• Title/Summary/Keyword: Classroom Design

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A Study on Changes in Indoor Air Pollution by Educational Activities -Centering on Newly-Established Elementary Schools- (교육활동에 따른 실내오염도 변화에 관한 연구 -신설 초등학교를 중심으로-)

  • Jeon, Seok-Jin
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.6 no.2
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    • pp.66-90
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    • 2007
  • The purpose of this study is to measure and analyze primary causes of indoor air pollution, including carbon dioxide, minute dust, and total volatile organic compounds, for each room before the beginning of a class through the time of discharge after the end of the class in general classrooms, computer rooms, and science rooms of three newly-established schools that opened in 2006, examine properties of indoor air environment in each room by educational activities at school, and determine effective management schemes; the results of this study can be summarized as follows: 1) As for implications for each item found in the mean for each place, since minute dust (PM10) was more likely to occur in time slots full of students' activities, such as a traveling class and a recess, than in the middle of a class and could be expected fully, it is necessary to make a scheme for cleaning in order to reduce minute dust within a room, for example, by usually using a vacuum cleaner indoors. 2) While carbon dioxide was expected to vary with the differences in the amount of breath between higher-graders and lower-graders in a general classroom but showed insignificant difference by grades, showing differences in pollution by four times at a maximum according to the opening of a window as expected, it is necessary to implement artificial or natural ventilation and take a positive measure, for example, by presenting a concrete ventilation scheme, in order to improve indoor air pollution at a room practice. 3) Total volatile organic compounds were found to exceed the standard by more than twice in general classrooms, science rooms, and computer rooms of the schools because of building materials, furnitures including desks and chairs, panels and boards for environment beautification, and items which could be detected even from students' clothes; while a field directly-reading tool was used, obtaining high reliability for the results, it is necessary to apply an analytical method based on process test separately for actual correct measurement if a significantly great amount of total volatile organic compounds appear as compared with other schools due to measuring expenses and consecutive measurements. 4) Since formaldehyde (HCHO) was generally found to exceed the standard in general classrooms, science rooms, and computer rooms, it is necessary to establish and operate a ventilator during a class in a computer room which requires airtightness and a science room in which an organic compound should be used for a class.

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Cognitive Effects of Mathematical Pre-experiences on Learning in Elementary School Mathematics (수학적 선행경험이 산수학습에 미치는 인지적 효과)

  • Lee Myong Sook;Jeon Pyung Kook
    • The Mathematical Education
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    • v.31 no.2
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    • pp.93-107
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    • 1992
  • The purpose of this study is to make out teaching-learning method for developing mathematical abilities of the 1st grade children in elementary school by investigating cognitive effects which mathematical pre-experiences given intentionally by teachers have on children's learning mathematics. The research questions for this purpose are as follows: In learning effects through mathematical pre-experiences given intentionally by teachers. 1) is there any differences between children with pre-experiences and children without them in Mathematics Achievement Test\ulcorner 2) is there any differences between children with pre-experiences and children without them in Transfer Test for learning effects\ulcorner For this study, a class with 41 children in H elementary school located in a Myon near Chong-ju was selected as an experimental group and a class with 43 children in G elementary school in the same Myon was selected as a control group. Nonequivalent Control Group Design of Quasi-Experimental Design was applied to this study. To give pre-experiences to the children in experimental group, their classroom was equipped with materials for pre-experiences, so children could always observe the materials and play with them. The materials were a round-clock on the wall, two pairs of scales, fifty dice, some small pebbles, two pairs of weight scales, two rulers on the wall, and various cards for playing games. Pre-experiences were given to the children repeatedly through games and observations during free time in the morning (00:20-09:00) and intervals between periods. There was a pretest for homogeneity of mathematics achievement between the two groups and were Mathematics Achievement Test (30 items) and Transfer Test (25 items) for learning effects as post-tests. The data were collected from the pretest on April 8 (control group), on April 11 (experimental group) and from the Mathematics Achievement Test and Transfer Test on July 15 (experimental group) and on July 16 (control group). T-test was used to analyze if there were any differences in the results of the test. The results of the analysis were as follows: (1) As the result of pretest, there was not a significance difference between the experimental group (M=17.10. SD=7.465) and the control group (M=16.31, SD=6.974) at p<.05 (p=0.632). (2) For the question 1. in the Mathematics Achievement Test, there was a significant difference between the experimental group (M=26.08, SD=4.827) and the control group (M=22.28. SD=5.913) at p<.01 (p=.003). (3) For the question 2. in the Transfer Test for learning effects. there was a significant difference between the experimental group (M=16.41, SD=5.800) and the control group (M=11.84, SD=4.815) at p<001, (p=.000). From the results of the analyses obtained in this study. the following conclusions can be drawn: First, mathematical pre-experiences given by teachers are effective in increasing mathematical achievement and transfer in learning mathematics. Second, games. observations, and experiments given intentionally by teachers can make children's mathematical experiences rich and various, and are effective in adjusting individual differences for the mathematical experiences obtained before they entered elementary schools. Third, it is necessary for teachers to give mathematical pre-experiences with close attention in order to stimulate children's mathematical interests and intellectual curiosity.

