• Title/Summary/Keyword: 학교예술교육

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The Effectiveness of Global Start-up Education Program Experience (글로벌 Start-up 교육 프로그램 체험의 효과성 분석)

  • Rhee, Esther
    • Journal of Convergence for Information Technology
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    • v.9 no.6
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    • pp.164-174
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    • 2019
  • This study aimed to analyze the effectiveness of the experiences of the global start-up education program. With 10 study subjects selected from 'Eklya Global Entrepreneurship Camp' among global education programs in K University, pre- and post-survey and FGI were conducted. The collected surveys were analyzed by SPSS (24.0) and FGI. The results of this study are as follows: First, According to a comparison of the average score of the global start-up education program experience pre-post, 3.1 points showed that the program affected students' start-ups. Second, in the interviews conducted after the program participation, it was shown that detailed planning for their global start-ups, systematic education on finance, improved self-confidence for start-ups, and discussion-based education influenced their start-ups. Finally, this study expects that the comparative analysis of the college students participating in entrepreneurship education would lay the basis for more effective global entrepreneurship education in the future.

Comprehensive Measures the Elimination of Violence in Schools validated - Centered on the fundamental countermeasures - (학교폭력 근절 종합대책에 대한 유효성 검증 - 근본대책을 중심으로 -)

  • Jung, Sung Sook
    • Convergence Security Journal
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    • v.13 no.5
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    • pp.187-196
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    • 2013
  • Recently, school violence has come to the fore as a social phenomenon. "Comprehensive countermeasures for eradication of school violence" as a policy safety are created by Safety Administration bureau and Ministry of Education, Science and Technology under the chairmanship of the Office of Prime Minister on Feb,2012. This policy is supposed to be test-operated for a year from March, 2012. but voices of concern about effectiveness have been brought up by some critics greatly. So 172 teachers in high school in Seoul were surveyed in order to examine the effectiveness of "Comprehensive countermeasures for eradication of school violence" with a questionnaire composed of 5 point Likert-type. Among the fundamental measures, there were a total of 12 countermeasures about 'Practices for personality education' (with the exception of unrelated one question). 'Expanding opportunities of various art education and Supporting reading activities' of them ranked highest on average. Then, 'Reflecting results of special feature related to character develops to the Selection of Admission officers and Self-directed learning was the next. And among the three countermeasures about 'Reinforcement of roles of the family and society', 'Pan governmental conducting annual campaign related to broadcast, press, civic group to combat school violence was highest. Finally, among the 7 countermeasures about 'Countermeasure about harmful factors of games and internet addiction', 'Reinforcement of preventive discipline about game and internet addiction' was highest and 'Development and Promotion of various educational contents for preventive discipline about game and internet addiction' was the next.

A Study on the Christian Learning Environmental Arrangement in Church Educational Space (교회 교육공간에 관한 기독교교육적 환경구성)

  • Woo, Ji Yeon
    • Journal of Christian Education in Korea
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    • v.62
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    • pp.313-334
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    • 2020
  • As an element of education, the educational space cannot be separated from the purpose of education. The place of education is not only the passage to deliver actual curriculum, but also the purpose itself that can be accomplished through educational content. That is because the purpose of education cannot be achieved only with instructors, students, curriculum, and methods, but requires a change in the perception of the educational space that represents the goal and the place where it all can be implemented. Nevertheless, the problem that lies with educational space is easy to be overlooked and it has been rather considered as an issue related to the finances or scale of the church. The church educational space gives birth to faith and growth, where spiritual development and experience may occur. However, the reality follows the drawbacks of conventional school classroom arrangements and structures. In addition, even if the church educational space can be arranged according to the needs of its students, it cannot deviate much from the standard uniform format. In particular, the basic environment of church educational space is similar to that of standard school system in terms of arrangement of furniture such as chairs, desks, and its physical structure. As the school system was originally designed and tailored for the purpose of delivering knowledge and standardization, the space for church education must stay away from it. Humans are born and die in a space, where encounter with God also happens. Also, communication with God causes spacial conversion to humans, changing the place of their visitation. So the church educational space must be more meticulously designed and comprehensive than that of school which pursues physical, educational, psychological, social, and artistic purposes because the church educational space pursues the liturgical elements, as well. Therefore, the Christian learning environmental arrangements must seek liturgical elements, which is the major Christian value, by placing Christian artwork or symbols for church visitors. So in this research, I want to stress the role of Christian educational space for spiritual growth and pursue intrinsic and extrinsic changes in learning environment, leading to a greater awareness of the Christian educational space.

