• Title/Summary/Keyword: 학교기반

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Using a Learning Progression to Characterize Korean Secondary Students' Knowledge and Submicroscopic Representations of the Particle Nature of Matter (Learning Progression을 적용한 중·고등학생의 '물질의 입자성'에 관한 지식과 미시적 표상에 대한 특성 분석)

  • Shin, Namsoo;Koh, Eun Jung;Choi, Chui Im;Jeong, Dae Hong
    • Journal of The Korean Association For Science Education
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    • v.34 no.5
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    • pp.437-447
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    • 2014
  • Learning progressions (LP), which describe how students may develop more sophisticated understanding over a defined period of time, can inform the design of instructional materials and assessment by providing a coherent, systematic measure of what can be regarded as "level appropriate." We developed LPs for the nature of matter for grades K-16. In order to empirically test Korean students, we revised one of the constructs and associated assessment items based on Korean National Science Standards. The assessment was administered to 124 Korean secondary students to measure their knowledge and submicroscopic representations, and to assign them to a level of learning progression for the particle nature of matter. We characterized the level of students' understanding and models of the particle nature of matter, and described how students interpret various representations of atoms and molecules to explain scientific phenomena. The results revealed that students have difficulties in understanding the relationship between the macroscopic and molecular levels of phenomena, even in high school science. Their difficulties may be attributed to a limited understanding of scientific modeling, a lack of understanding of the models used to represent the particle nature of matter, or limited understanding of the structure of matter. This work will inform assessment and curriculum materials development related to the fundamental relationship between macroscopic, observed phenomena and the behavior of atoms and molecules, and can be used to create individualized learning environments. In addition, the results contribute to scientific research literature on learning progressions on the nature of matter.

User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
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    • v.17 no.2
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    • pp.95-104
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    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

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Development and Application of Scientific Inquiry-based STEAM Education Program for Free-Learning Semester in Middle School (중학교 자유학기제에 적합한 과학 탐구 중심의 융합인재교육 프로그램 개발 및 적용)

  • Jeong, Hyeondo;Lee, Hyonyong
    • Journal of Science Education
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    • v.41 no.3
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    • pp.334-350
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    • 2017
  • The purposes of this study are to develop scientific-inquiry based on STEAM education program and to investigate the effects of the program on middle-school students' interests, self-efficacy, and career choice about science, technology/engineering, and mathematics. In order to develop this program, the literature investigation and previous studies were conducted, so that finally the developmental direction was based on scientific inquiry and the developmental theme and model were selected. A total 92 first-graders in G middle-school of Daegu city were participated in this study. A single group pre-post test paired t-test was conducted to figure out changes of students' interest, self-efficacy, and career choices before or after applying this program. In addition, in-depth interviews were conducted with 14 students to find their specific responses. The results of this study were as follows. First, STEAM education program on the theme of 'RC Airplane' was developed on the basis of the 'ADBA' model. Second, the developed STEAM educational program not only results a decisive difference statistically but also has significant effects on middle-school students' interests, self-efficacy, and career choice in science, technology/engineering, and mathematics, who are involved in the free-semester program, across the overall affective domain. In conclusion, the STEAM educational program in this study could affect significant meanings to middle-school students during the free-semester. It could contribute to facilitate middle-school students' education for happiness and to grow the creative STEAM talents.

Development of Certification Mark of Food Quality for Children's Favorite Foods Safety Management (어린이 기호식품 품질인증을 위한 인증마크 개발 연구)

