• Title/Summary/Keyword: 학생 참여

Search Result 2,799, Processing Time 0.04 seconds

Effects of Game programming on Creative personality and immersion of students in Low-Income Families (교육용 게임 프로그래밍 수업이 창의적 인성에 미치는 효과)

  • Ahn, Mi-Lee;Na, Yun-Seong
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2011.04a
    • /
    • pp.1592-1594
    • /
    • 2011
  • 국가적 차원에서 저소득 청소년을 위한 교육프로그램이 많은 아동보호센터 및 지역센터를 중심으로 시행되고 있지만 그 취지와 목적에 부합하는 방과 후 교육이 제공되고 있는지 그 효과성에 대해서는 주목하지 않아왔다. 본 연구는 저소득 청소년을 위한 방과 후 교육의 질 관리에 대한 필요성이 대두되고 있는 시점에서 영재교육의 일환으로 여겨져 왔던 창의성 교육을 조명하였다. 저소득층 청소년의 창의력 인성을 양성하기 위한 교육용 게임 프로그래밍 수업의 효과성에 대해 조사하였다. A시 5곳의 아동보호시설에서 운영되고 있는 게임프로그래밍 수업에 참여하고 있는 학생과 참여하지 않는 학생을 대상으로 창의적 인성검사를 실시하여 비교 분석하였다. 창의적 인성검사는 크게 자기확신(Self Confidence), 호기심(Curiosity), 인내(Patience), 개방성(Openess), 모험심(Adventure)으로 구분하여 t검증을 통해 유의한가를 분석하였다. 다섯 가지 영역의 평균은 실험집단이 높았으나, 이 중 '인내' 영역이 두드러진 차이를 보였고, 이로 인해 게임프로그래밍 수업을 받은 학생들이 수업을 받지 않은 학생들에 비해 과제 수행에 있어 인내와 끈기를 가지고 도전하는 경향을 보였다. 그러나 자기 확신, 호기심, 개방성, 모험심 네 가지 영역에 대해서는 두드러지는 차이가 나타나지 않았다. 이에 대한 개선책으로 학생들에게 이 네 가지 영역을 균형적으로 길러주기 위하여 체계적으로 강사진의 교수법 연수, 교육과정의 개선, 학생 동기 유발, 학생 독려 및 관리 등 다양한 방법을 통해 수업의 질을 개선시켜 학생들의 창의적 인성 양성에 도움을 줄 수 있을 것으로 기대된다.

Key Stages of a Research and Students' Epistemic Agency in a Student-Driven R&E (학생 주도의 R&E 활동에서 드러나는 연구 활동의 주요 단계 및 학생의 인식적 행위주체성)

  • Lee, Minjoo;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
    • /
    • v.39 no.4
    • /
    • pp.511-523
    • /
    • 2019
  • In this age of the $4^{th}$ industrial revolution, we, science educators, are giving more light on students' agentic behavior in the process of educating future scientist. This study, with the analytic lens of epistemic agency, explores the key stages of a student-driven R&E program rather than the scientist-led R&E program. It also examines to understand the emergence of students' epistemic agency in each stage of R&E. Data from participant observation for 18 months and in-depth interviews were collected and analyzed with the constant comparative method of grounded theory. This study identifies and describes five key stages of student-driven R&E: The stage of exploring research theme, designing research, performing lab activity, interpreting results, and communicating research. It also finds that (a) students' epistemic agency emerged with the constant interactions with the R&E structure; (b) students' epistemic agency has deep relations with the epistemic beliefs of the students; (c) students positioned themselves as decision-makers in the R&E practice; (d) the redistributed power and authority of the R&E contributed to the emergence of students' epistemic agency.

The Development of a Model for Enhancement of Mathematics Education Using Participatory Mathematics (참여수학을 통한 수학교육 활성화를 위한 모델 개발)

  • Park, Man-Goo
    • Journal of the Korean School Mathematics Society
    • /
    • v.10 no.4
    • /
    • pp.557-571
    • /
    • 2007
  • The purpose of this paper was to develope a model for enhancement of mathematics education using participatory mathematics. Traditionally, mathematics has been considered ready-made and students need to practice it without real applications of mathematics. The 6th grade students in the two classrooms participated in the 60 class hours and the researcher and observers investigated students' achievements and reactions. In this model, students actively apply mathematics to real-life problems and futhermore change our life, which is one of the unique elements. Thus, students can experience mathematical power while they do mathematics. Every student need to experience with this model several times in a semester so that he or she can be active a citizen to change society a better place.