Explore the relationship between John Dewey's "One Experience" and Jill Deleuze's "Learning": From Teaching to Learning (듀이의 '하나의 경험'과 들뢰즈의 '배움'의 의미 관계 탐구: 가르침 중심에서 배움 중심으로)

  • Eom, hye-yoon
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.251-252
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    • 2018
  • 의미 있는 '하나의 경험'은 성장을 가져온다. 존 듀이는 '하나의 경험'을 하나의 예술작품이 만족스럽게 완결에 이르게 되고, 계속해서 고민하던 어떤 문제에 대한 해결책이 마침내 도출되는 것이라 말한다. 독서를 하거나 책을 쓰는 것 등도 언젠가는 종결에 이르게 되는데, 이러한 경우의 종결은 단순히 중지(cessation)가 아닌 하나의 과정의 결과인 것이다. 이러한 경험은 하나의 통일체(a whole)이며 그것 자체의 개별화된 특질과 자급자족(self-sufficiency)을 갖추고 있다. 바로 이러한 특징을 갖는 경험을 '하나의 경험'이라고 부르는 것이다. 학교 현장의 교육과정에서 '하나의 경험'이 되는 배움이란 교육적인 의미와 가치로서 인정되고 평생 기억에 남는 교육 경험 활동이라 할 수 있다. 학습자 입장의 배움, 자발성에 근거한 들뢰즈의 '배움' 이론이 '하나의 경험'으로 기억되는 의미 있는 가치로의 가능성을 탐구하고자 한다.

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Effectiveness of e-Sports Online Training Program for Relieving Youth Game Over-flow: Focusing on 'Online LoL(League of Legends) Game School' (청소년 게임 과몰입 해소를 위한 e-스포츠 온라인 수련활동 프로그램 효과성 연구 : '온라인 롤(League of Legends: LoL) 게임학교'를 중심으로)

  • Choi, Junghye Fran;Bang, Seungho
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.133-142
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    • 2021
  • This study investigated the effectiveness of 'League of Legends (LoL) game school', an e-sports online training program for relieving youth game over-flow. The Seoul Metropolitan Office of Education's Student Education Institute ran the program. Through this study, it was found that various activities to learn an e-sports game professionally and to explore career paths regarding game had positive effects on students' affections and intrinsic motivation. This study may contribute to helping youth as generation Z understand a healthy game culture.

The Effect of Creative Musical on School Adaptation and Self-efficacy of School Maladjusted Adolescents (창작음악극이 학교부적응 청소년의 학교적응 및 자기효능감에 미치는 효과)

  • Kim, Hyun Jung
    • Journal of the International Relations & Interdisciplinary Education
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    • v.4 no.2
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    • pp.1-19
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    • 2024
  • This study examined the effects of creative musical on school adaptation and self-efficacy improvement of school maladjusted adolescents. The subjects of this study were 229 students classified as suspected school maladjustment groups through Wee class counselors and students who were judged as at-risk groups as a result of the emotional behavioral evaluation test conducted by the Office of Education. The study period consisted of 100 minutes per session once a week from May 1st to October 31st, 2023, and a total of 15 sessions were held. To verify the effectiveness, a self-efficacy scale (SES) of Kim A-young (2002)'s school adaptation scale and Sherer et al. (1982) was conducted before and after the creative musical, and the results were analyzed through the corresponding t-test. As a result of the study, the subject's school adaptation (p<.05) and the sub-factors of companionship (p<.05), school class (p<.05), and school rules (p<.05) all increased and were statistically significant after the creative musical compared to before. The subject's self-efficacy (p<.01) and the sub-factors of the study, general self-efficacy (p<.01), and social self-efficacy (p<.05) also increased and were statistically significant after the creative musical compared to before it was conducted. Therefore, this study revealed that creative musicals are effective in improving school adaptation and self-efficacy of school maladjusted adolescents.

