• Title/Summary/Keyword: 학습 단계별

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Analysis of Exam Trend of Earth Science Education in the Secondary-school Teacher Employment Test (중등교사임용시험 지구과학 교과교육학 출제동향 및 개선방안 분석)

  • Kwak, Youngsun
    • Journal of the Korean Society of Earth Science Education
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    • v.11 no.2
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    • pp.78-89
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    • 2018
  • The purpose of this study is to explore ways to improve developing exam questions for Earth science education by analyzing exam trend of Earth science education in the secondary-school teacher employment test (TET, hereafter). For this purpose, we developed an analysis framework to analyze items of Earth science education in the secondary-school TET, and this analysis framework covers required courses for 'theory of Earth science education' of 'Earth science teaching certificate courses'. The analysis framework consists of big categories, assessment domains, and assessment components. We divided system changes in secondary-school TET into 4 types, and analyzed exams of 2014-2018 school year, which is the existing exam system. According to the results, 22-24 points out of 80 have been allotted to Earth science education. Among assessment domains, Earth science Teaching & Learning domain has taken the highest percentage of scores and item numbers, followed by Earth science inquiry, history & philosophy of science, etc. For each domain, we analyzed exam tendencies in detail. Based the results, we suggested ways to improve developing exam questions for Earth science education in the secondary-school TET, and ways to improve curriculum for Earth science education in the teacher education program.

Characteristics of the Problem Solving Process of the Balancing Redox Equations by Senior and Science High School Students' Mental Capacity and Problem Solving Methdos (일반고와 과학고 학생들의 정신용량과 풀이 방법에 따른 산화 환원 반응식 완결 과정의 특성)

  • Kim, Chung-Ho;Lee, Sang-Gwon
    • Journal of the Korean Chemical Society
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    • v.46 no.4
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    • pp.353-363
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    • 2002
  • In this study, characteristics of the problem solving process of the balancing redox equations was ana-lyzed by mental capacity and problem solving methods, and the pertinent teaching and learning guidance for oxidation-reduction unit was suggested. Participants were 79 senior high school students and 57 science high school students. Tests were conducted to measure the mental capacity, the understanding of the oxidation-reduction concepts and the com-pletion of the balancing redox equations. The framework was made to find the patterns of failure and success. As the analysis of the influence on the performance of mental capacity,understanding of the oxidation-reduction concepts, and problem solving methods, students who had lower understanding of oxidation-reduction concepts selected the trial and error method, and their performance were influenced by mental capacity. The students that had higher understanding of the oxidation-reduction concepts had good performance by using oxidation number method regardless of their mental capacity. As the results of analysis for the patterns, the success patterns of solving the problems, those of mostly the sci-ence high school students, were the cases of using oxidation number method well and lessening problem solving steps. The patterns of failure in solving problems by using trial and error method showed that students had mistakes in cal-culating, errors in making unknown equations, no consideration for all variables, or stopped solving the complicated problems. The patterns of failure in solving problems by using oxidation number method showed that many students had wrong oxidation number or no consideration for mass and charge balance.

Effect of Fundamental Nursing Class using Evidence-Based Practice (근거기반실무를 활용한 기본간호학 수업 운영의 효과)

  • Kim, Yun-Hee;Ryu, Seang;Kim, Heeyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.38-49
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    • 2018
  • The nursing education with evidence-based practice(EBP) should set a differentiated education strategy according to the level of the learner, so that the students experience it step by step and it leads them to be skilled. The purpose of this study was to integrate and operate the EBP in the fundamental nursing classes of the second grade students and to verify the effectiveness on improvement of EBP basic competency of them. A non-equivalent control group pretest-posttest design was used. The subjects were 108 students in the second year of nursing at the two universities. The experimental group participated in the class for 8 weeks and 24 hours during the 15-weeks, second semester 2016 and the control group participated in general fundamental nursing class. Data were collected proactivity in problem solving, future use of EBP, and critical thinking disposition instrument and analyzed using SPSS/WIN 23.0 program with Chi-square test, independent t-test. The experimental group had a significant increase in proactivity in problem solving and future use of EBP compared to the control group. However, there was no significant difference in critical thinking disposition between the two groups. Findings indicate that the fundamental nursing class used EBP was an effective lesson to improve proactivity in problem solving and future use of EBP, which is the EBP basic competency for the lower grader. Long-term efforts are needed to improve the EBP competence and critical thinking of nursing students by curriculum appropriate to grade-based goals of EBP.

