service teacher's maker project learning on self -directed learning ability and creative personality. This study established an eight-week period of experimental treatment from March to April 2019, and the students who participated in the study formed a research group of 75 students in three of their advanced classes who are attending the second semester of B University of Education and taking courses in 'Teaching Research 1'. The experimental treatment of research groups was conducted by the process of producing creative outputs through training of manufacturers. The experimental group of the study group was a process of producing creative output through maker education. The theme was set up to create creative output by group, worked with the main tool, 3D pen, and utilized the recycling material. When the creative output is completed, it is announced by presenting the actual product in each group. The results of the study are as follows. First, project learning by pre-service teachers had an effect on self-directed learning ability. Second, project learning by pre-service teachers had an effect on creative personality. Third, pre-service teachers was interested in learning about the project and responded positively to the students' perception.

Play and Education Program Development Based on the Instructional Systems Development (교수체제개발에 기초한 놀이교육 프로그램 개발)

  • Park, Hye-Jin;Kim, Kwi-Ok;Kim, Yong-Young
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.19-27
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    • 2019
  • The purpose of this study is to develop play education programs based on the instructional systems development (ISD). To achieve the goal, play education programs for elementary school students were developed based on the ADDIE model. Internal researchers, teaching design experts, and subject matter expert reviewed, modified, and developed play and education programs having three modules: design and scheduling, making a model, and preparing an exhibition. Students set up a program to realize the play space they want through collaboration with their peers. The program was applied to fifth grade elementary school students in Chungju for verification of the play and education program. At the end of the play education program, the FGI was conducted on 13 students to measure the overall value of the play education program, including its sustainability. Through these processes, we drew the effects and implications of the play education program and presented future research directions of play education and projects for elementary school students.

A Study on the PBL-based AI Education for Computational Thinking (컴퓨팅 사고력 향상을 위한 문제 중심학습 기반 인공지능 교육 방안)

  • Choi, Min-Seong;Choi, Bong-Jun
    • Journal of the Institute of Convergence Signal Processing
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    • v.22 no.3
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    • pp.110-115
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    • 2021
  • With the era of the 4th Industrial Revolution, education on artificial intelligence is one of the important topics. However, since existing education is aimed at knowledge, it is not suitable for developing the active problem-solving ability and AI utilization ability required by artificial intelligence education. To solve this problem, we proposes PBL-based education method in which learners learn in the process of solving the presented problem. The problem presented to the learner is a completed project. This project consists of three types: a classification model, the training data of the classification model, and the block code to be executed according to the classified result. The project works, but each component is designed to perform a low level of operation. In order to solve this problem, the learners can expect to improve their computational thinking skills by finding problems in the project through testing, finding solutions through discussion, and improving to a higher level of operation.