  • Cho, Sun-Duk;Lee, Sung-Jin;Yun, Jee-Hye;Kim, Seo-Young;Lee, Eun-Ju;Park, Hye-Kyung;Kim, Myung-Chul;Chung, Kee-Hey;Kim, Gun-Hee
    • Journal of Food Hygiene and Safety
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    • v.23 no.1
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    • pp.31-39
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    • 2008
  • This study was performed to develop children's food quality certification system as part of the children's favorite foods safety management projects. As a component of the research, we developed a quality certification logo to build up brand image which is familiar with children, as well as to offer the right standard and opportunity for food selection. The age level contains elementary graders from 8 to 13. The logo concept was focused on 'Safety', 'Certification, Guidance' and 'Health' in accordance with the vision of the Korea Food and Drug Administration (KFDA), "Safe food, good nutrition and healthy children". The logo name was proposed as "Best Food for Children", "Safety Food for Children" and "Children Good Food", which was decided by public subscription in the KFDA. The 36 tentative plans for a seal were proposed depending on names. We conducted a survey for the 12 logo samples, designed by the name of "Children Good Food", to use as the basic material for the development of logo to convey the meaning of children's food quality certification system effectively. This survey was conducted among 321 elementary graders and 331 parents of elementary graders. We selected the most favorite design through the survey and applied it for products practicality. It is expected that a steady policy may be possible to implement by applying the basis of the children's food project.

A Proposal for Promotion of Research Activities by Analysis of KOSEF's Basic Research Supports in Agricultural Sciences (한국과학재단의 농수산분야 기초연구지원 추이분석을 통한 연구활동지원 활성화 제언)

  • Min, Tae-Sun;Choi, Hyung-Kyoon;Kim, Seong-Yong;Bai, Sung-Chul;Kim, Yoo-Yong;Yang, Moon-Sik;Chung, Bong-Hyun;Hwang, Joon-Young;Han, In-Kyu
    • Applied Biological Chemistry
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    • v.48 no.1
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    • pp.23-33
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    • 2005
  • Agricultural sciences field in South Korea has many strong points such as numerous researchers, establishment of research infra-structure, excellence in research competitiveness and high technological level. However, there are also many weaknesses including insufficient leadership at related societies and institutes, deficiency of the next generation research group, and insufficiency in research productivity. There are many opportunities including increasing the importance of the biotechnological industry, activating international cooperation researches, and exploring the multitude of possible research areas to be studied. However, some threats still exist, such as pressure from the government of developed countries to open the agricultural market, the decrease of specialized farms, and intensification for researches to gratify economic and social demands. To encourage research activities in the agricultural sciences field in Korea, the following actions and systems are required: 1) formulation of a mid- and a long-term research master plan, 2) development of a database on the man power in related fields, 3) activation of top-down research topics, and associated increase of individual research grants, 4) development of special national programs for basic researches in agricultural sciences, 5) organization of a committee for policy and planning within the related societies, and 6) system development for the fair evaluation of the research results.

Elementary Teachers' Perception in Using Smart-Technology in STEAM Class : Focus on Application Type, Difficulties and Support Required (STEAM 수업에서 스마트테크놀로지 적용에 대한 초등교사의 인식 -적용 유형과 어려움 및 지원을 중심으로-)

  • Han, Areum;Na, Jiyeon
    • Journal of The Korean Association For Science Education
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    • v.39 no.6
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    • pp.777-790
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    • 2019
  • The purpose of this study is to investigate the experience of teachers who apply Smart-technology in elementary school STEAM class and the reasons, difficulties when applying the technology and required support. Semi-structured in-depth interviews were conducted with six elementary school teachers with specialized knowledge in STEAM education who have experienced STEAM lessons several times before. The research findings are as follows: First, research participants utilized a variety of Smart-technology in STEAM class, most of which were experiential or interactive technology. Among the STEAM learning criteria, the Smart-technology in 'Creative Design' course was most often applied. Second, they adopted Smart Technology in STEAM class to encourage students to feel interested, actively participate in the class, enjoy indirect experience, and nurture interest in state-of-the-art technology. They used it to prepare for future societies and organize classes that are suitable for STEAM learning criteria. They also used Smart-technology because it was easy to use. Third, they found it difficult to find, secure, and use suitable Smart-technology when applying Smart-technology in the STEAM class. They also had trouble restructuring the curriculum. In addition, there were difficulties in using Smart-technology in the class such as lack of class hours, increased level of activity, insufficient physical environment and unexpected malfunction of Smart-technology, thus interrupted the class. After the class, it was hard to manage Smart-technology and also, there were difficulties in assessment, record, and negative awareness of surrounding people. Fourth, they mentioned that's suggesting education guidelines, develop, and distribute educational materials are required to enable 'Creative Design,' reduce educational content, provide training, secure Smart-technology equipment and provide Wi-Fi, support teacher's club and communities and create an atmosphere to emotionally support teachers in order to activate using Smart-technology in STEAM class.

