• 제목/요약/키워드: Authentic learning

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Toward the Successful Implementation of Problem-Based Learning at the University Level

  • CHANG, Kyungwon
    • Educational Technology International
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    • 제7권2호
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    • pp.93-106
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    • 2006
  • The knowledge-based society increasingly demands professionals possessing essential knowledge, and the ability to use this knowledge effectively in their work settings. In response to the requirement for these professionals, PBL is a promising educational method. This paper suggests an educational development program for faculty to implement problem-based learning(PBL). To implement PBL at the higher educational level, there is a need for a systemic approach. First, a well-designed educational plan for PBL is necessary. Before implementing PBL, both the instructor and the students should be prepared. Faculty members should be well informed on the characteristics of PBL, effective tutoring or facilitation skills, and how to design problems reflecting features of their own academic subject areas. Students also have to know the characteristics of PBL. Both of these groups need to be trained through workshops rather than through lectures. Second, a phase of design and implementation of PBL is necessary. PBL methods may seem to be intuitive and even unstructured because a problem is, in nature, unstructured and authentic. However, a closer look at PBL reveals that it is complex, carefully designed, and highly structured activity. Therefore, if it is poorly and incompletely designed, PBL can be a frustrating and exhausting experience for students and faculty members. Well-designed PBL can be an exhilarating and rewarding experience for both of them. Third, a phase of sharing PBL experiences is important: faculty members who have implemented PBL are required to share their experiences to help others enhance tutoring skills, and acquire practical information of students, contents, and what happened during PBL, and to develop PBL model in a specific domain. Based on the developed PBL model in a specific domain, PBL can be expanded and stabilized at the university level.

PBL을 이용한 컴퓨터공학입문 수업의 실제적 적용에 관한 연구 (Study of the Applications of Introduction of Computer Engineering Class using PBL)

  • 이근수
    • 한국산학기술학회논문지
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    • 제15권10호
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    • pp.6303-6309
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    • 2014
  • 본 논문은 학생들이 현대 산업사회에서 요구하는 여러 가지 능력을 기르기 위하여 PBL을 교과목에 적용하였다. 공과대학에서 PBL 활용을 위하여 PBL 문제를 개발하여 수업에 적용하고 PBL 효과를 확인하였다. 연구대상은 '컴퓨터공학입문' 교과목을 수강한 H대학 1학년 학생 63명이었으며, PBL수업은 15주에 5개의 PBL 문제를 적용하였다. 학생들은 주어진 문제의 PBL 활동이 끝날 때마다 성찰일지를 작성하여 제출하였으며, 5번째 PBL 문제 활동이 끝난 후에 PBL 활동에 대한 강의 평가지를 작성하였다. 연구 결과는 학습내용에 대한 이해, 협동학습에 대한 이해, 실제적 경험, 창의문제해결력, 프리젠테이션 스킬, 의사소통능력, 자기주도적 학습 능력, 자신감과 같은 다양한 PBL의 효과를 경험한 것으로 나타났다. PBL 활동 과정에서 함께 모이는 어려움, 시간이 많이 소요되는 어려움이 도출되기도 하였다. 학생들은 이 PBL 학습 활동은 현대 산업 사회에서 요구하는 미래의 유능한 엔지니어로서의 전문성을 기를 수 있는 중요한 방법이라고 인식하고 있었다. 이는 창의적 문제해결력을 갖춘 전문 인재를 육성하고자 하는 공과 대학 교육의 궁극적인 교육 목표 달성에 큰 시사점을 준다.

