• Title/Summary/Keyword: 프로젝트 중심 학습법

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The Effect of the Project-Based Learning on LIS Education: Focused on Students' Problem-Solving and Self-Directed Learning Ability (문헌정보학 교육에서 프로젝트 중심 학습법이 학생의 문제해결능력 및 자기주도적 학습능력 향상에 미치는 효과: 사례 연구)

  • Han, Seung-Hee
    • Journal of the Korean Society for Library and Information Science
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    • v.42 no.3
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    • pp.81-101
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    • 2008
  • The purpose of this study is to develop a course with project-based teaming method for LIS education and to examine the effects of this method on improvement of problem solving and self-directed learning ability of LIS undergraduate students. The research design was one-group pretest-posttest design in quasi-experimental research. The data were collected from 23 LIS undergraduate students and analyzed by paired t-test with SPSS. The result demonstrated that project-based learning method has an significant effect on improvement of problem solving and self-directed learning ability of LIS undergraduate students.

A Study on the Project Learning for The Game Developers (게임 개발자 양성의 프로젝트학습 연구)

  • Oh, Hyoun Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.99-101
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    • 2018
  • 본 연구에서는 게임 교육기관의 개발자 양성에 있어 프로젝트 학습법의 중요성과 필요성을 강조하고자 하였다. 교육에 있어 프로젝트 학습법의 기본 개념정리와 함께 이에 대한 궁극적인 목표, 운영과정과 활용에 대하여 선행이론을 검토하고 긍정적 효과와 유의점 등을 살펴보았다. 사례로 청강문화산업대학교 게임콘텐츠스쿨의 프로젝트 운영과정과 이에 대한 성과 등을 살펴보고, 이를 통해 긍정적인 면을 강조하는 동시에 한계점을 밝혔다. 미래사회의 다양성과 변화를 대비하는 측면에서의 교육 방향이자, 게임 개발자 인재육성에 가장 효율적인 학습법이 프로젝트 학습법임을 강조하고, 이에 대한 지속적이고 견고한 분석과 점검을 통해 한계점을 극복하고 더욱 발전시킬 수 있도록 하는 방향에서 학습자 중심의 미래형 인재 육성 교육 방안을 제시하고자 하였다.

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교사학습 및 초등수학 교수법 개발 과정에 관한 사례연구

  • Bang, Jeong-Suk
    • Journal of the Korean School Mathematics Society
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    • v.7 no.2
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    • pp.21-49
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    • 2004
  • 본 논문은 학생중심 수학교실문화를 구현하려고 노력하는 3명의 초등학교 교사들이 공동으로 1년간의 프로젝트에 참여하면서 경험하게 되는 교수법 개발 과정에 관한 사례를 소개한다. 이를 바탕으로, 수학 교사 학습 및 교수법 개발에 있어서의 성공과 난제가 무엇인지 살펴보고, 본 프로젝트에서 새롭게 적용해 본 교사 중심의 정기적인 수업 논의 모임을 통한 탐구 공동체 형성과정과 이를 통한 교사 학습에 관한 쟁점을 논의한다.

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A Contents for Project-Based Instruction using Flash and Photoship (플래시와 포토샵을 이용한 프로젝트 중심 교육 컨텐츠)

  • 김민정;박두순
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.1043-1046
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    • 2003
  • 학습자 중심의 다양한 수업 방법의 모색을 시도하는 교육 여건에 부응하여 학습자로 하여금 학습 동기를 유발하고 학생들 스스로 해결해 나가는 자기 주도적인 학습 방법인 프로젝트 중심 교육법을 비주얼 베이직 수업에 적용하여 프로젝트를 완성해 가는 과정을 통해 문제 해결력을 신장시키고자 한다. 그래서 상호작용이 가능한 멀티미디어 교육컨텐츠를 개발하여 학생들에게 흥미를 유발시켜 학습의 효과를 높일 수 있는 방안이 마련되어야 한다. 본 논문에서는 최근 웹 저작 도구로 알려진 FLASH와 PHOTOSHOP 프로그램을 이용하여 정지화면인 교육컨텐츠와 차별성을 두어 애니메이션의 적극적인 활용으로 학습자의 흥미와 집중력을 유도하고 컴퓨터와 학습자 사이의 상호작용 가능한 프로젝트 중심 교육의 비주얼 베이직 교육컨텐츠를 설계 및 구현한다.

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Design and Implementation of Web Based PBL System for Physical Education Science (체육교과용 웹 기반 프로젝트학습 시스템의 설계 및 구현)

  • Jang, Jong-Chul;Choi, Suk-Young;Ahn, Seong-Hun
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.216-225
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    • 2006
  • Teaching methods should focus on enabling the students to adopt an open mind towards new experiences and to be flexible to change. Moreover, their purpose lies in encouraging the students to build their ability to discern values so that they can make the right decisions when they are at a crossroad. However, traditional teaching methods were centered on textbooks and on the teachers. This type of teaching method needs to change so that the new teaching method will focus on the students themselves, taking levels of individual students into consideration to enable development of their creativity in line with the demands made during the 21st century, an era of information and globalization. Projected learning method is appropriate for the Physical Education (PE) classes where various activities aim to increase the level of cooperation among students and their investigative skills. Moreover, PE classes pay special attention to the practical aspect. Accordingly, this research makes recommendations for the class execution methods based on projected learning by improving the curriculum for the PE classes, and the effect of these methods are subject to verification.

