• Title/Summary/Keyword: 학습 성취도 평가

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A Study on HTML Learning Method Using PBL (문제중심학습법을 적용한 HTML 교수-학습방법의 연구)

  • Kim, Kap-Su;Lee, Sun-Hyun
    • Journal of The Korean Association of Information Education
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    • v.10 no.1
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    • pp.37-46
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    • 2006
  • We expected that PBL (Problem based Learning) methode has good effectiveness for HTML(Hyper Text Markup Language) learning of elementary school students. In this study, a test was conducted in which a PBL method and the traditional lecture-based learning method were applied to an HTML class, and compared the level of educational accomplishment and compared the effectiveness of the two methods. PBL applied was based on the IMSA model of problem-based learning center. Educational accomplishment was evaluated base d on evaluation of theory and application skills. Test results revealed that there were no significant differences in theoretic learning between the two methods of learning. However, in application skills, the PBL was proved to be significantly more effective th an the traditional lecture-based learning method. Through the study, it was verified that PBL has a more positive educational effect that the traditional lecture-based learning.

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Course Embeded Program Outcome Assesment-Based on the Exams and the Reports (교과목 성취도에 근거한 학습성과의 평가 -시험과 보고서를 위주로)

  • Park, Yoon-Kook
    • Journal of Engineering Education Research
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    • v.9 no.3
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    • pp.62-66
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    • 2006
  • Although it has taken some time to apply the accreditation system in Korea, most programs have a very difficult time in assessing program outcomes, one of the most important standards in accreditation. The major purpose of this work is to suggest a method, so called course embedded assessment, by which to assess a course that includes several program outcomes. The course was evaluated based on student performance on each exam taken in the course as well as a report submitted by the students. The course embedded assessment provides not only an effective tool by which to assess course-set program outcomes, but also allow the instructor to follow up and/or modify the course material to be offered in next semester.

Comparative Analysis of the National Level Academic Achievement Assessment Items between Korea and Japan (한국과 일본의 국가수준 학업성취도 평가 문항 비교 분석)

  • Kim, Bumi;Cho, Hyungmi
    • Journal of the Korean School Mathematics Society
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    • v.24 no.4
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    • pp.407-428
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    • 2021
  • This study compares and analyzes the mathematics assessment items of the middle school's national-level academic achievement tests in Korea and Japan, recently revised as a competency-focused curriculum. By comparing and analyzing the assessment items in each country, the analytic framework is integrated into content areas, contexts, and competencies. The characteristics of each country's assessment items developed for each content area were analyzed using the framework. We suggested some implications on developing and improving national-level academic assessment items.

Design and Implementation of Evaluation System for Mastery Learning (완전학습을 위한 평가시스템 설계 구현)

  • 박재현;박덕원
    • Journal of the Korea Computer Industry Society
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    • v.5 no.4
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    • pp.481-490
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    • 2004
  • Today, most education activities in the junior or senior schools are connected with evaluation. In fact, the evaluation to be accomplished is not the practice of college or university entrance examination but the evaluation analysis of studies accomplishment. In this program, students process their teaming contents according to their level, and they evaluate the accomplishment of learning by themselves. Through the various analysis of evaluation, students who are not in the appropriate level get into the learning plan of low level course. This study makes them notice the lack of teaming ability in time and proposes proper evaluation system which offers right feedbacks and various analysis information for themselves.

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Design of Iterative Learning Contents and Items Generation System based on SCORM (SCORM 기반 반복 학습 콘텐츠 및 문항 생성 시스템 설계)

  • Baek, Yeong-Tae;Lee, Se-Hoon;Jeong, Jae-Cheul
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.2
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    • pp.201-209
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    • 2009
  • According to previous researches about online evaluation in many e-Learning contents, it took too much time and effort to generate test questions for formative or achievement tests using a database as an item pool. Furthermore, it is hard to measure accomplishment of learners for each unit through overall tests provided by existing e-learning contents. In this paper, to efficiently cope with problems described above, the item pool based on Item Form was transformed into Interaction Date Model in Run-Time Environment of SCORM2004. And the contents for the math concepts and principles that students would learn from regular classroom were developed in accordance with SCORM. In addition, Confidence Factor Function was used to take an objective view in measuring the accomplishment of learners through the items automatically generated by LMS(Learning Management System).

Development and Application of STEAM Education Model using Scratch Programming and Sensor Board in Class of Elementary School Students (초등학생들이 수업시간에 스크래치 프로그래밍과 센서 보드를 활용한 STEAM교육 모형 개발과 적용)

  • Moon, Waeshik
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.213-224
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    • 2014
  • STEAM learning, which combined software with hardware, can greatly increase algorithm improvement, problem-solving skills, integrated thinking ability etc. and can ultimately improve learning attitude and academic achievement. In this study, we developed STEAM learning model so that 6th graders who can fully understand the basic concept of programming can learn subject contents of national textbooks (5 kinds) with programming that combined six sensors attached Sensor_board with Scratch and applied it to 6th grade class and analyzed the results. As a result, the STEAM learning tool that combined Scratch with Sensor_board was analyzed to be suitable for most elementary school students to be evaluated. In the achievement evaluation of learning, 39.5% of students obtained more than 7 points out of perfect 10 in the average achievement level of 5 subjects so most students evaluated were analyzed to obtain satisfactory achievement. Therefore, STEAM learning using Scratch and Sensor_board, hardware is considered to be more effective than existing software-centered ${\times}$learning using only software.