교사학습공동체 활동을 한 초임중등과학교사의 과학 탐구에 대한 이해 (Understanding of Scientific Inquiry Developed by Beginning Science Teachers in Professional Learning Community)

  • 김유림;최애란
    • 한국과학교육학회지
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    • 제39권2호
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    • pp.221-232
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    • 2019
  • 과학 교육에서는 탐구 중심 과학 수업의 중요성이 지속적으로 강조되어 왔다. 그럼에도 불구하고 교사들의 과학 탐구에 대한 이해가 부족하여 교육 현장에서 과학 탐구 수업이 그 의미대로 실행되지 못하고 있다고 여러 선행 연구에서 언급되어 왔다. 이에 본 연구에서는 교사학습공동체에서 과학 탐구 수업이라는 공동의 목표를 자발적으로 설정하고 1년 이상 과학 탐구 수업 계획, 실행 경험 공유, 반성을 함께 한 5명의 교사들을 대상으로 과학 탐구에 대해 어떠한 이해를 갖고 있는지, 과학 탐구에 대한 이해가 어떻게 변화되었다고 인식하는 지를 개방형 설문과 개별 면담 자료를 통해 알아보는 것을 목적으로 하였다. 본 연구의 모든 교사들은 과학 탐구를 '과학자가 하는 일'로 설명하였으며 구체적으로는 '자연 현상에 대한 궁금증을 과학적 탐구 기능을 수행하여 해결하는 과정', '과학 실천을 하여 과학지식을 구성하는 과정'으로 이해하고 있었다. 또한, 학생들이 과학자의 탐구 과정을 수행하는 것이 과학 탐구라고 이해하고 있는 것으로 나타났다. 본 연구에 참여한 두 명의 교사는 과학 탐구가 과학자 또는 학생이 과학을 하는 과정이라는 이해를 기반으로 과학 탐구를 교수-학습 방법으로 이해하고 있었다. 본 연구의 교사들은 교사학습공동체 활동 전에는 과학 탐구가 실험과 동일하거나 손으로 조작하는 활동이 필수라는 탐구에 대한 제한적인 이해를 가지고 있었으나 교사학습공동체 활동을 통해 다양한 방법의 과학 탐구가 있으며, 실험을 수행하는 것뿐만 아니라 모형을 개발하거나 사용하여 현상을 설명하고, 학생들 간 증거 기반의 논의에 참여하는 것도 중요한 과학 탐구 과정이라는 발전된 이해를 가지게 된 것으로 나타났다.

한국어 말하기 능력 향상을 위한 과정극(process drama) 활용에 대한 고찰 -'세종한국어 회화 중급' 교재의 과제 단원 개발을 중심으로- (A Study on the Use of Process Drama to Improve Korean Speaking Ability: Focusing on a Unit Design of Sejong Intermediate Korean Conversation Coursebook)

  • 이정희;박혜옥
    • 한국어교육
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    • 제29권1호
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    • pp.199-222
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    • 2018
  • This study attempts to apply process drama in teaching Korean speaking. For that goal, the first part of the study introduces the main features of process drama exploring the possible use of teaching Korean speaking, and the second part presents a concrete example of developing a unit of the Sejong intermediate Korean conversation coursebook which was designed using a process drama method. Process drama is a process-oriented drama activity which progresses only with the teacher and students' spontaneous participation. With its unique meaning-oriented interaction paradigm, it has been suggested as an effective way of teaching and learning a foreign language. Since it emphasizes students' spontaneity, cooperation, and authentic communication, it commonly provides plenty of opportunities for students to interact in a meaningful context. Despite its effectiveness in teaching speaking, it has rarely been used in KFL contexts. Considering the limited opportunities to practice speaking in KFL classrooms, using a communication-rich activity such as process drama would be an optimal solution. This study, therefore, examines possible application of process drama in teaching Korean speaking, and introduces sample speaking materials designed for KFL intermediate learners.

Facilitating creative problem solving process as a teaching tool in fashion marketing classrooms

  • Oh, Keunyoung
    • 복식문화연구
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    • 제27권1호
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    • pp.72-80
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    • 2019
  • A teaching manual was developed to incorporate the creative problem solving process into a fashion marking course. Students' creativity, problem solving, critical thinking, and analytical thinking are promoted by applying the creative problem solving process systematically to solve authentic business problems experienced by local apparel business owners. This teaching manual is based on the FourSight Model that consists of Clarify, Ideate, Develop, and Implement. Various tools promoting divergent thinking are also utilized in the process. A local fashion business is invited as a problem owner and four resource groups are formed with students based on the results of the Kirton Adaption Innovation Inventory. Each resource group consists of 6-8 students. The creative problem solving process is implemented into a classroom setting as four 75-minutes sessions that are held twice a week for two consecutive weeks. The local fashion business owner will be in presence during the first (Clarify) and last (Implement) sessions. The instructor facilitator meets with the problem owner outside the classroom three times including pre-session client interview, after the second (Ideate) session, and before the third (Develop) session. This modified CPS manual for fashion marketing and merchandising courses provides practical guidelines to work with local fashion businesses while providing students with learning opportunities of the creative problem solving process.