An Empirical Approach for Gamer's Cognitive Model on Game Playing Experience : Towards Difference of Gamers' Expertise in World Warcraft Game (게임플레이 경험에 대한 게이머의 인지적 모형에 관한 실증적 접근 : World of Warcraft 게임에서 게이머의 전문성 차이를 중심으로)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.23-33
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    • 2009
  • This study aims to uncover the gamers' cognitive process during the gameplay and explore the differences between groups in the gamers' playing behavior according to their expertise: experts, intermediate players, and novices. To this end, the empirical experiment was conducted in 'World of Warcraft' game which is a good representative of MMO(Massively Multi-player Online) game currently. Verbal protocol and action protocol collected from the empirical experiment were analyzed according to the gamers' expertise. As a result of this study, we found that the different behavior patterns result from standardizing pattern of their actions for experts and forming the learning curves and the specific patterns of action for intermediate game players and novices. While three functional-actions as a collection action concentrates on the early stage of the game for experts, the novices' behavior pattern dispersedly appeared in all seven functional-action, such as search, combat, three type collections, avoid, and communication in the whole gameplay. This study represents the consistency and the difference derived from the comparison analysis between groups according to the expertise. This study is concluded with key implications to support game design guidelines according to experts, intermediate players, and novices. Consequently, the result of this study provides the basic to the development of MMO content for game novices.

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Development of Question Cards for Fossil Exhibition and Comparison of Communication Depending on Whether to Use the Cards in a Fossil Gallery (화석 전시물에 대한 질문카드 개발 및 활용 여부에 따른 관람 중 소통의 특징 비교)

  • Park, Eun-Ji;Lee, Sun-Kyung;Kim, Chan-Jong;Kim, Ki-Sang
    • Journal of The Korean Association For Science Education
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    • v.30 no.6
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    • pp.799-814
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    • 2010
  • This study aimed at developing a set of question cards for fostering deep understanding and encouraging reasoning about fossils and analyze the characteristics of visitors' communication depending on whether to use the question cards in a fossil gallery. Through several steps, a card set consisted of nine generic questions about fossil exhibitions and guidance for using question cards were developed. Data related to visitors' communications were collected from 18 peer groups (from 5th to 9th grade) visiting the fossil gallery of Gwacheon National Science Museum. Visiting groups' interactions were videotape recorded and transcribed. 'Holding time,' the types of 'actions,' and the types of 'conversation' were analysed. Visitors' actions were divided into three categories: ‘look’, 'speech', and 'motion.' Furthermore, visitors' conversations categorized as 'speech' were subdivided into four patterns: 'enumerative,' 'consensual,' 'responsive,' and 'argumentative.' Using the question cards contributes to increase holding time and most of the visiting actions. Most of the conversation patterns also increased except the responsive pattern. In conclusion, using question cards in a fossil gallery could facilitate concentrated and meaningful visits by enhancing active verbal and non-verbal communications between exhibit and visitor or among visitors, encouraging visitors' reasoning about exhibits, and guiding visitors what and how to focus on exhibits.

Exploring the Triple Helix Innovation System in the Dutch Food Cluster(Food Valley) (네덜란드 라흐닝언 식품산업 클리스터(푸드밸리)의 트리플 힐릭스 혁신체계)

  • Lee, Chul-Woo;Kim, Tae-Yeon;Lee, Jong-Ho
    • Journal of the Korean association of regional geographers
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    • v.15 no.5
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    • pp.554-571
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    • 2009
  • This paper explores the triple helix innovation system in Food Valley in the Netherlands which is considered one of the most innovative food clusters in the world. The triple helix approach has been so far little tackled in the literature on innovation system and cluster. However, tills approach can be a useful tool for understanding the dynamic characters and knowledge transfer mechanism of industrial cluster. On the basis of an in-depth case study, we argue that Food Valley has evolved through four circles of growth in the triple helix innovation system. From the mid-2000s onward, it is seen that Food Valley has been on the stabilized circle in the triple helix system of innovation. Centered upon Wageningen UR, local universities and research centers play a pivotal role in building the triple helix innovation system. To cope with radical changes in markets and technology since the late 1980s, local firms have made a great deal of effort to reinforce the university-industry partnership. On the other hand, government agencies have played a critical role for establishing institutional milieu that facilitate university-industry partnerships and local knowledge transfer and spillover.