Study on Suggestions for the Nutritional and Hygienic Standards and Guidelines for Quality Certification in Children's Preferable Food (어린이 기호식품 품질인증을 위한 영양 및 위생기준 설정에 대한 연구)

  • Yun, Jee-Hye;Cho, Sun-Duk;Kim, Seo-Young;Lee, Eun-Ju;Park, Hye-Kyung;Kim, Myung-Chul;Kim, Gun-Hee
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.37 no.5
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    • pp.589-597
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    • 2008
  • The purpose of this study is to arrange for the systematic execution of safety control in children's foods through nutrition and hygiene standard suggestions and guidelines for quality certification system in children's preferable food. Aiming to achieve this objective, the study researched the present status of children’s preferable food sold near elementary schools, elicited the hazards and problems of those foods and selected nutritional and hygienic hazard components in those foods. To suggest the standards and guidelines for quality certification in children's preferable food, the study referred to sundry records, surveyed the practical cases of relevant policies and standards at home and abroad. We studied the standard of nutrition for the quality certification in those foods for sugar, fat, sodium, and additives (tar color: red No. 2 in a ban on use, caffeine), microorganism (aflatoxin $B_1$ (${\mu}g$/kg) and pathogenic bacteria (Staphylococcus aureus, Bacillus cereus, Salmonella spp.), which are the nutrients that may hamper health when taken in a large amount, and the standard for a diet restricted to under 200 kcal per one serving size. Results of distribution of processed foods (242 samples) by nutrition standards were as follows. In case of all ‘low’ level in total sugar, total fat and sodium, 0.4% of total samples was possible to be certified, In case of all ‘medium’ level in total sugar, total fat and sodium, maximumly 22.3% of total samples was possible to be certified. In case of all medium level in nutrients and $\leq$200 kcal/serving, 17.8% of total samples was possible to be certified. Certified food types was milk products and beverages.

Selection and Application of Evaluation Factors for Urban Regeneration Project (도시재생사업의 평가요인 선정 및 적용)

  • Jang, Cheol-Kyu
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.6
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    • pp.53-66
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    • 2019
  • The purpose of this study was to suggest indicator-based selection and improvement plans for evaluating urban regeneration projects. First, we selected the indicators by conducting expert surveys and analysis of the responses received. Additionally, using the selected indicators, we analyzed the residents' opinions in Wongogae Village, where urban regeneration projects were in progress. Based on these, we suggested a plan to improve Wongogae Village. According to the study, we classified the urban regeneration evaluation indicators into 'Physical environment', 'Social environment' and 'Economic environment' according to their characteristics. We selected urban regeneration evaluation factors through the first expert survey and MCB analysis. As a result, we selected six factors for the 'Physical environment' category: 'Traffic and pedestrian environment', 'Residential (housing) environment', 'Safety and security environment', 'Greenspace', 'Landscape improvement' and 'Public space', In the 'Social environment' category, four factors were chosen: 'Resident participation', 'Community activation', 'Role of the local government and support centers' and 'Resident education' while for the 'Economic environment' category three factors were selected: 'Local economic revitalization', 'Creating an economy-based environment', 'Job creation'. Next, we conducted a second expert survey and carried out an AHP analysis using the selected evaluation factors to derive the overall weight for each. Among the evaluation factors for urban regeneration, the 'Residential (housing) environment' has the highest weighted value of 0.108, followed by 'Local economic revitalization' and 'Resident participation'. Lastly, the analysis of the residents' opinions of Wongogae Village using the urban regeneration evaluation factors, Parking environment', 'Maintenance of old houses and living environment', 'Environment for founding town and social enterprises', 'Improve commercial and business environment', 'Maintain and activate existing business' and 'Vitalizing small regional economies such as domestic handicrafts and side-job' had high overall importance, but low satisfaction, which means that it is necessary to improve the focus. Therefore, in order to improve the urban regeneration project in villages, it is necessary to improve the parking environment by expanding public parking lots, eliminate close houses, and idle lands, or open a school playground in the village for the residents. In addition, it is essential to encourage economic activities, such as fostering village enterprises and social enterprises in connection with cooperatives and allow for the selling of the products through resident activities, such as neighboring markets.