BIG DATA ANALYSIS ROLE IN ADVANCING THE VARIOUS ACTIVITIES OF DIGITAL LIBRARIES: TAIBAH UNIVERSITY CASE STUDY- SAUDI ARABIA

  • Alotaibi, Saqar Moisan F
    • International Journal of Computer Science & Network Security
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    • 제21권8호
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    • pp.297-307
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    • 2021
  • In the vibrant environment, documentation and managing systems are maintained autonomously through education foundations, book materials and libraries at the same time as information are not voluntarily accessible in a centralized location. At the moment Libraries are providing online resources and services for education activities. Moreover, libraries are applying outlets of social media such as Facebook as well as Instagrams to preview their services and procedures. Librarians with the assistance of promising tools and technology like analytics software are capable to accumulate more online information, analyse them for incorporating worth to their services. Thus Libraries can employ big data to construct enhanced decisions concerning collection developments, updating public spaces and tracking the purpose of library book materials. Big data is being produced due to library digitations and this has forced restrictions to academicians, researchers and policy creator's efforts in enhancing the quality and effectiveness. Accordingly, helping the library clients with research articles and book materials that are in line with the users interest is a big challenge and dispute based on Taibah university in Saudi Arabia. The issues of this domain brings the numerous sources of data from various institutions and sources into single place in real time which can be time consuming. The most important aim is to reduce the time that lapses among the authentic book reading and searching the specific study material.

Development of a Structured Debriefing for Business Simulation Games and Its Effect on College Students' Business Knowledge and Entrepreneurship Competencies

  • Jieun LEE;Yugyeong KIM;Hyunwoo HWANG
    • Educational Technology International
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    • 제25권1호
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    • pp.93-127
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    • 2024
  • This study evaluates the effect of structured debriefing for a business simulation game for university students. The program provides an authentic learning experience of real-world business management by allowing learners to make decisions related to R&D, marketing, production, and finance through a business simulation game, and check the results in real time. In 2022, University A and B each ran a business simulation game-based program as an extra-curricular activity. University A conducted a traditional instructor-led debriefing where the instructor explained the summarized process and results, while University B implemented a structured debriefing which had been developed based on Gibbs' and 3D models. To assess the effect of the structured debriefing compared to the traditional instructor-led debriefing, business knowledge and entrepreneurship competencies were measured three times. Repeated measures ANOVA was used to test for the differences between the two groups and to examine interaction effects between group and time. The structured debriefing group achieved statistically significantly higher academic scores than the traditional instructor-led debriefing group at the post-test and in 2 weeks. There was no statistically significant difference between the groups in terms of entrepreneurship competencies. There was no interaction effect between group and time, both in academic achievement and in entrepreneurship competencies. In conclusion, the simulation game-based program integrated with the structured debriefing session is more likely to have a stronger impact on academic achievement and its retention.

의류제조 직업능력개발교육 학습자의 학습참여동기가 교육 및 취업서비스만족도와 직업능력개발성과에 미치는 영향 (Effect of Learner's Motivation on Professional Development in Vocational Education of Clothing Manufacturing)