  • PDF

Exploring the effect of collective intelligence through the 'World Cafe' conversations (집단지성 구현을 위한 토의 수업에서 '월드카페형 대화법'의 적용 가능성 모색)

  • Kim, DaWon
    • Journal of the Korean association of regional geographers
    • /
    • v.19 no.4
    • /
    • pp.787-804
    • /
    • 2013
  • The purpose of this study is to explore the effect of 'World Cafe' conversations for collective intelligence. For this purpose, 'World Cafe' was applied to the class 'presentation and discussion' of university class. To explore the effect of 'World Cafe' conversations for collective intelligence I surveyed the responses of students participating in the class and analyzed results of the survey and class activities. The results are as follows: first, 82 percent of all students were actively involving in the class, second, topics were more discussed through World Cafe class than general discussion class. These results suggest 'World Cafe' class induced active participation of the students in class and have the effect producing the collective intelligence.

  • PDF

Science High School Students' Images of the Scientist before and after the Green Investigation with Scientists

  • Hong, Hang-Hwa
    • Journal of Science Education
    • /
    • v.34 no.2
    • /
    • pp.327-341
    • /
    • 2010
  • The purpose of this study is to obtain science high school students' perceptions of scientists and their work before and after the Green Investigation program with scientists. This study also attempts to determine whether the program affected the participants' perceptions of scientists and their work. A modified DAST was carried out with 64 high school students. Findings revealed that Korean science high school students had normal perceptions of scientists, such as images of 20 to 30 year old males wearing laboratory coats and working alone in research labs with test tubes, flasks, and several machines in the background. After the intervention, students drew fewer typical items representing scientists and had significantly different perceptions of their work places between the pretest (M=1.69, SD=1.14) and posttest (M=1.96, SD=1.24, t=4.43, p<0.001) with the eta squared statistics (.24). These findings reflect the need for continued efforts of developing green investigation programs with scientists for students. Some future studies based on this study are also introduced.

  • PDF

The Changes of Social Distance, Disability Awareness, and Activity Satisfaction of Occupational Therapy Students through the Parachute Play (낙하산 놀이에 따른 작업치료과 학생들의 성인 지적장애인에 대한 사회적 거리감, 장애인식, 활동 만족도의 변화)

  • Kim, Su-Hyeon;Son, Sung-Min
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.3
    • /
    • pp.393-402
    • /
    • 2020
  • The purpose is to provide the basic information about the changes of the social distance, disability awareness, and activity satisfaction of the occupational therapy students through the parachute play. The subjects were 10 students in the third grade of the occupational therapy. They participated in the parachute play for 4 weeks. Their social distance, disability awareness and activity satisfaction were evaluated. The results showed the changes that the social distance was decreased, disability awareness and the activity satisfaction was increased after the play. Thus, to form the positive social distance and disability awareness and increase the activity satisfaction, the parachute play should be provided for the occupational therapy students.

The Mediating Effect of Learning Flow on Learning Engagement, and Teaching Presence in Online programming classes (온라인 프로그래밍 수업에서 자기조절능력과 학습참여, 교수실재감에 대한 학습몰입의 매개 효과)

  • Park, Ju-yeon
    • Journal of The Korean Association of Information Education
    • /
    • v.24 no.6
    • /
    • pp.597-606
    • /
    • 2020
  • Recently, as students' programming classes are being conducted online, interest in factors that can lead to the success of online programming classes is also increasing. Therefore, in this study, online programming classes were conducted for specialized high school students using a web-based simulation programming tool through TinkerCad. In these online programming classes, students' self-regulation ability and learning flow were set as variables that influence both learning engagement and teaching presence, and the predictive power of each was analyzed. As a result, it was found that both self-regulation ability and learning flow were predictive variables for learning engagement and teaching presence, and that learning flow played a mediating role between self-regulation ability, learning engagement, and teaching presence. This study is meaningful in that it suggested that self-regulation ability and learning flow should be considered more meaningfully in online programming classes, and a practical strategy for this is presented.