An Analysis of STEAM Elements Included in the Elementary School Mathematics Textbooks Revised on 2009 - Focusing on the 5th and 6th Grade Group - (2009 개정 교육과정에 따른 초등수학교과서의 STEAM 요소 분석: 5~6학년군을 중심으로)

  • Ryu, Sung Rim
    • Journal of Elementary Mathematics Education in Korea
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    • v.20 no.2
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    • pp.333-351
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    • 2016
  • This study analyzed what STEAM elements, except mathematical content, are contained in 2009 revised elementary school 5th and 6th grade group mathematics textbooks. STEAM elements in the textbooks were examined by grade and by content area in the elementary school mathematics curriculum. The results were as follows. First, the number of STEAM elements in mathematics 5-1, 5-2, 6-1, 6-2 are 151(18.4%), 212(25.9%), 211(25.7%), 246(30.0%), respectively. The 6th Grade than in 5th Grade can be seen a few plenty. Second, the number of STEAM elements are different depending on the type of STEAM. The number of arts element is 617(75.2%) and this elements are seen the most. The number of representative art and cultural art is 445(54.3%) and 172(20.9%), respectively. The number of technology-engineering and science is 158(19.2%) and 45(5.5%), respectively. We need to developed to promote use of science element in next mathematics curriculum.

Design of the STEAM Integrated Curriculum based on Project-based Learning -Focus on Android-based Learning Content Development and Utilization- (프로젝트 기반 학습의 STEAM 융합 교육과정 설계 -안드로이드 기반 동력 전달 학습 콘텐츠 개발 및 활용 중심으로-)

  • Kim, Eun-Gil;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.551-560
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    • 2011
  • STEAM education is a topic-based curriculum to integrate the concepts into other subjects such as science, technology, engineering, art and mathematics in order to improve the students' interesting, understanding, integrated thinking and problem solving ability. In this paper, we designed STEAM curriculum in the form of Project-based Learning and developed the material for elementary students. We also developed the android-based application through searching for a utilization of IT simulation for enhancement the students' Project-based Learning effect.

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The Development and Application of Elementary Convergence Teaching and Learning Strategy Using the Science Visual Media (과학 영상매체를 활용한 초등 융합형 교수학습 전략 개발 및 적용)

  • Kwon, Nanjoo
    • Journal of Science Education
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    • v.38 no.1
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    • pp.29-40
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    • 2014
  • The new paradigm of the 21st Century science education explores a wide range of possibilities that can foster students' interest toward science and creative convergence thinking. The purpose of this study was to utilize science visual media that can improve students' scientific creativity and artistic sensibility. Curriculum reorganization can be one solution for the primary convergence science teaching and learning strategies using science visual media. Through a new and exciting experiment to a various science visual media such as science picture, TV film, movie, UCC, etc., we hope this teaching and learning strategy can increase the students' scientific interest and attitude.

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Design and Control of a Basic Circuit System for STEAM Education (STEAM 교육을 위한 기초 회로 시스템 설계와 제어 방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.9 no.2
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    • pp.99-106
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    • 2017
  • The most important thing in STEAM education is to enhance students' interest and understanding of science and technology. In this paper, we propose basic circuit system design and control method applicable to STEAM fusion education. The circuit system design practice using the breadboard is designated as an essential curriculum in the corresponding department at the high school and college level in the domestic curriculum. However, there is a lack of STEAM convergence implementation examples that can easily understand circuit system design and control methods. Therefore, we proposed and tested a method to implement and control a media art type circuit system.