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The Effects of Mathematics Instruction Using Children's Literature on Mathematical Communication (아동 문학을 활용한 수학 수업이 수학적 의사소통에 미치는 효과)

  • Kim, Eun-Ha;Oh, Young-Youl
    • Journal of Elementary Mathematics Education in Korea
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    • v.16 no.1
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    • pp.97-124
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    • 2012
  • The purpose of this study is to examine the effects of mathematics instruction using children's literature on students' mathematical communication and attitude. To conduct this research, a total of 59 6th grade students were selected from an elementary school in Seoul, and three different types of teaching methods using children's literature were applied to the treatment group, while a traditional teaching method was adopted to the comparison group. Children's literature was used in the actual classroom environment for about 20 minutes in the course of 10 weeks treatment, and the results were analyzed to find the effects of using children's literature during mathematics teaching on students' mathematical communication skills and attitudes toward mathematics. The results of the present study were as follows: First, with respect to mathematical communication aspects, the treatment group achieved significantly higher mathematical communication skills than that of the comparison group. That is to say, this result shows that students learning mathematics using children's literature seem to have more mathematical communication abilities than students in the textbook-based mathematics learning group. Secondly, the results of this study point out that students in the treatment group have more positive attitude toward mathematics as a result of learning that the other group of students focused on textbook-based mathematics learning. In conclusion, the current study demonstrates that mathematics teaching using children's literature made more significant impact on students' mathematical communication ability and attitudes toward mathematics than the comparative method focused on a traditional textbook-based mathematics teaching method.

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A Study on Relationship between Undergraduates' Personality Characteristics, Emotional Intelligence, and Empathic Ability : Moderating Effect of Experience in Taking Counseling Course (대학생의 성격특성과 감성지능, 공감능력의 관계 : 상담 수강 경험의 조절효과)

  • Lim, Ae-Ryon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.1
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    • pp.268-276
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    • 2020
  • The purpose of this study is to determine the moderating effect of counseling class experience on the relationship between an undergraduate's personality characteristics, emotional intelligence, and empathic ability. As a result of verification, having course experience has a moderating effect on empathic abilities, reversing agreeableness from positive into negative. It also has a moderating effect on the influence of empathic concern, making that of an extravert positively significant. The experience of taking a course did not show a moderating effect on emotional intelligence that can be improved by learning. This demonstrates that education in counseling as carried out in universities is inappropriate, and course experience enhances empathic concern only when the student tends to be an extrovert. This implies that the current counseling system is a curriculum suitable for extroverted people. Also, when students have a friendly, amicable tendency, the experience of taking a course lowered empathic ability. This means that an amicable tendency is not a variable influencing educational experience, and that the present curriculum needs to be diversified. Although it is hard to provide a curriculum customized for each individual's characteristics, this study holds significance in emphasizing diversity in the curriculum to allow students to choose a small-group class or the lecture method based on personality or individual tendency.

A Cognitive Developmental Analysis on Children's Understanding of Death (유아의 죽음 개념화에 대한 인지발달적 분석)

  • Yang, Sungeun;Kim, Sang Lim
    • Korean Journal of Child Education & Care
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    • v.18 no.4
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    • pp.213-225
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    • 2018
  • Objective: Research on children's death concepts requires an approach considering social and cultural context. A qualitative method is necessary to explore children's cognitive process of understanding death. Thus, this study, to overcome the limitations of the quantitative approach based on the deductive logic led by adult researchers, adopted a qualitative research method. Methods: The data collection, referring to the theories of Corr and Balk (2010) and Smilansky (1987), used Death Concept Questionnaire. Each structured question was followed by open follow-up questions to explore how children understood each concept of death. Results: The results showed that participant children were still lacking in the acquisition of death sub-concepts. The qualitative result from open interview showed how children can and can not acquire the concepts of death. Conclusion/Implications: The study could be used in future development of death education programs for children. Based on the results of this research, it is necessary to develop programs for children's death education, which would help them coping with death related anxiety and loss experiences.

Vizrt Engine-Based Virtual Reality Graphics Algorithm A Study on the Basic Practical Training Method (Vizrt 엔진 기반 가상현실 그래픽 알고리즘과 기초 실습 교육 방식의 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.197-202
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    • 2019
  • In the era of the fourth revolution, interest in content production using proven engines in the broadcasting sector, such as Vizrt, is growing. The new visual effects required in the 5G era are critical to content production training. Vizrt has a good production time utility and affordability for broadcast and media content. In this paper, we are going to use this to present a practical case of the theorem and application of the basic training course in the production of virtual content, and to present the basic training direction. In the introduction, the graphic algorithm analyzed and studied the characteristics and environmental factors of the Vizrt engine. In this paper, the production process was studied separately, and the work carried out through engine implementation was presented. The VS Studio Foundation was provided as a practical production case at each stage. The Vizrt engine operator process is important in graphic approach and application, and through the results of the lecture, the method of understanding and implementing algorithms for virtual reality perspective suitable for basic learning was studied. Based on practice, the research method of main theory was to create Vizrt contents specialized in 5G contents work in each sector and to implement graphic production in new areas from contents image. Through this study, we came to the conclusion of the basic training method through virtual reality content work based on Vizrt by practicing content creation according to the subject. It also proposes the effect of creating Vizrt content and the direction of building Vizrt basic training courses.