• Title/Summary/Keyword: 학습문제

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Inductive Influence of Algorithmic and Conceptual Problems (수리 문제와 개념 문제 사이의 유도 효과)

  • Noh, Tae-Hee;Kang, Hun-Sik;Jeon, Kyung-Moon
    • Journal of The Korean Association For Science Education
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    • v.24 no.2
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    • pp.320-326
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    • 2004
  • This study investigated whether algorithmic problem solving and conceptual problem solving influenced each other or not. Four classes of 12th grade (N= 112) that are equal in prior achievement were randomly assigned to group AC (Algorithmic-Conceptual problem) and group CA (Conceptual-Algorithmic problem). Students of group AC solved the conceptual problems after learning the related algorithmic problems, and those of group CA solved the same problems in reverse order. The results revealed that learning the algorithmic problems improved students' ability to solve the related conceptual problems, but learning the conceptual problems did not help students solve the related algorithmic problems. Regarding the confidence on problem solving, learning the algorithmic problems had little effect on the related conceptual problems. Learning the conceptual problems also had little effect on students' confidence on solving of the related algorithmic problems.

Development and Application of a WOE-based Smart Learning System for Improving Written Problem Ability of Students with Learning Disabilities (학습장애학생의 문장제 문제 해결 능력향상을 위한 WOE기반 스마트러닝 시스템의 개발 및 적용)

  • Choi, Yu-Jin;Jun, Woo-Chun
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.67-74
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    • 2012
  • Students with learning disabilities need special education programs. In the traditional class, those students may not be satisfied with their studies. Thus, it is important to provide individualized class for those students. Classes using smart devices may give one of the solutions for individualized class. Unlike the typical mathematical problems, written problems require students to use various cognitive strategies, mathematical reasoning, inference ability, and so on. In this sense, written problems are good tools to develop the logical minds for students with learning disabilities. In this paper, a WOE-based smart learning system is proposed to help those students develop learning abilities. The proposed system has the following characteristics. First, students can learn naturally problem-solving abilities by following the work-out examples given from experts. Second, the proposed system can invoke motivation and interests of students using attractive icons and guidance rules provided with smart phone. Third, the proposed system can provide self-directed study for those students. The proposed system is applied for some students with learning disabilities. The following results are obtained. First, the individualized study can be possible since the system can provide continuous feedbacks and level-differentiated classes. Second, students can increase written problem solving abilities with natural understanding of study contents from smart phone. Finally, satisfaction, study motivation, and self-concept of students are increased through their successful experience during study processes.

A Comparison of Effect of Lecture-Based Learning and Problem-Based Learning on Scientific Reasoning in Basic Medicine (교재중심 강의와 문제중심학습 방식이 기초의학에서 과학적 추론에 미치는 효과 비교)

  • Kim, Hyeon-A;Kim, Kack-Kyun;Lee, Sung-Woo
    • Journal of Oral Medicine and Pain
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    • v.30 no.1
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    • pp.35-44
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    • 2005
  • Purpose: The aim of this preliminary study was to evaluate the effect of Problem-Based Learning (PBL) curriculum on development of comprehension of basic medical knowledge and quality of semi-structured problem solving including scientific reasoning skill. This scientific reasoning contained five components including: size of simple, design of research cause-effect, construction of risk factor, analysis statistic of data, interpretation of result. Materials and Methods: Seoul National University Dental students (100) participated in this experience during two weeks, 2004. Forty eight multiple-choice questions (MCQ) concerned "Infection Control and Prevention" were asked before and after two sections of Lecture-Based Learning (LBL) and PBL (pretest-posttest control group design). A semi-structured problem in epidemiological research was asked to these students after two sections (posttest-only control group design). Data (mean and SD) were analysed using the t Test for two independent samples (p<.05), comparing PBL versus LBL. Results: Our analyse of scores show no difference between LBL and PBL in the development of comprehension of "Infection Control and Prevention". The quality problem solving (epidemiological research) was significantly different between the two groups (p=.029); specially, two components' scores of reflection on scientific reasoning cause-effect (p=.000) and interpretation of result (p=.001) were significantly better for PBL than for LBL. Conclusion: Theses results indicate that comparing LBL and PBL, PBL curriculum have not been disadvantaged in comprehension of basic knowledge, and have contributed to develop the scientific reasoning in problem solving.