Negotiation Strategy for Leisure Constraints in Highschool Students Participating in Club Activities (동아리 활동에 참여하는 고등학생의 여가제약 협상전략)

  • Suh, Kwang-Pil;Lee, Chul Won
    • Journal of Leisure Studies
    • /
    • v.9 no.2
    • /
    • pp.39-59
    • /
    • 2011
  • The purpose of this study is to understand and investigate the process of making negotiation strategy to do leisure activity with overcoming leisure constraints which highschool students participating in their club activity meet. For this study, students who have at least one-year career for their club activity -more than two times a week and two hours at a time -were selected. Survey through in-depth interview, non-participating observation and field note were conducted. The results are as follow. Firstly, the fascination for club activity was the important factor for overcoming leisure constraints. Secondly, leisure constraints never let students stop doing their activity. Thirdly, the subjects of this study practiced negotiation strategies and came to have self-achievement and self-esteem, improving their relationships effectively. Finally, it was found out that they were creating their own club culture with continuous leisure constraints negotiation. The results of this study present the case and the method of continuous students' participation in their leisure and are able to help them to build up their positive leisure experiences.

Design of a WiKi WEB-based Debate System for Sharing Knowledge (지식 공유를 위한 Wiki 웹토론시스템 설계)

  • Woo, Kyung-Hee;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
    • /
    • 2006.08a
    • /
    • pp.263-268
    • /
    • 2006
  • 토론학습시 보다 자발적인 아동의 참여를 향상시킬 수 있는 웹토론시스템은 시간의 편의성을 제공하고 학습자간의 상호작용을 활발하게 한다. 그러나 기존 웹토론시스템은 능숙한 자판사용능력과 물리적인 교육적 환경을 요구한다. Wiki는 하와이어로 '빨리'라는 뜻으로 누구나 '자유롭게' 정보와 지식을 편집할 수 있는 동적 프로그래밍 도구이다. Wiki를 사용하여 기존의 웹토론시스템의 단점을 보안한 본 시스템의 목적은 학습자의 자발적인 토론참여와 토론학습에 대한 흥미를 유발하는 것이다. 본 시스템의 특징은 다음과 같다. 첫째, 본 시스템은 웹토론에 대한 학생들의 흥미를 높일수 있다. 즉 누구나 관리자가 될 수 있는 기능을 이용해서 학생들의 흥미를 유발하였기 때문이다. 둘째, Wiki 웹토론시스템은 기존의 웹토론시스템보다 사용이 편리하여 학생의 참여도를 향상시키고 토론학습에 대한 관심을 증대시킬 수 있다. 기존의 웹토론시스템은 회원가입을 해야하고 로그인을 해야만 토론학습에 참여할 수 있지만 본 시스템은 웹페이지접속만으로도 가능하게 하였다. 셋째, Wiki 웹토론시스템은 웹토론를 학습하는 과정을 공개하여 올려지는 자료나 다른 사람의 의견을 통해 지식공유를 가능하게 한다. 즉, 자신이 찾은 주장의 근거을 찾는 과정에서나 또 그 근거를 통해 새로운 지식을 알게 되고 본 시스템에서 의견을 개진하고 다른 사람의 의견의 근거를 살펴보면서 지식을 공유하게 한다.

  • PDF

Effect of reflection on learning in computer education courses (컴퓨터교육 전공 수업에 적용된 학습성찰의 효과)

  • Heo, Heeok;Kang, Euisung;So, Wonho
    • The Journal of Korean Association of Computer Education
    • /
    • v.19 no.5
    • /
    • pp.11-25
    • /
    • 2016
  • This study aims to investigate the effect of reflection on learning outcomes in higher education. Undergraduates enrolled in 3 courses about computer education were involved in the study. They wrote reflective notes with guided questions over six times throughout a semester, and then their task value, learning engagement and academic achievement were measured followed by a survey and interviews to investigate students' responses. As a result, positive influence of the reflective activities was found in cognitive, behavioral and emotional learning engagement and learning achievement. For further studies, the development of reflective strategies for learning motivation and collaborative reflection was suggested.