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The Effect of STEAM Program using Arduino on Preservice Science Teachers' STEAM Core Competencies (아두이노를 활용한 STEAM 프로그램이 예비 과학교사의 융합인재 핵심역량에 미치는 영향)

  • Kim, Sun Young;Hyun, Yun Se
    • Journal of Science Education
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    • v.44 no.2
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    • pp.183-196
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    • 2020
  • This study explores the effects of STEAM program using Arduino on preservice science teachers toward their STEAM core competencies. The STEAM program using Arduino consists of four stages: presentation of situation, creative design, emotional touch, and evaluation. The preservice science teachers learned the theoretical backgrounds of STEAM and Arduino. Then, they were given the chance to think about an environmental issue, which is fine dust. The preservice teachers designed an air cleaner and a fine dust measuring instrument using Arduino. The preservice science teachers also produced the air cleaner and the measuring instrument using Arduino. They measured the level of fine dust in the classroom before and after the use of the air cleaner. That is, the preservice teachers experienced each stage of STEAM: seriousness of fine dust, design and production of the measuring instrument of fine dust and air cleaner, and evaluation of the effectiveness of air cleaner. Further, they reflected on their experiences of STEAM program using Arduino. The results indicate that these preservice science teachers statistically improved communication competency, problem-solving competency, gathering information competency, logical analytical thinking competency, and creativity competency. However, there were no statistical improvements on teamwork competency and self-development competency. This study suggests that experiencing STEAM program using Arduino is valuable for the preservice science teachers to develop STEAM core competencies and further implement STEAM program their science classes in the future.

Exploring the Design of Artificial Intelligence Convergence Liberal Arts Curriculum Based on Flipped Learning and Maker Education: Focusing on Learner Needs Assessment (플립 러닝과 메이커 교육 기반 인공지능 융합교양교과목 설계 방향 탐색 : 학습자 요구 분석을 중심으로)

  • Kim, Sung-ae
    • Journal of Practical Engineering Education
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    • v.13 no.2
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    • pp.221-232
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    • 2021
  • The purpose of this study is to explore the design direction of artificial intelligence convergence liberal arts subjects based on flip learning and maker education through analysis of learner needs in a non-face-to-face classroom environment caused by COVID-19. To this end, we analyzed the priorities of subject content elements by using the Borich needs assessment and The Locus for Focus model along with students' perceptions of flip learning for students who took and did not take maker education-based liberal arts courses. Based on this, it was used as basic data for designing the curriculum. The study results are as follows. First, the content elements of the artificial intelligence liberal arts curriculum based on maker education consisted of a total of 9 areas and were designed as a class using flip learning. Second, the areas with the highest demand for education are 'Artificial Intelligence Theory', 'Artificial Intelligence Programming Practice', 'Physical Computing Theory', 'Physical Computing Practice', followed by 'Convergence Project', '3D Printing Theory', '3D Printing practice' was decided. Third, most of the questionnaires regarding the application of flip learning in maker education-based artificial intelligence liberal arts subjects showed positive responses regardless of whether they took the course, and the satisfaction of the students was very high. Based on this, an artificial intelligence-based convergence liberal arts curriculum using flip learning and maker education was designed. This is meaningful in that it provides an opportunity to cultivate artificial intelligence literacy for college students by preparing the foundation for artificial intelligence convergence education in liberal arts education by reflecting the needs of students.