  • 전현미;정재철;박명자
    • 한국의상디자인학회지
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    • 제19권4호
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    • pp.75-91
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    • 2017
  • This study investigated how learning motivation affects satisfaction with training and employment services and its performance for participants in government-supported job skill development program of the clothing industry so as to provide fundamental data for developing a training program that fosters professionals and relieves the labor shortage in the clothing industry. 180 copies of questionnaires were statistically analyzed by SPSSWIN 21.0. Most trainees were low-income citizens in their 40s and 50s. They were divided into highly educated or low-educated. The results of the research are as follows: when the trainees were motivated by the goals of getting a certificate or a job, employment service satisfaction levels were influenced meaningfully. Secondly, educational satisfaction levels and occupational ability development also scored highly. Therefore, it is important to strengthen instructors' competency. Instructors must be required to have onsite experience so that they can provide authentic education that can be applied to the work field. The government should establish a compulsory training session for the trainers along with an incentive program so that they can catch up with up-to-date technology and trend. Third, the research shows that supporting business startup and job placement is important. Follow-up management systems should be provided in cooperation with relevant institutions of employment and business startups. Either outsourcing or placement of professional advisors is also needed.

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사이비과학에 대한 과학영재들의 인식 (Cognition of Students Gifted in Science on Pseudo Science)

  • 전영석;신영준
    • 한국과학교육학회지
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    • 제25권3호
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    • pp.353-363
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    • 2005
  • 과학교등학교 학생을 대상으로 사이비과학에 대한 태도 학습 프로그램을 개발하기 위한 기초 연구로서 사이비과학에 대한 과학영재 학생들의 인식을 조사하였다. 이를 위해 먼저 초, 중, 고등학교에서 일반 학생과 과학영재아의 인식 차이를 조사하였다. 그 결과, 일반 학생에 비해서 과학 영재학생이 사이비과학에 대해 더 부정적인 사고를 가지고 있으나 학년이 올라가더라도 인식의 진전이 거의 없다는 것을 확인하였다. 다음으로는 6개월 동안 3번에 걸쳐 과학고등학교 학생들의 생각 변화를 조사하였는데, 이 조사를 통해 사이비과학에 대한 학생들의 생각이 견고하지 않으며 적절한 지도과정을 통해 합리적 논리적 사고를 하도록 유도하는 것이 가능할 것이라는 결론을 얻었다. 마지막으로 학생들의 사이비 과학에 대한 생각에 영향을 끼치는 요소를 조사하였다. 학생들의 사고 형성에는 TV나 서적과 같은 매체와 함께 개인의 경험이 큰 영향을 끼치는 것으로 드러났다. 따라서 매체에서 제공되는 정보의 진위를 판단하는 훈련이 필요하며 특히 점성술과 관련해서 학생들이 지속적으로 가졌던 긍정적 경험을 다시 돌아볼 수 있도록 유도하는 활동을 제공하여야한다는 결론을 얻었다.

과제 맥락에 따른 초등학생들의 암석 기술어(記述語)에 관한 연구 (Analyzing Rock Descriptors Used by Elementary School Students in Different Task Contexts)

  • 오필석
    • 한국지구과학회지
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    • 제41권1호
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    • pp.61-74
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    • 2020
  • 본 연구의 목적은 두 가지 서로 다른 과제 맥락에서 학생들이 사용하는 암석 기술어를 비교하고 암석 학습에 적합한 과제의 특징을 밝히는 것이었다. 이를 위하여 24명의 초등학교 3학년 학생들에게 3가지 퇴적암에 관한 기술 과제와 추론 과제를 제시하고, 각 과제의 맥락에서 학생들이 사용한 암석 기술어를 학생의 개념에 관한 자원 기반 관점에 따라 분석하였다. 그 결과, 기술 과제에 비하여 추론 과제에서 일상적인 기술어를 사용하여 암석의 특징을 기술한 학생 수와 일상적인 기술어의 사용 빈도가 감소하였다. 또, 학문적으로 보다 적절한 기술어를 사용한 학생이 암석의 생성 과정에 대해서도 과학적으로 타당한 추론을 하는 것을 알 수 있었다. 반면, 과학적인 타당성이 부족한 추론들은 대개 일상적인 기술어를 사용하여 암석의 특징을 기술한 경우에 발견되었다. 이러한 연구 결과를 바탕으로 지구과학의 본질적 특징에 적합한 암석 학습을 위해서는 추론적인 과제가 제시되어야 함을 논의하였다.