• Title/Summary/Keyword: 흥미와 의미

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The Significance of the " GukMinSoHakDokBon", published in 1895, on the History of Science Education (1895년에 발간된 "국민소학독본"의 과학교육사적 의의)

  • Park, Jongseok;Kim, SooJung
    • Journal of The Korean Association For Science Education
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    • v.33 no.2
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    • pp.478-485
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    • 2013
  • "GukMinSoHakDokBon", published in 1895, is the first national textbook designated by the Education Institute. Ten of the 41 chapters consist of scientific contents. In this thesis, some the contents are reviewed in detail and studied to see what significance it has in view of science education. The scientific contents described in "GukMinSoHakDokBon" include Plants Change, Clock, Camels, Wind, Hive, Respiration, Crocodiles, Nature of Animals, and Chemical Elements. For that kind of diversity, it was told that "GukMinSoHakDokBon" was not considered for normal students, and there were many ambiguities due to in sufficient explanations. Some of the contents were even technically wrong. So it has been noted that the scientific contents of "GukMinSoHakDokBon" have more significance in providing new information at that time but not in understanding newly-organized scientific knowledge. However, it is obvious that the early science education in Korea is composed of the methods of reading "GukMinSoHakDokBon". This is a common figure, which can be found in "Willson's Reader", the elementary reading textbook in the U.S. in the 1860's or "小學讀本" by the Ministry of Education in Japan. One thing remarkable is "GukMinSoHakDokBon" induced students' interests through the use of storytelling method for introducing some unfamiliar scientific knowledge. There is no doubt that "GukMinSoHakDokBon" has a very positive role in increasing students interest and intelligence. These advantages are being actively applied in the present model of storytelling education these days. Therefore, "GukMinSoHakDokBon" can be regarded as both a language textbook and an early figure in science education, and it can be also considered that "GukMinSoHakDokBon" has a significance not only in approaching scientific substances theoretically but in using storytelling methods to deliver unfamiliar and strange knowledges to students.

A Study on the Experience Design and Practical Use of Experience by On- and Off-Line Environment (온 오프라인 환경에 따른 경험의 활용과 경험디자인에 관한 연구)

  • Yoon, Se-Kyun;Kim, Tae-Kyun;Kim, Min-Su
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.5-14
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    • 2005
  • In the past, consumers sought utilitarian and defensive consumption in an attempt to move to a balanced state. However, today's consumers go beyond this to consume more for hedonic and creative reasons if not for sheer pleasure. There is an obvious shift from the type of consumption that satisfies basic desires through the characteristics, convenience and quality of goods and services to an era of 'experiential consumption,' in which consumers pursue distinctive value systems and way of life along with a total 'experience' provided by such goods and services. Such a sign of the times has given birth to the experience design that aims at maximizing the strategic use of experiences in design. Research on this subject is gradually increasing. The research and application peformed even without the proper understanding about the concepts and purposes of experience design, however, is likely to deviate from the true nature in its process or method. Also, they are likely to cause rather than solve problems. Accordingly, this study examined the meaning of experience from a spatial aspect, focusing on areas that recognize the experience as economically valuable, making the most of it substantively. The main concept of experience practical used on-line is enhancement of the usability of a medium by reflecting the experience of users accustomed to both off-line and on-line environments and materializing the environment doser to and more familiar with the users, thus allowing them to comfortably use the medium. This is to allow the users to feel more comfortable. The experience practical used pertaining to off-line is a tool to fulfill the sensitivity of users, with efforts to create new, future-oriented consumer values. This, based on the understanding of consumer behavior, seeks to maximize the consumption experience of consumers by providing a combination of sensual and sensitive experiences as well as to enhance the existing experiences by permitting users to create new, extended experiences from the fixed characteristics of products. Furthermore, it aims to provide consumers with the hedonic experience of play through the joy, fun and uniqueness of alternate experiences.

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A Study on PBL Instructional Design for Creative Engineering Design Education (PBL을 적용한 창의공학설계 교수설계 방안 연구)

  • Lee, Keun-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.7
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    • pp.4573-4579
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    • 2014
  • In the 21st century, university education is changing from an objective knowledge and information to critical thinking and problem-solving ability. Moreover, university education should change rapidly towards a learner-centered educational environment because it has an educational goal to have college students experience authentic tasks they will be in charge of after graduation, and improves self-directed learning ability and cooperative learning ability. PBL is a pedagogical strategy for posing significant, contextualized, real world situations, and providing resources, guidance, and instruction to learners as they develop content knowledge and problem-solving skills. In problem based learning, the students collaborate to study the issues of a problem as they strive to create viable solution. For these advantages of PBL, the application of PBL in school has been enlarged. On the other hand, the application of PBL in engineering education has not been enlarged. To improve these instruction methods, the development or applications of new instructional methods will be needed. This study examined the PBL instructional design of a creative engineering design subject, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. A plan of creative engineering design subject was developed based on PBL, and focused on the process of PBL. To determine the effects of this model, studies applying this instructional design to many lecturers should be implemented.

