• Title/Summary/Keyword: 흥미영역

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Development of Reading -Free Vocational Interest Inventory for Mental Retardation (정신지체인을 위한 Multimedia 비언어성직업적성검사 시스템 개발)

  • 김남행;심임섭
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10c
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    • pp.688-690
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    • 1998
  • 직업 선택의 과정에 있어 능력, 적성만큼 중요시 해야 할 것은 그 직업에 대해 흥미도이다. 특히 장애인들의 경우 직업을 준비하는 단계에서부터 어느 영역에 직업적 흥미가 있는가를 파악해야 하는 일은 중요하다. Text, Audio/Voice, Image등 멀티미디어 data를 이용, 흥미와 주의 집중을 높혀 직업적 흥미영역에 대한 정확한 data를 얻을 수 있는 시스템 개발이 필요하다.

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Qualitative study on the connection-assemblage of interest area and early childhood (유아와 어린이집 흥미 영역 환경과의 접속-배치에 관한 질적 연구)

  • Yoonmi Kim;Eunju Yun
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.927-934
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    • 2023
  • This study explored the process of how children are connected to and placed in the daycare center's interest area environment. Focusing on the process of getting to know, we tried to understand it through Deleuze's concept of connection-placement, which emphasized the power between materials and humans, to see how the familiar environment called the area of interest affects children's behavior. For this purpose, 20 children in the mixed class aged 4-5 years at B Daycare Center in Seoul were observed for a total of 2 hours each through 2 preliminary observations and 5 research observations from March to May 2023. First, the results of the study showed that infants' true interest could be found in the infant's gaze, not in the adult's gaze. Second, the space and play materials of the interest area environment are structurally arranged in accordance with the order of play types, but the boundaries become ambiguous as they are connected to children. Third, although the children's play seemed to be play without deviating from each area of interest, the space itself was a single mass in which interest was expressed. We hope that this study will help instructors in their practice of constructing an environment for areas of interest, and that we will become instructors who ask questions at every moment about what kind of traces will be left on children's thinking as the environment of space and media.

Effects of Mathematics e-Book on the Learner's Interest and Achievement When Provided with Individual Tablet PCs (1인 1타블렛 노트북 환경하의 수학과 전자교과서 활용 수업이 학업성취도와 흥미도에 미치는 효과)

  • Kwon, Seon-Woo;Park, Phan-Woo
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.102-107
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    • 2007
  • 최근 각급 학교에서 전자교과서의 도입이 확대되고 있다. 본 연구에서는 1인 1타블렛 노트북 환경하에서 수학과 전자교과서 활용 수업이 학업성취도와 흥미도에 미치는 효과를 검증하였다. 검증 결과에 따르면 실험에 사용된 단원의 수학과 전자교과서 활용은 학업성취도 증진에 영향을 준다고 단정할 수는 없었으며, 수학과 흥미도 향상에도 지속적인 영향을 준다고 단정할 수 없었다. 전자교과서를 활용한 실험 반에서는 초기 흥미도의 변화가 나타났지만 그 변화는 일시적인 것으로 오래 지속되지 않았다. 따라서 수학과 영역별로 학업성취도 및 흥미도의 결과가 다르게 나타날 수 있으므로 어떤 영역이 전자교과서 내용으로 적합한지에 관한 연구가 필요하며, 전자교과서에 대한 학생의 흥미도를 지속시킬 수 있는 방안의 연구도 필요하다는 것을 알 수 있다.

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The Kindergarten Teachers' Perception of Restriction Rules on Free Choice Activities at Their Classroom (자유놀이 제한 규칙에 대한 유치원 교사의 인식)

  • Won, Kyeson
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.8
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    • pp.485-493
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    • 2019
  • The purpose of this study is to gain basic information to manage the free choice activities of kindergarten by investigating the teachers' perception of restriction rules. The subjects of the study were 200 kindergarten teachers who worked in J province. The instrument used for this study was a questionnaire that focused on teachers' perception about the restriction rules for the free choice activities. The results of this study were as follows. First, the teachers considered restriction rules in the art center as the most important factor. Second, the teachers recognized that limiting the number of players in a same center is the most important thing among the three restriction rules. Third, the teachers' perception regarding the necessity of restriction rules is as follows. The rule of restricting the number of players is needed to prevent too many players focusing in a certain center. The rule of restricting play time is necessary to encourage children to play in various centers, and the rule of restricting play space is crucial to solidify the educational purpose that every interest center has. The meaning and the necessity of the restriction rules on children's free choice activities were further discussed as connected with children's right to play.

혼합물실험을 위한 평행좌표그림의 활용

  • Jang, Dae-Heung
    • Proceedings of the Korean Statistical Society Conference
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    • 2003.10a
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    • pp.167-172
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    • 2003
  • 혼합물실험에서 성분의 개수가 많고 성분에 대하여 제한조건이 있는 경우 흥미영역을 도시하는 작업은 성분의 개수가 4개 이상일 때 힘든 작업이 된다. 또한 반응변수가 여러 개인 경우 최적화문제도 까다롭게 된다. 이때, 탐색적 자료분석의 한 도구로서 평행좌표그림을 이용하면 통계자료분석시 많은 도움을 받을 수 있다.