A Basic Study on the Number of Elementary School Students and Classroom in Korea for Making Policy in Optimal School Scale I - Centered on 17 Cities and Counties in Gyeongsangnam-do - (적정규모 학교 정책수립을 위한 우리나라 초등학교 학생수와 학급수에 관한 기초 연구 I - 경상남도 17개 시군을 중심으로 -)

  • Yoon, Yong-Gi
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.17 no.3
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    • pp.54-64
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    • 2018
  • The results of the survey conducted mainly in the Gyeongsangnam-do province are as follows : First, 31.6% (65 schools) of the total elementary schools in the eight Cities Dong Districts of Kyungsangnam-Do Province are larger than the appropriate schools. 51.9% (107 schools) are the most suitable schools. The number of small schools with less than 300 students was 35 (17.0%). Of the 138 elementary schools in City Up-Myun districts, 11.6% (16 schools) account for big schools larger than the appropriate size. The number of schools with adequate size is 18.1% (25 schools), while 97 schools with 70.3% of small schools occupy the majority. Of these, 10.1% (14 schools) account for less than 150 small schools. Second, three large schools (2.2%) are larger than the appropriate schools among the 137 elementary schools in the nine districts of Gyeongsangnam - do, and 17 schools (12.4%) are suitable for small schools. Less than 300 small schools 117 schools (85.4%), of which 111 small schools (81.0%) accounted for the majority. Third, as a result of the analysis by the subdivision into the provinces, municipalities, and counties, small - scale schools accounted for the majority of municipalities and counties. Therefore, considering the local environment, it is necessary to establish appropriate school proper size policy differentiated from municipal school.

Retail Product Development and Brand Management Collaboration between Industry and University Student Teams (산업여대학학생단대지간적령수산품개발화품패관리협작(产业与大学学生团队之间的零售产品开发和品牌管理协作))

  • Carroll, Katherine Emma
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.3
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    • pp.239-248
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    • 2010
  • This paper describes a collaborative project between academia and industry which focused on improving the marketing and product development strategies for two private label apparel brands of a large regional department store chain in the southeastern United States. The goal of the project was to revitalize product lines of the two brands by incorporating student ideas for new solutions, thereby giving the students practical experience with a real-life industry situation. There were a number of key players involved in the project. A privately-owned department store chain based in the southeastern United States which was seeking an academic partner had recognized a need to update two existing private label brands. They targeted middle-aged consumers looking for casual, moderately priced merchandise. The company was seeking to change direction with both packaging and presentation, and possibly product design. The branding and product development divisions of the company contacted professors in an academic department of a large southeastern state university. Two of the professors agreed that the task would be a good fit for their classes - one was a junior-level Intermediate Brand Management class; the other was a senior-level Fashion Product Development class. The professors felt that by working collaboratively on the project, students would be exposed to a real world scenario, within the security of an academic learning environment. Collaboration within an interdisciplinary team has the advantage of providing experiences and resources beyond the capabilities of a single student and adds "brainpower" to problem-solving processes (Lowman 2000). This goal of improving the capabilities of students directed the instructors in each class to form interdisciplinary teams between the Branding and Product Development classes. In addition, many universities are employing industry partnerships in research and teaching, where collaboration within temporal (semester) and physical (classroom/lab) constraints help to increase students' knowledge and experience of a real-world situation. At the University of Tennessee, the Center of Industrial Services and UT-Knoxville's College of Engineering worked with a company to develop design improvements in its U.S. operations. In this study, Because should be lower case b with a private label retail brand, Wickett, Gaskill and Damhorst's (1999) revised Retail Apparel Product Development Model was used by the product development and brand management teams. This framework was chosen because it addresses apparel product development from the concept to the retail stage. Two classes were involved in this project: a junior level Brand Management class and a senior level Fashion Product Development class. Seven teams were formed which included four students from Brand Management and two students from Product Development. The classes were taught the same semester, but not at the same time. At the beginning of the semester, each class was introduced to the industry partner and given the problem. Half the teams were assigned to the men's brand and half to the women's brand. The teams were responsible for devising approaches to the problem, formulating a timeline for their work, staying in touch with industry representatives and making sure that each member of the team contributed in a positive way. The objective for the teams was to plan, develop, and present a product line using merchandising processes (following the Wickett, Gaskill and Damhorst model) and develop new branding strategies for the proposed lines. The teams performed trend, color, fabrication and target market research; developed sketches for a line; edited the sketches and presented their line plans; wrote specifications; fitted prototypes on fit models, and developed final production samples for presentation to industry. The branding students developed a SWOT analysis, a Brand Measurement report, a mind-map for the brands and a fully integrated Marketing Report which was presented alongside the ideas for the new lines. In future if the opportunity arises to work in this collaborative way with an existing company who wishes to look both at branding and product development strategies, classes will be scheduled at the same time so that students have more time to meet and discuss timelines and assigned tasks. As it was, student groups had to meet outside of each class time and this proved to be a challenging though not uncommon part of teamwork (Pfaff and Huddleston, 2003). Although the logistics of this exercise were time-consuming to set up and administer, professors felt that the benefits to students were multiple. The most important benefit, according to student feedback from both classes, was the opportunity to work with industry professionals, follow their process, and see the results of their work evaluated by the people who made the decisions at the company level. Faculty members were grateful to have a "real-world" case to work with in the classroom to provide focus. Creative ideas and strategies were traded as plans were made, extending and strengthening the departmental links be tween the branding and product development areas. By working not only with students coming from a different knowledge base, but also having to keep in contact with the industry partner and follow the framework and timeline of industry practice, student teams were challenged to produce excellent and innovative work under new circumstances. Working on the product development and branding for "real-life" brands that are struggling gave students an opportunity to see how closely their coursework ties in with the real-world and how creativity, collaboration and flexibility are necessary components of both the design and business aspects of company operations. Industry personnel were impressed by (a) the level and depth of knowledge and execution in the student projects, and (b) the creativity of new ideas for the brands.