Phenomenological Study on the Elementary Students' Experience Participating in the Science Fair (과학전람회에 참여하는 초등학생들의 경험에 관한 현상학적 연구)

  • Kim, Eunha;Kwon, Hyeoksoon
    • Journal of The Korean Association For Science Education
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    • v.36 no.1
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    • pp.113-123
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    • 2016
  • The purpose of this study is to understand the elementary student's growth and its implications from the students' experience participating in the science fair by phenomenological study. The results are as follows. First, the students have various experiences. They acquire scientific knowledge and inquiry skills by conducting in-depth experiments, visiting several places, and interviewing experts. They have some experience in writing experiment journals to record the inquiry process in their own language, and presenting their results in public. Second, the students suffer several difficulties while preparing for the science fair. They have some difficulties when the results were not consistent with the hypothesis, or they had to repeat the experiment over and over. They feel burdened in writing the experiment journal. They had a few time to meet friends or for hobbies. Third, the students improve scientific attitude through the science fair, and they receive a positive effect on the affective side. They developed scientific interest, curiosity, cooperation, etc. And they also gained a sense of accomplishment, confidence, friendship, good relationship with teachers, career interest, etc. This study finds out that students participating in the science fair have a lot of experience that cannot be done easily in a normal science class. Even though students confront some difficulties in the inquiry process, they make good progression and feel accomplished. So the science fair is valuable experience for them.

Analysis of North Korean Primary English Curriculum (북한의 소학교 영어과 교육과정 분석)

  • Kim, Jeong-ryeol
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.582-590
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    • 2020
  • This paper aims to analyze and introduce the primary English curriculum of North Korea reformulated according to the New Educational Program. Sources for analysis are the 4th and 5th primary school English syllabus based on the New Educational Program, explanations of the New Educational Program appeared in People's Education and Kim, Jeong-Il's selected writings. The analytical sources are classified into characteristics, objectives, contents, methods and evaluation. The findings are as follows: The primary English education aims to reach to the basis of middle school English by learning English alphabets and basic English expressions. 4th graders learn basic oral English such as pronunciation, stress and intonation for the first semester and learn English alphabets and their sounds for the second semester. 5th graders learn familiar topics in English and repeatedly practice the important components of English such as pronunciation, vocabulary and grammar. The method is to maintain students' interests in English and encourage students to use classroom English. Also, structural practice is an important part of the method. Evaluation is primarily process-oriented and must motivate students to excel in English rather than fail in English.

The Effect of Scaffolding Composed of Different Kinds of Experience (경험의 종류를 달리한 비계설정의 효과 분석)

  • Lee, Soon-Joo
    • Journal of Gifted/Talented Education
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    • v.17 no.1
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    • pp.51-76
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    • 2007
  • The study was conducted to analyze the extent of students' creativity through the use of scaffolding composed of different kinds of experience in making insights on problem solving and to investigate the function of a new scaffolding type which is not used in accomplishing a phase of activity but in having an insight. The students' achievements in problem solving given the scaffolding for on-site experience were compared with those given the scaffolding using stories. Also, the extent of creativity of the first- and sixth- grade students using the two types of scaffolding were investigated as they carried out picture completion task from TTCT. The results of the study showed that the control groups not given the scaffolding in post-test did not advance in creativity but experimental groups given the scaffolding showed improvement in some subordinate elements after scaffolding. Moreover, scaffolding using stories were more effective in enhancing the students' creativity than the scaffolding using on-site experience.

Development of Flow Visualization Device with Smoke Generator in Learning Wind Tunnel (학습용 풍동의 연기 유동가시화 장치 개발)

  • Lim, Chang-Su;Choi, Jun-Seop
    • 대한공업교육학회지
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    • v.32 no.2
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    • pp.87-103
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    • 2007
  • The purpose of this study was to develop of the smoke flow visualization device of learning wind tunnel, teaching-learning materials in order to demonstrate air-flow around the fluid-flow field qualitatively and understand the resistance concepts of fluid-flow in secondary school. The contents of this study were consisted of the development and experiment of smoke flow visualization for learning wind tunnel. The main results of this study were as follows: First, this developed teaching-learning material here will help students understand the fundamental physical phenomena related with the resistance of fluid and the various patterns of air-flow in the field of transportation technology. Second, flow visualization has shown the same tendency in both of theoretical and experimental patterns. Third, the airfoil model has the smallest wake region meaning resistance against air-flow of circular cylinder and square rod model. Forth, flow separation point at leading edge and wide wake region began to show under the angle of attack of airfoil model ${\alpha}$ is $20^{\circ}$. Fifth, the wake width of the flow field behind a golf ball with dimple became slightly narrower than that without dimple. Sixth, the developed device was made to apply the teaching and learning materials for the experiment and practice in order to increase students' interest and attitude.