Gender Roles, Accessibility, and Gendered Spatiality (성역할, 접근성, 그리고 젠더화된 공간성)

  • Kim, Hyun-Mi
    • Journal of the Korean Geographical Society
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    • v.42 no.5
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    • pp.808-834
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    • 2007
  • This study attempts to elucidate manifold dimensions of gendered accessibility experiences. How gender roles(household responsibilities) differentiate accessibility experiences between women and men is explored through the comparison of married dual-earner couples' parental status, using the US Portland activity-travel diary dataset with GIS-based geocomputation results of(time-geography based) space-time accessibility. First, this study shows how gender division of labor within the household still permeates current society, despite the widespread belief of the social change toward a gender-egalitarian society. Then, the study pays special attention to the way gender roles structure individual accessibility experiences of women and men differently, and, in turn, the way such accessibility experiences take a form of gendered spatiality. Gendered spatiality is examined through the analysis of accessibility space as well as activity space in order to ascertain women's home-attached and spatially entrapped characteristics. More household responsibilities throughout a day and, even more, the time constraint of picking up children at the daycare centers after work lead women's possible activity space to be more home-centered. The analysis of the spatio-temporal context of accessibility space makes gendered spatiality visible. However, the findings suggest that behavioral outcomes should be understood with an explicit awareness of constraints individuals face. It is because the revealed activity spaces can be not only an outcome of constraint but also an outcome of choice. Behavioral outcomes should not be treated as a straightforward expression of the level of constraints. It is problematic to expect that behavioral outcomes directly mirror the level of constraints. It is also problematic to suppose that the level of constraints can be straightforwardly elicited from revealed behavioral outcomes.

Analysis of Genetics Problem-Solving Processes of High School Students with Different Learning Approaches (학습접근방식에 따른 고등학생들의 유전 문제 해결 과정 분석)

  • Lee, Shinyoung;Byun, Taejin
    • Journal of The Korean Association For Science Education
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    • v.40 no.4
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    • pp.385-398
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    • 2020
  • This study aims to examine genetics problem-solving processes of high school students with different learning approaches. Two second graders in high school participated in a task that required solving the complicated pedigree problem. The participants had similar academic achievements in life science but one had a deep learning approach while the other had a surface learning approach. In order to analyze in depth the students' problem-solving processes, each student's problem-solving process was video-recorded, and each student conducted a think-aloud interview after solving the problem. Although students showed similar errors at the first trial in solving the problem, they showed different problem-solving process at the last trial. Student A who had a deep learning approach voluntarily solved the problem three times and demonstrated correct conceptual framing to the three constraints using rule-based reasoning in the last trial. Student A monitored the consistency between the data and her own pedigree, and reflected the problem-solving process in the check phase of the last trial in solving the problem. Student A's problem-solving process in the third trial resembled a successful problem-solving algorithm. However, student B who had a surface learning approach, involuntarily repeated solving the problem twice, and focused and used only part of the data due to her goal-oriented attitude to solve the problem in seeking for answers. Student B showed incorrect conceptual framing by memory-bank or arbitrary reasoning, and maintained her incorrect conceptual framing to the constraints in two problem-solving processes. These findings can help in understanding the problem-solving processes of students who have different learning approaches, allowing teachers to better support students with difficulties in accessing genetics problems.