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Exploring the factors of situational interest in learning mathematics (수학 학습에 대한 상황적 흥미 요인 탐색)

  • Park, Joo Hyun;Han, Sunyoung
    • The Mathematical Education
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    • v.60 no.4
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    • pp.555-580
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    • 2021
  • The purpose of this study is to explore the factors of situational interest in math learning, and based on the results, to reveal the factors of situational interest included in teaching and learning methods, teaching and learning activities in mathematics class, and extracurricular activities outside of class. As a result of conducting a questionnaire to high school students, the factors of situational interest in learning mathematics were divided into 10 detail-domain(Enjoy, Curiosity, Competence / Real life, Other subjects, Career / Prior knowledge, Accumulation knowledge / Transformation, Analysis), 4 general-domain(Emotion, Attitude / Knowledge, Understanding), 2 higher-domain(Affective / Cognitive) were extracted. In addition, it was revealed that various factors of situational interest were included teaching and learning methods, teaching and learning activities and extracurricular activities. When examining the meaning of 10 situational interest factors, it can be expected that the factors for developing individual interest are included, so it can be expected to serve as a basis for expanding the study on the development of individual interest in mathematics learning. In addition, in order to maintain individual interest continuously, it is necessary to maintain situational interest by seeking continuous changes in teaching and learning methods in the school field. Therefore, it can be seen that the process of exploring the contextual interest factors included in teacher-centered teaching and learning methods and student-centered teaching and learning activities and extracurricular activities is meaningful.

Analysis of Affective Factors on Mathematics Learning According to the Results of PISA2003 (PISA 2003 결과에서 수학의 정의적 영역에 영향을 주는 변인 분석)

  • Lee, Chong-Hee;Kim, Soo-Jin
    • School Mathematics
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    • v.12 no.2
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    • pp.219-237
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    • 2010
  • On inquiry of international comparison assessment, the Korean students achieve high scores in mathematics while they achieve relatively low scores in responses of the affective questionnaire. It can be an important point in mathematics education of Korea, but there are few studies which explore the specific reasons. So in this study, we analysed the results of PISA 2003(in math domain) based on multiple regression analysis and correlation analysis to investigate the reasons and features of those phenomena. We compared the results of Korean students with students of other countries. As a result, there were 7 factors which effect on Korean students' affective domain in mathematics learning and they were statistically significant. According to this study, it needs to improve students' positive attitudes to their school, mathematical interest, and positive self-concept. And it needs to develop an actual instrument to explore the affective domain which effect on mathematics learning.

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A Study on the Educational Contents on Child's Human Rights in a Manual of the Nuri Curriculum for 5 Year Old (만 5세 누리과정 교사용 지도서에 수록된 유아인권 관련 교육내용 분석)

  • Cho, Suk Young
    • Korean Journal of Childcare and Education
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    • v.10 no.6
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    • pp.369-390
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    • 2014
  • This study analyzed the educational contents related with child's human rights in a manual of the Nuri Curriculum for 5-year-olds based on the type and area of activity, 5 areas, and by life theme. The research results are as follows: First, the educational contents on child's human rights in activity type and area showed high frequency in the order of large and small group activity, child selected play activity, and outdoor activity, and among them, right to an education and right to play showed the highest frequency. Second, among the five categories, the area that conducts educational contents on child's human rights was the social relation category, and the area that showed the highest participation was the educational contents on human rights. On the other hand, the areas that were treated the least were physical activity and health. Third, the topic that treated the educational contents related with child's human rights was 'spring, summer, fall, winter,' and 'my family and I' treated educational contents on child's human rights in the lowest frequency. Also, whereas the right to education and right to play showed the highest frequency of educational contents on child's human rights among entire life themes, the educational contents on child's human rights of abuse and neglect(violence) were not treated at all in the entire life themes. Through the results of this study, it will be helpful in planning and deploying activities related with the child's human rights harmoniously, and intends to provide important basic data in organizing activities of human rights program linked with the elementary school. Furthermore, this study intended to provide basic information for developing a program of systematic child's human rights education for children in addition to the curriculum at a national level.

Psychological Effects of Gamification on Young Learners: Focusing on a Serious Game for English Phoneme Discrimination (기능성게임을 활용한 게이미피케이션 영어 발음 학습이 초등학생의 정의적 영역에 미치는 영향)

  • Lee, Sun-Young;Park, Joo-Hyun;Choi, Jung-Hye Fran
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.111-122
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    • 2019
  • This study investigated the psychological effects of using a serious game with young learners in the English classroom compared with those of a dictionary application. A tablet PC-based serious game was created for the training of English phoneme discrimination for Korean 6th graders, and its psychological effects were measured using a paper-based survey and face-to-face interviews. The overall results revealed that the serious game had more positive psychological effects on young learners than the dictionary app. These findings provide supporting empirical evidence for using serious games in English classrooms.

A Convergence Study on the Affecting Factors of Cyber Lecture for University Students (대학생의 사이버강의 영향 요인에 관한 융복합 연구)

  • Kang, Keoung-Shim
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.41-47
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    • 2019
  • The purpose of study is to enhance the convergence effects of cyber lecture for university students. The results were derived through the comparison and verification of recognition levels before and after cyber lectures. The study material was a questionnaire composed of 15 questions divided into five areas; usefulness, enjoyment, academic relevance, social intention and usage intention. The recognition levels significantly improved after learning in five areas with particularly large improvements in enjoyment and academic relevance. The recognition levels significantly improved in the five areas(p<.001). With regard to changes in recognition levels by major, social science majors showed significant improvements in usage intentions after learning. Cyber lectures for university students were proved to be generally convergence effective.