The Effect on Motivation and Problem Solving Ability of Problem Based Storytelling Programming Learning (문제중심 스토리텔링 프로그래밍 학습이 학습동기 및 문제해결능력에 미치는 효과)

  • Gu, JungMo;Park, Jung-Ho;Song, JeongBeom;Bae, Youngkwon;Ahn, SeongHun;Lee, TaeWuk
    • The Journal of Korean Association of Computer Education
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    • v.12 no.1
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    • pp.23-32
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    • 2009
  • Problem-solving ability have become extremely important in today's world. Programming may help to induce problem-solving ability. However, programming may give cognitive overload and offense against learning motivation. Therefore it is necessary that we should develope strategies to increase motivation on elementary programming classes. We developed a programming learning design and supporting system that combine problem-based learning and storytelling to induce motivation and problem solving ability. And then, we implemented the developed course in elementary school. The result of the research shows that the developed programming classes had positive effect on the development of elementary student's motivation and problem-solving ability.

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A Study on the Effect of Problem Based Learning to Improve Students' Ability in Using ICT (학생의 ICT 활용 능력 향상을 위한 문제 중심 학습(PBL)의 효과에 관한 연구)

  • Ahn, Seong-Hun
    • Journal of The Korean Association of Information Education
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    • v.6 no.2
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    • pp.120-129
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    • 2002
  • In this paper, I survey the field which students use ICT and propose a teaching and learning model to improve students' ability in using ICT. Also, I apply it and prove its' effect. Because Problem Based Learning treats ill-structured problem which reflects actuality, Students can pick up the actual knowledge and become verse in general principle or concept which can transmit resemble problem or situation. Therefore, I hope a teaching and learning model which I propose in this paper has an effect to improve students' ability in using ICT.

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수학적 문제 중심 학습에서의 사회적 상호작용 분석

  • Jeon, Pyeong-Guk;Lee, Jin-A
    • Communications of Mathematical Education
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    • v.13 no.2
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    • pp.409-424
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    • 2002
  • 정보화 ${\cdot}$ 세계화 시대에서 중요한 것은 단순히 지식을 암기하는 것이 아니라 스스로 정보를 탐색해 보고 이를 바탕으로 새로운 지식을 창조해내며, 미지의 문제에 직면하였을 때 이를 자주적이며 능동적으로 해결할 수 있는 능력을 기르는 것이다. 이에 수학 교육에 있어서도 이러한 시대적 요구를 반영할 수 있는 새로운 변화가 필요하게 되었고 1997년 12월에는 교육 개혁의 일환으로 추진되어 온 제 7차 교육 과정이 확정 ${\cdot}$ 고시되었다. 제 7차 교육 과정에서는 수학적 힘의 신장을 개혁의 기본 방향으로 정하고 있는데 최근 수학 교육에서는 학습자들의 수학적 힘을 개발하기 위한 학습 방법 중의 하나로 문제 중심학습(Problem Centered Learning)이 주목을 받고 있다. 본 연구에서는 중학교 2학년 일차함수 단원에 알맞은 과제를 개발하여 문제 중심 학습을 실시하였을 때 교사와 학생, 학생과 학생 사이에 나타나는 상호작용을 분석하고, 교사의 역할과 지도과정을 살펴봄으로써 중등학교 수학과에서 문제 중심 학습의 활용 방안과 과제의 개발 방향을 찾고자 하였다.

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Effect of Game based Learning Utilized Sandbox Game on Creative Problem-solving Ability and Learning Flow (샌드박스형 게임을 활용한 게임기반학습이 창의적 문제해결력과 학습몰입도에 미치는 영향)

  • Jeon, Inseong;Kim, Jeongrang
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.313-322
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    • 2016
  • The effect on creative problem solving ability and learning flow is analyzed by applying game-based learning using sandbox game, Minecraft Edu for elementary school students. It appeared to be effective when applied to sand box utilizing game-based learning than traditional lecture teaching method on creative problem solving ability and learning flow. It is found to be a significant difference observed in all sub-elements on Creative problem solving ability and it is found to be a significant difference in all sub-elements on learning flow except sense of control and transformation of time.

The Research on PBL Application in Mathematics Method Course (문제중심학습(PBL)에서 초등예비교사들의 문제해결과정)

  • Lee, Kwang-Ho;Jang, Eun-Ha
    • Education of Primary School Mathematics
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    • v.15 no.2
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    • pp.91-106
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    • 2012
  • This study reports pre-service teachers' problem solving process on the problem-based learning(PBL) employed in an elementary mathematics method course. The subjects were 6 pre-service teachers(students). The data were collected from classroom observation. The research results were described by problem solving stages. In understanding the problem stage, students identified what problem stand for and made a problem solving planned sheet. In curriculum investigation stage, students went through investigation and re-investigation process for solving the task. In problem solving stage, students selected the best strategy for solving the task and presented and shared about problem solving results.