The analysis and evaluation of a cooperation with computer which affects to the achievement degree for studying (컴퓨터를 이용한 협동학습이 학업성취도에 미치는 영향분석 및 평가)

  • Lee, Yun-Bae;Cho, Youn-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.10
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    • pp.1903-1908
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    • 2008
  • The present time, their affect on modern teaching-learning methodology, especially that of cooperative learning is most noticeable through E-learning, ICT(Information Communication Technology), application of Computer, and the Internet. This paper evaluate and analyze a cooperation with computer which affects to the achievement degree for studying. Especially, this paper analyzes the degree and duration of computer usage, and then analyzes the ripple effects on the individuals positivity and participation. And, this paper estimate the different of students' scholastics attainment according to sex, environment and computer usage ability.

학교 현장에서의 수학과 수행평가에 관한 고찰

  • Go, Sang-Suk;Jeon, Yeong-Ju
    • Communications of Mathematical Education
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    • v.15
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    • pp.129-134
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    • 2003
  • 수학과의 평가는 수학의 학습 내용에 대한 학생들의 성취도를 다양한 유형의 평가기법을 이용하여 파악하고, 이를 통해 수학교육의 질을 관리하는데 그 목적이 있다. 그러나 지금까지의 대부분의 평가는 수학교육의 본질이라 할 수 있는 학습자의 수학적 사고력을 제대로 측정하지 못하고 단편적인 수학적 지식을 결과 위주로 평가하는 데 만족해 왔다. 한편으로는 지극히 교과서적이고 인위적인, 단지 문제를 위한 수학 문제는 수학 무용론을 부추기기도 하였다(박경미, 1998). 이와 같은 수학과의 위기를 탈출하기 위해서는 결과만을 고려하는 선다형의 문제가 아닌 과정을 중시하는 서술형 주관식 문제, 기능 위주의 고립된 수학적 지식을 측정한 학업성취 결과보다는 수학 학습에 대한 태도나 노력, 관심, 탐구적 활동 그리고 성향 등 정의적 영역의 평가가 절실히 요구된다. 따라서 기존의 지필 검사를 뛰어넘는 다양한 평가의 틀이 요구된다 하겠다. 이런 점에서 1999학년도부터 시행되고 있는 고등학교에서의 수행평가는 변화하는 교육기조의 교수 ${\cdot}$ 학습에 대한 적절한 평가의 한 방법이라 생각된다. 이에 본 연구는 다양한 평가의 틀 가운데 수학과 수행평가에 관한 고찰을 통해서 현장에서의 수행평가활용 방법을 찾는데 있다.

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The Development of Web Based Instruction Program on Oceanography Unit and the Analysis of Its Effects in Earth Science Class (지구과학 해양 단원의 웹 기반 학습자료 개발 및 효과 분석)

  • Park, Soo-Kyong;Kang, Min-Ju;Kim, Sang-Dal
    • Journal of The Korean Association For Science Education
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    • v.21 no.2
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    • pp.264-278
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    • 2001
  • The purpose of this study was to develop the web based instruction(WBI) program, to examine its effects on the science achievement, the attitude toward science, and students' perceptions on the WBI learning. The WBI program on the content of oceanography unit in Earth Science for high schools was developed using Namo 4.0, JAVA-script, Flash 4, Video Capture of SnagIt, Animation Shop graphic tools. The treatment group consisted of students who participated in the WBI program developed in this study, and the control group consisted of students who participated in the module instruction using self-learning materials. The results from this study were as follows: First, the scores of science achievement of WBI group were significantly higher than those of module group. There was not interaction effect of treatment and students' learning ability. Second, there were no significant difference in the scores of the attitude towards science learning between WBI group and module group, and there was not interaction effect of treatment and students' learning ability. Third, in the perception questionnaire of WBI learning, many students showed the WBI learning were good in terms of causing interaction between learners and web based learning materials including various images and animations. However there are several students who showed learning difficulties. For example they wonder which part is more important and what order is proper to study in hypertext environment.

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Design and Implementation of Students' Coding Assessment System for a Coding Puzzle Game (코딩퍼즐게임의 코딩 성취도 평가 시스템의 설계와 구현)

  • Seo, Beomjoo;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.7-18
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    • 2018
  • As coding education is ubiquitous in elementary or higher school curriculum, puzzle-based coding platforms such as Scratch or Entry have been popularly deployed and employed by many Korean coding educational institutions. In this article, we propose a quantitative students' coding assessment methodology and discuss several issues of the method. Besides, we show its usefulness through case studies shown in our proprietary coding platform called "CodingPuzzle" system. Additionally, we describe detailed design and implementation issues of our coding assessment system that has already been ported to the CodingPuzzle system and is currently under operation.