Narrative Inquiry : Practical experience of an Introduction to Engineering (공학입문 교과 실행경험에 관한 내러티브 탐구)

  • Park, Kyung-Moon;Kim, Taehoon
    • 대한공업교육학회지
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    • v.34 no.2
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    • pp.128-160
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    • 2009
  • Narratively I have described interactions between two teachers performing an introduction to the engineering class with various situations such as place, teacher, student and subject. I have specifically illuminated a three-dimensional narrative inquiry space embracing the culture of the university, the college of engineering and the ABEEK(Accreditation Board of Engineering Education of Korea)program. The result of the study is as follows: First, in order to stimulate the students' motivation, the teachers have to make not only their class PowerPoint slides match the size of the classroom, but the content of the slides must be condensed with core concepts. They also should utilized some video clips to empower students' interest in the subject within their classrooms. Second, the teachers should do various class activities in the classroom. Instead of spending most of the class time with his/her explanation, it would be advantageous for the teachers to allow the students to perform a task in class. Third, the teachers should ask their students about assignments which are helping students' understanding of the subject and planning of their future. Lastly, the teachers need to design the mid-term and the final tests inducing the students' motivation. Those tests also must test students' creativity and insight of the subject. Thus, the test should consist of an interpretive exercise and an essay type of item thus reducing the multiple choice types of items. There are several limitations to the study. First it is difficult to generalize what we found here because it is a case study. Second, we could not study in depth the effect of the interaction between the two teachers who were performing the introduction to the engineering course during the academic semester. Third, this study just probed into the difficulties of teaching the course. Hence, we have to understand more by focusing on each issue such as adapting to a new learning environment as a student from abroad, a practical experience boosting the students' interest in the introduction to the engineering course, also a practical experience on process based learning-versus result based learning, and an effective management of the student team presentation etc.

Development and Application of Home Economics Teacher Training Program for Elevating The Recognition of Han Culture - Based on Clothing Life Culture in Three Kingdoms Period - (한(韓)문화 인식 증진을 위한 가정과교사 연수 프로그램의 개발 및 적용 - 의생활 문화 영역 삼국 시대 복식을 중심으로 -)