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Construction Project-Based Material for Learning Visual Basic Using Flash and Photoshop (플래시와 포토샵을 이용한 비주얼베이직 학습을 위한 프로젝트 기반 교육컨텐츠)

  • Kim Min-Jung;Park Doo-Soon
    • Journal of Korea Multimedia Society
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    • v.9 no.3
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    • pp.353-359
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    • 2006
  • For answering a given condition of education which tries groping various instruction way of learner-leading, project-based instruction is noticed that inducing motive and interest of study by learner maker the effect of teaming, instruction way of owner-leading which solve by themselves. In this thesis, it develops education contents for applying project-based instruction to visualbasic course. Using FLASH MX and PHOTOSHOP 6.0 program which became known web production means, in distinction from the instruction contents which is a freeze-frame, it makes prossible interaction between computer and learner, induce interest and concentration of learner. In result of applying this, it appears real effect to the learning effect.

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Database Education through Project-Based Learning (프로젝트기반학습을 통한 데이터베이스 교육)

  • Kim, Eun-Gyung
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.2
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    • pp.47-52
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    • 2011
  • Recently, in order to increase the effectiveness of engineering education, it is a trend to get out of teacher-centered, traditional pedagogical strategy which emphasizes knowledge delivery and to utilize diverse pedagogical strategies such as project-based learning, problem-based learning, and so on. Especially utilization of project-based learning(PBL) that is very effective to improve practical ability by doing projects which students can apply their knowledge learned in class has been increasing. By the way, although students work on one or more projects in your course, only the fact shouldn't say that you properly utilizes PBL. That is, many teachers make students perform projects in their courses, but only a few teachers properly utilize PBL. This paper presents PBL procedures, evaluation criteria on project subjects, an evaluation method of team project, an evaluation table of PBL accomplishment, etc. based on many years experience in PBL as a guideline for PBL in engineering education. Also, this paper proposes some complements for better PBL by analysing strength and weakness of PBL.

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A Study on the Implementation of a Community-based LIS Capstone Course: Developing the 21st Century Skills of Preservice Librarians through Human Library Projects (지역사회협력 기반 문헌정보학 캡스톤 교과목 개발과 운영에 관한 연구 - 휴먼라이브러리 프로젝트 수행을 통한 21세기 학습 기술 강화를 중심으로 -)

  • Jisue Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.379-408
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    • 2023
  • This case study reports on the redevelopment of a course, Local Culture Information Theory offered by the Department of Library and Information Science at C University, into a capstone design course using a project-based learning approach. In collaboration with a local community youth organization, the redesigned course provided an opportunity for LIS students to develop and implement a digital literacy program that enabled high school students to use a variety of digital multimedia technologies to complete a project of digital Human Library featuring video, audio, and digital are such as webtoons. Through semi-structured interviews with 5 students and 3 staff from partner organizations, this study reports on course development process, the establishment of local partnerships, project outcome, as well as suggestions for improvements. In addition, a qualitative analysis of the participating students' interview responses using the Framework for 21st Century Learning (P21) found they developed and improved 11 skills across three core areas: life and career skills including self-direction, project management, collaboration with diverse teams, flexibility, responsibility, leadership; learning and innovation skills including communication and collaboration, problem-solving, creativity, and critical thinking; and information, media, and technology skills through media creation. Lessons learned and recommendations from this case study may be useful for other LIS programs and faculty interested in implementing project-based learning or developing capstone design courses.

The Effect of Design-Oriented Model (NDIS) based on Computational Thinking in SW Education (SW 교육에서의 컴퓨팅 사고력 기반 디자인 중심 모형(NDIS)의 효과분석)

  • Ju, Soo-Jin
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.13-21
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    • 2017
  • The purpose of this study is to verify the effect of the design - oriented model (NDIS) for enhancing learner's computing thinking in SW education. NDIS is a project-based learning model in which learners find real-life problems, analyze their needs, and design and implement them. In order to verify the effectiveness of NDIS, we experimented with middle level G education university students who had previously experienced SW education class. The traditional project model was applied to the control group and the NDIS model based on CT was applied to the experimental group. The experimental group showed a higher CT narrative performance evaluation score than the comparative group, which showed a significant difference. In addition, students showed a positive perception of self-confidence and CT improvement in solving real-life problems using computing.

A Study on the Developing Teaching-Learning Method for Reading Guidance Librarians (독서교육자 자질 함양을 위한 독서관련 교과목 교수-학습법 개발 연구)

  • Hoang, Gum-Sook
    • Journal of Korean Library and Information Science Society
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    • v.41 no.4
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    • pp.355-381
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    • 2010
  • The purpose of this study was to develop teaching-learning method for reading guidance librarians in Korean Library and Information Science. Even though it was an increase of needs for reading guidance librarians in libraries, reading education courses provided by LIS in Korea lacked. Also, most reading education courses of LIS stressed knowledge-oriented education than the practice of reading program design or reading experience. So this study developed the teaching-learning method of the self-directed learning for the activities of post-reading portfolio, management of reading program for motivation, and the team-projected learning for the design of reading program.

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