Design of Mobile Scaffolding Agent Using Zone of Proximal Development Theory (근접 발달 영역 이론을 적용한 모바일 스캐폴딩 에이전트 설계)

  • Lee, Nam-Ju;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
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    • 2007.01a
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    • pp.173-180
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    • 2007
  • 최근 모바일 기기의 활성화에 따라 M-learning (Mobile learning)이 활성화되고 있다. M-learning을 기반으로 한 코스웨어나 모듈 설계 시 학습자의 적극적 참여와 의미 있는 상호작용의 기회 제공과 실제적 환경에서의 교육활동을 지원하는 것에 초점을 맞추어야 한다. 근접발달영역이론 (Zone of Proximal Development : ZPD)이란 독자적으로 문제를 해결함으로써 결정되는 실제적 발달수준과 성인의 안내나 보다 능력 있는 또래들과 협동하여 문제를 해결함으로써 결정되는 잠재적 발달수준간의 거리이다. 한편, 스캐폴딩은 학습자의 근접발달영역을 변화시키며, 학습자가 스스로 학습할 수 있도록 도와주는 구체적인 방식이라 할 수 있다. 또한 스캐폴딩 (Scaffolding)은 학습자가 구조를 조직하고 새로운 지식을 구성하도록 교수자 또는 촉진자가 도와주면서 교수자와 학습자간에 상호작용하는 과정이다. 본 연구에서는 근접발달영역이론을 이용하여 모바일로 교사가 학습자에게 스캐폴딩을 제공하는 수업모형을 제안한다. 본 모형의 특징은 다음과 같다. 첫째, 문제해결을 위한 스캐폴딩만이 아니라 문제 해결 후 격려 스캐폴딩을 제공하여 학습력 강화가 이뤄지도록 하였다. 둘째, 교사와 학습자 사이에 다양한 스캐폴딩을 제공하여 상호작용을 강화하였다. 셋째, 자신에게 맞는 개별학습, 반복 학습이 가능하고 자기 주도적 학습이 강화되도록 하였다.

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A Study on Model of Learning Activity Tool for Creative Problem Solving based on Mobile Learning (모바일러닝 기반에서 창의적 문제해결(Creative Problem Solving) 활동을 위한 학습지원도구 모형 개발)

  • Bae, Ji-Hye
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.344-347
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    • 2016
  • 유비쿼터스 환경 시대에 맞춰 현재 스마트 디바이스의 발달과 시장의 확대로 스마트 미디어 기기의 보급이 급속도로 확산되고 있으며 많은 교육용 어플리케이션 또한 개발되고 있는 중이다. 이러한 교육용 어플리케이션들은 지식기반사회의 학습도구로서 지식접근 및 창출에 중요한 요소인 인터넷과 웹을 활용하게 되고 이동성과 편의성을 추구하는 모바일기기를 통해 학습이 가능하도록 지원하는 프로그램이다. 본 연구는 모바일러닝 기반의 '창의적 문제해결(CPS, Creative Problem Solving)' 모형을 활용하는 교육용 앱에 대한 설계방안을 제시하고자 하며 연구의 목적은 대학 교육에서 학생들의 창의적 사고와 문제해결능력 향상을 돕는 모바일러닝 기반의 학습환경을 설계하는 데 있다. 제안하는 학습지원 도구는 모바일 앱 형태로 제작되며 학습활동에 있어 다양한 창의적 사고과정 활동과 표현방식, 상호작용성 등의 기능을 통해 학습자의 고차원적인 사고능력을 향상시키는 인지적 도구로서 활용될 수 있도록 설계하였다. 개발환경은 안드로이드용 앱 인벤터 프로그램을 사용하였으며 앱 인벤터 서버환경에서 제공되는 컴포넌트와 이벤트 핸들러를 이용하여 교수자모드와 학습자모드의 앱을 각각 설계하였다. 교수자 앱은 학습활동 제공을 의미하는 프로바이더(Provider) 모드 기능이 포함되며 학습자 앱은 CPS 활동을 위한 학습활동 모드 기능이 설계된다. 대부분의 창의성 관련 앱들은 그래픽작업을 통한 두뇌활동 향상 프로그램, 체험활동 위주의 프로그램 등으로 출시가 되어 있으나 교수-학습 활동을 위한 창의적 문제해결활동 관련 앱은 존재하지 않는 상태이므로 수업활동에서의 활용측면에서 가치가 있을 것으로 기대된다.