• Title/Summary/Keyword: 흥미와 의미

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Utilization Plan of primary 3-4 grade mathematics textbooks for 'Flipped Classroom' (수학과 '거꾸로 교실' 수업을 위한 교과서 활용 방안 탐색 - 초등학교 3-4학년 군을 중심으로)

  • Kim, Soo Cheol
    • Education of Primary School Mathematics
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    • v.17 no.3
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    • pp.265-276
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    • 2014
  • In this study, we aim to search the utilization plan of primary 3-4 mathematics textbooks for 'Flipped Classroom' practice. In the flipped classroom, students are required to manipulate more rigorous concepts, deal with realistic problems and various activities, and discussions. Researcher analyzed the new mathematics textbooks of primary 3-4 grade that is applied 2014. The criteria of analysis was made of the instructional model for 'Flipped Classroom' that was set up by previous researcher. To practice the flipped classroom, teachers need to design their classes carefully for using selectively many materials of the textbooks to make students participate discussion in the classroom actively and to consider their interests and levels.

A Study on Methods for Teaching Math Texts Applying Storytelling in Elementary School (초등교사들의 스토리텔링을 적용한 수학교과서의 효율적인 지도방안에 관한 연구)

  • Hur, Youn La;Kim, Yongtae
    • Journal of Elementary Mathematics Education in Korea
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    • v.18 no.2
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    • pp.169-187
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    • 2014
  • The purpose of this study is to analyze responses of children and teachers in elementary school to math texts applying storytelling in use, and propose some efficient methods for teaching the noumenon of math concept via storytelling math according to analyzed results. For this purpose, we choose 2nd grade children and teachers in J Province for the effects of the storytelling questionnaire study. The results of the survey lead that most children add zest to the math and most teachers are positive to the storytelling math, however, some of low-level and high-level math children lose their interest in math, and some teachers need some systematic devices to help them understand sufficiently and can teach the storytelling math meaningfully. Therefore, there seems to be needed a program that help children develop the achievement of math and teachers teach the storytelling math expertly.

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Case Study for the Communication Method of Information Design Type Advertising (정보디자인형 광고의 커뮤니케이션 기법에 관한 연구)

  • Kim, Jong-Min;Park, Han-Sol
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.90-101
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    • 2017
  • This study will analyze that the meaning and the characteristic of Information design type advertising. This study research the advertisement and Information with the issue and explore Information design type advertising samples by doing an in-depth analysis with an expert group and an inexpert group. It attracts customers visualizing sensational information and data as information design technique. It can be classified in to Manual type ad, Identity type ad, Data visualizing type ad. The communication formula of it goes through the keywords: Attention, Curation, Study, and these Curation and Study are new steps which didn't exist before in consumer behavior model. Information used in it comes from common sense or storytelling made by imagination, but there is no example of using false information distorting truth. Not exaggeration and falsehood, interesting which based on confidence creates a bond of sympathy: period time.

A Study on the Development of Instructional Materials for Systematic "Programming" by Realization of the Mathematical Program (수학 프로그램 구현을 통한 체계적 '프로그래밍' 교수 자료 개발에 관한 연구)

  • 박광철;김종훈
    • Journal of the Korea Computer Industry Society
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    • v.2 no.11
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    • pp.1407-1420
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    • 2001
  • There is an increasing concern about computer education with the age of knowledge-based society. The learning programming language is taking an important role of computer education. However, the special emphasis in learning programming language has been attached to memorizing the programming language by rote and learning computer programs. Therefore, those were not much useful tools to develope a logical intelligence of the meanings of programming language and the methods of realization. It is positively necessary to improve the programming education efficiently because of the objects of knowledge of computing and raising an efficiency of problem solving. Under the circumstances, this research is aimed at representing an useful education model through developing a mathmatical program into each part of the C programming language, which would be a new supplier of an basic insight into the programming language and techniques. Accordingly it is thought that the research material will be an useful model to increase interests and concerns as well as to raise an efficiency of problem solving or a logical intelligence going through the process of studying programming language.

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A Study on Fantasy Character Using the Mythical Image (신화 이미지를 차용한 Fantasy Character에 관한 연구)

  • Joo, Hae-Jeong;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.358-361
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    • 2011
  • The image shown on movie is purposes information and communication. For smooth communication, It borrows the character was a mystery to we can free and various interpretations from the perspective of consumers. it's induce interest. Current images of Fantasy used in the magical world of myth and modern gives satisfaction to ours. And various characters have been developed. It is especially directed in the past is not a from. And it is emerged as a symbolic and abstract from. Aesthetics of beautiful things that has changed from the grotesque, dan to the development. Therefore, Legendary character of the past reflect the present era, and was dismantled in the original meaning. Therefore, it is the center of that change, Myths about the character of borrowers to recognize that communication through to be able to maximize the expected.