Study within the Framework of Collaboration on the Limitation and Alternatives of Governmental Project for Science Culture (협업의 관점에서 바라본 정부주도 과학문화 사업의 한계와 대안)

  • Shon, Hyang Koo;Park, Jin Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.716-730
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    • 2016
  • The meaning and role of science culture based on such values as rational thinking, creativity, critical validation has been growing in the process of discussing various social problems. In order to diffuse science culture, it is important to sustain citizen's activeness by providing contents which can induce interest on the base of two-way communication between public and experts and to support citizen activities performed voluntarily. To that end, various people such as scientist, government policymaker, communicator, those in charge of culture and art, exhibition curator should make up collaboration system and such requirement as motivation, leadership, agreement between the participants, communication, trust relationship is also to be met properly in order to proceed collaboration efficiently. This study reviews how these factors are coming true in governmental project for science culture and develops proposal for improvement on the base of opinions collected through expert meetings, interviews, workshop and data research. In addition, it explains that government must strengthen scientific cultural project personnel and lay infra such as communications hub, regional center, platform and improve the business selection method to promote competition and collaboration among project participants with reformation of reward and regulatory systems. It is performed to suggest comprehensive ways to increase efficiency of project for science culture out of not the deficit model which regard public as passive acceptant but context model or PES(public engagement in science) that take public who focus his attention and participate actively into account.

Design and Implementation of an Ontology-based Access System of Nutrition and Food Guide Tower in Middle School Home Economics (온톨로지 기반 중학교 기술. 가정교과 영양소의 질의응답 시스템 설계 및 구현)

  • Cho, Young-Sun;Baek, Hyeon-Gi;Kim, Jeong-Kyoum;Yu, Jeong-Su
    • Journal of The Korean Association of Information Education
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    • v.11 no.3
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    • pp.317-327
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    • 2007
  • The purpose of this study is to consider ontology theory and get to forge design and implementation of ontology-based access system which is support to the nutrition and food guide tower of Home Economics textbooks in middle school in order to offer the way of effective learning performance. It offers a model by establishing a nutrition and food guide tower access system based on Protege-2000 framework. This system is on the basis of XML, and it makes possible to work with semantic web, a next generation internet technology, and provides a meaning structure that can be shared in the field of nutrition in order to build up the fundament of knowledge an information system for the mutual operations. A learner can systemize the knowledge through a self-information access and an instructor can also check out the degree of learner's learning-accomplishment and interests, directly putting the access system into the teaching and learning process. In addition, it is supposed that the learner can maintain a balance and healthy life by internalizing his or her knowledge throughout ontology not only in a teaching and learning process but also in a daily life.

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Developing the mathematics model textbook based on storytelling with real-life context - Focusing on the coordinate geometry contents - (실생활 연계형 스토리텔링 수학 교과서 개발 -도형의 방정식 단원을 중심으로-)

  • Kim, Yujung;Kim, Ji Sun;Park, Sang Eui;Park, Kyoo-Hong;Lee, Jaesung
    • Communications of Mathematical Education
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    • v.27 no.3
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    • pp.179-203
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    • 2013
  • The purpose of this study was to discuss the example that developed geometry model textbook based on storytelling using real-life context. To achieve this purpose, we first elaborated the meaning of the textbook based on storytelling with real-life context, and then we discussed the outline of the story and the summary of each lesson. This study defined the storytelling textbook with real-life context as the textbook consisting of activities that explored and organized mathematical concepts by using real-life situations as materials of stories. The geometry textbook we developed employed two real-life materials, a map and a set square: we used a map for the coordinate geometry and a set square for the equation of a line. To attract students' interest, we introduced confrontation between a teacher and two students and a villain. We implemented experimentation with the textbook based on storytelling in order to verify its validity. The participants were 25 students that were enrolled in a high school in Seoul. Among them, 17 participants were surveyed. Students' answers from the survey questionnaire suggested that the geometry textbook we developed based on storytelling helped them learn mathematics and that the instruments such as a map and a set square helped them understand mathematical concepts. However, their opinion implied that the story of the textbook needed to be improved so that the story reflected more realistic contexts that were familiar with students.