  • Bae, Hyun-Young;Park, Mi-Jeong;Lee, Hye-Ja
    • Journal of Korean Home Economics Education Association
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    • v.22 no.1
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    • pp.33-50
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    • 2010
  • This study was conducted as a preparation for the operation of 2007 revised curriculum and an effort towards professional development for Home Economics teachers in clothing life culture area. The aim of this study was to develop an teacher training program based on the clothing life culture in three kingdoms period, apply it to teacher training, and evaluate the program by analyzing the purpose of participation, trainee expectation and gratification, change of recognition level about Han culture, trainee satisfaction, and willingness to apply to teaching and attend further training program. The characteristic of the training program was that it consisted of both highly qualified lectures on professional contents and practices with school classroom level, and it dealt with the ancient korean clothing as its central subject. The purpose of the training program was to elevate the recognition of Han culture and increase the possibility of application in the classroom situation. It showed that the trainees participated with high intrinsic motivations, aiming to improve their professionalism in subject content and expecting various subject content. It also showed that the trainee gratification was very high in professional knowledge of clothing culture area, and the trainees were gratified in most evaluation items. As to the recognition level of korean culture, even before the training program, it was generally higher than average. After the program, it increased meaningfully. Through the training program, the trainees became feel prouder of Han culture and people and themselves as Home economics teachers. The contents of the program were considered very helpful for the improvement of professionalism and the design of instruction and learning activity. It was revealed that Home Economics teachers had very high expectations of the development of instruction-learning models which could enable them to experience new and interesting ideas, help enhance their professionalism, and be applied to their teaching. Therefore, continuous development and operation of the teacher training program relating to the life culture such as clothing, food, and housing life are needed.

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How Do Students Use Conceptual Understanding in the Design of Sensemaking?: Considering Epistemic Criteria for the Generation of Questions and Design of Investigation Processes (중학생의 센스메이킹 설계에서 개념적 이해는 어떻게 활용되는가? -질문 고안과 조사 과정 설계에서 논의된 인식적 준거를 중심으로-)

  • Heesoo Ha
    • Journal of The Korean Association For Science Education
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    • v.43 no.6
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    • pp.495-507
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    • 2023
  • Teachers often encounter challenges in supporting students with question generation and the development of investigation plans in sensemaking activities. A primary challenge stems from the ambiguity surrounding how students apply their conceptual understandings in this process. This study aims to explore how students apply their conceptual understandings to generate questions and design investigation processes in a sensemaking activity. Two types of student group activities were identified and examined for comparison: One focused on designing a process to achieve the goal of sensemaking, and the other focused on following the step-by-step scientific inquiry procedures. The design of investigation process in each group was concretized with epistemic criteria used for evaluating the designs. The students' use of conceptual understandings in discussions around each was then examined. The findings reveal three epistemic criteria employed in generating questions and designing investigation processes. First, the students examined the interestingness of natural phenomena, using their conceptual understandings of the structure and function of entities within natural phenomena to identify a target phenomenon. This process involved verifying their existing knowledge to determine the need for new understanding. The second criterion was the feasibility of investigating specific variables with the given resources. Here, the students relied on their conceptual understandings of the structure and function of entities corresponding to each variable to assess whether each variable could be investigated. The third epistemic criterion involved examining whether the factors of target phenomena expressed in everyday terms could be translated into observable variables capable of explaining the phenomena. Conceptual understandings related to the function of entities were used to translate everyday expressions into observable variables and vice versa. The students' conceptual understanding of a comprehensive mechanism was used to connect the elements of the phenomenon and use the elements as potential factors to explain the target phenomenon. In the case where the students focused on carrying out step-by-step procedures, data collection feasibility was the sole epistemic criterion guiding the design. This study contributes to elucidating how the process of a sensemaking activity can be developed in the science classroom and developing conceptual supports for designing sensemaking activities that align with students' perspectives.

Design and Implementation of the Smart Clicker for Active Learning (액티브 러닝을 위한 스마트 클리커의 설계 및 구현)

  • Kim, Eun-Gyung;Koo, Bon-Chul;Kim, Young-Jin;Kim, Jin-Hwan;Park, Je-Yeong;Jeong, Se-Hee
    • Journal of Practical Engineering Education
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    • v.5 no.2
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    • pp.101-107
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    • 2013
  • Clickers that are personal response systems are a technology used to promote active learning and most research on the benefits of using clickers has shown that students become engaged and enjoy using them. But, existing clickers consisting of hardware devices and aggregation software provide simple response and aggregation function and it costs a lot. In this paper, in order to resolve the limitation of the existing clickers, we've designed and implemented the Smart Clicker consisting of a smartphone application for students and a web application & a MFC program for professors. Students can answer professor's questions with O/X or numbers or text and even ask questions with text messaging by using Smart Clicker in the classroom. Professors can see students' answers or questions immediately and check up students' response participation rate on the web page. Besides, the Smart Clicker will help professors actively engage students during the entire class period and gauge their level of understanding of the material being presented, and provide prompt feedback to student questions. As a result, we expect that quality of education will be increased.