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A Study on Student Satisfaction with Educational Environment, Innovation Configuration, and Intervention Demand of Students in Culinary Practice Education - Focusing on University Students Majoring in Culinary Arts - (조리교육 만족도 및 요구도에 관한 연구 - 4년제 조리전공 대학생들을 중심으로 -)

  • Lee, Jeong-Ae
    • Culinary science and hospitality research
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    • v.19 no.4
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    • pp.77-93
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    • 2013
  • This study examines the university students majoring in culinary arts to survey the recognition levels of culinary arts education for the purpose of searching for a development plan for culinary education. A survey was conducted to 407 students in a cooking and food service program. To achieve the purpose of this study, SPSS 17.0, a statistics program, was used for a descriptive analysis, a frequency analysis, and a factor analysis. In this study, we have developed a device to measure educational service quality which can be applied to the place of higher education, and factors that determine educational service quality are dragged through this device. In addition, this research identifies which statistically significant factors play a part in overall satisfaction and interprets 26 quality attributes using importance-satisfaction transformed index. The interest and necessity of culinary arts education was very high while the performance degree was considered insufficient. In conclusion, if chances are given to display achievement of desire self-directly through increasing practical training, development and application of various programs, operation of open practice classes and curriculum organization reflecting social changes in the education courses, the culinary arts education will be considered to be more vitalized.

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Development of Model Turtle Boat for Teaching-Learning in the Elementary and Secondary Schools (초·중등학교 교수-학습용 모형 거북선 개발)

  • Choi, Jun-Seop;Park, Sang-Jin
    • 대한공업교육학회지
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    • v.33 no.2
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    • pp.154-169
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    • 2008
  • The purpose of this study was to develop learning model turtle boat of teaching-learning materials in order for the students to enhance knowledge, skill and attitude and give interest in transportation technology, and also to recognize the legacy of Korean history. The model turtle boat was developed through three major phases; preparation, development and improvement. The main results of this study were as follows: First, the model turtle boat was developed for students to cultivate design, fabrication, process abilities, and also technological literacy by experimenting and fabricating for themselves. Second, the learning model turtle boat developed is equipped with the sail using natural energy, the linkage and screw applying a mechanical energy and solar cell using solar energy among driving energy. Third, in order to increase interest and attitude regarding a ship in transportation technology, the model turtle boat was developed for students to be able to operate with wireless transceiver on water. Fourth, the model turtle boat was developed to apply the teaching and learning materials for the classes of experiment and practice in primary and secondary schools.

The Academic Effect of G-learning Method on the Motivation of Mathematics of Elementary School Students (G러닝 프로그램의 초등학교 수학교육에서의 효과 - 외재적/내재적 학습동기 향상을 중심으로)

  • Kim, Tae-Yeon;Wi, Jung-Hyun;Yi, Soon-Hyung
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.43-51
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    • 2012
  • The purpose of this study is to find out whether G-learning method can raise students' academic motivation of the mathematics in elementary school. The subjects were 687 students in the same school. They were divided into two groups, control group and experimental group. Written tests were taken before and after the semester to evaluate the students' motivation of the mathematics. According to the results, the participation in G-learning program improved their academic achievements of mathematics. Experimental group showed statistically significant improvement in intrinsic motivation. On the contrary, control group showed statistically significant improvement in extrinsic motivation. This means that G-learning method make students study mathematics on their own initiative.

The effect of academic achievement and cooperative learning attitudes via differentiated cooperative learning in a class (학급 내 수준별 협동학습이 수학 학업성취도 및 협동학습 태도에 미치는 영향)

  • An, Jong Su
    • Journal of the Korean School Mathematics Society
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    • v.17 no.4
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    • pp.465-492
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    • 2014
  • In this study, through the analysis of the mathematics curriculum and textbooks, we produce the cooperative learning activity sheets which was appropriate instructional content for various levels. And, by using them appropriately at the levels of student learning on their own interest, we enhance academic achievement and cooperative learning attitudes. Specific for details for this study are as follows: First, through the applying a variety of the differentiated cooperative learning activity sheets and developing instruction learning, we improve the academic achievement. Second, through the making and utilizing the differentiated cooperative learning activity sheets and the interest and attitudes in mathematics, we improve the cooperative learning attitude. Third, through the levels of the subgroup cooperative learning, we improve the math learning abilities through a learner-centered. Further the purpose of this study is to bring up complementary cooperative spirit among colleagues.

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Case Study on Using Gamification as an Effective Marketing Strategy (효과적 마케팅 전략으로서 게이미피케이션 활용 사례 연구)

  • Doo, Kyungil
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.395-401
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    • 2020
  • With the popularization of smartphones and the development of digital technologies, new concepts that maximize interactive communication have begun to appear in marketing strategies. One of them is the gamification marketing strategy that combines games with marketing that induces customer interest and voluntary participation. Gamification is a compound word of 'game' and '-fication', and marketing cases using game formats are being implemented in various fields. Therefore, this study will identify the implications of the usage of gamification that has become a trend, and analyze the gamification techniques and factors shown in various cases to suggest the direction of gamification as an effective marketing strategy. Companies are actively using gamification in their marketing strategies in a variety of forms and apply gamification techniques such as challenge, competition, accomplishment, reward, and relationship. As a result of the case analysis, important factors commonly identified in the gamification techniques used in marketing are 'Accomplishment' and 'Rreward'. Using various products and benefits obtained through solving a given mission or task as game elements, it was found to be an effective strategy to induce consumers' interest and participation and to promote consumption by encouraging consumers' immersion.