• 제목/요약/키워드: Educational Elements

검색결과 818건 처리시간 0.029초

학교시설의 생태계획요소 실태분석에 관한 연구 (Condition Analysis of Ecological Planning Elements in Schools)

  • 강은주;조진일
    • 교육시설
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    • 제17권4호
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    • pp.3-12
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    • 2010
  • In this paper, a current condition analysis of a certified environmentally-friendly school and a school forest demonstration school was made to understand how they have developed effective ecological environments and examine their specific technical methods for ecological planning. After taking into account the differences and current situations of the two types of schools this paper will present an effective method for the suitable implementation ecological environmental projects in domestic schools.

초등학교(初等學校) 리모델링을 위한 건축계획적(建築計劃的) 평가지표(平價指標)의 연구(硏究) (A Study on Evaluation Index for Remodeling of Elementary School)

  • 오병욱;이재훈
    • 교육시설
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    • 제11권4호
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    • pp.5-14
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    • 2004
  • The elementary schools constructed before 1990's are old fashioned and have limitation in corresponding to 7th education curriculum and social demands. So remodelling of existing elementary schools is increasingly popular to satisfy the new need, but it is true that the decision of remodelling has been made by the authority of the administrative and the most of remodelling results have shown the simple increasing of spaces. So this research is trying to suggest an evaluation index model for judging whether school buildings should be remodelled or not, and what parts should be remodelled in the aspects of architectural planning by extracting 4 space planning elements; function, requirement, activity, arrangement and grading rates on these elements.

사이버교육에 따른 학교건축계획의 방향에 관한연구 (A Study on the Architectural Planning of School According to the Cyber Education)

  • 맹준호
    • 교육녹색환경연구
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    • 제3권2호
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    • pp.71-86
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    • 2003
  • Informationization is fast progressing in Korean and the informationization of education is also moving ahead fast. With informationization of education going fast ahead, cyber education is also increasing. Given such scenario, we should establish countermeasures not only to accommodate the current curriculum but also to accommodate the surplus school facilities created by cyber education by compartmentalizing the classrooms for future life-long education, lease and sale in lots. In conclusion, the school construction plan should be established to systematically cope with the future changes systematically.

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Sharing Cognition LMS: an Alternative Teaching and Learning Environment for Enhancing Collaborative Performance

  • NGUYEN, Hoai Nam;KIM, Hoisoo;JO, Yoonjeong;DIETER, Kevin
    • Educational Technology International
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    • 제16권1호
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    • pp.1-30
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    • 2015
  • The purpose of this research is to propose a novel social LMS developed for group collaborative learning with a think-aloud tool integrated for sharing cognitive processes in order to improve group collaborative learning performance. In this developmental research, the system was designed with three critical elements: the think-aloud element supports learners through shared cognition, the social network element improves the quality of collaborative learning by forming a structured social environment, and the learning management element provides a understructure for collaborative learning for student groups. Moreover, the three critical elements were combined in an educational context and applied in three directions.

동기유발 기제를 한 게임플레이와 학습플레이 연동형 G러닝 모델 (A G-Learning Model of Interworking with Gameplay and Learning Play by Motivation Mechanisms)

  • 장희동
    • 한국게임학회 논문지
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    • 제11권5호
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    • pp.3-11
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    • 2011
  • 게임세대를 위한 효과적인 교육방법으로 게임을 통한 학습이 주목을 받고 있다. 기존 교육용 게임의 설계방법은 필요한 모든 학습요소들과 게임요소들을 동시에 한 게임 안에 수용하도록 설계하는 것이다. 그래서 동기유발과 학습효과를 동시에 달성해야 하는 교육용 게임을 설계하는 것은 일반적으로 어렵다. 교육용게임을 설계하기 어려움의 문제를 해결하기 위해, 본 논문에서는 동기유발기제를 사용하여 게임플레이와 학습플레이를 연동하는 G러닝 모델인 IGLM을 제안하였다. 제안하는 모델 IGLM은 게임레벨들과 학습레벨들을 따로 독립적으로 구성하고 있고 동기유발기제의 연동 메커니즘으로 게임레벨들과 학습레벨들이 서로 연동되어 진행된다. 제안하는 IGLM의 설계방법의 설계 어려움에 대하여 기존 설계방법들과 비교분석하였다. 분석결과에 의하면, 제안하는 IGLM은 기존 방법들의 설계 어려움을 해결할 수 있을 뿐 아니라 구성요소들의 설계의 난이도, 자유도, 그리고 수용범위가 가장 우수한 방법임을 알 수 있었다.

교육적 맥락을 고려한 학교도서관 목록 정보의 확장에 관한 연구 (Study on the Expansion of School Library Catalog Considering Educational Context)

  • 이병기
    • 한국비블리아학회지
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    • 제20권4호
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    • pp.85-100
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    • 2009
  • 본 연구는 교사와 학생들이 가르치고 배우는 상황 즉, 교육적 맥락을 고려하여 학교도서관의 목록 서비스를 제공한다면 목록의 유용성을 높이고, 교수-학습 과정과 목록 서비스를 직접적으로 연계시킬 수 있다는 전제하에 교육적 맥락에 관한 정보를 목록 데이터 요소에 추가로 목록 정보를 확장하기 위한 방안을 제시하였다. 우선 학교도서관의 정보자료와 교육 즉, 교수-학습 과정에 관련된 맥락 요인을 분석하고, 실제로 교육적 맥락 요소를 제공하고 있는 정보 시스템의 사례를 분석하여 교육적 맥락을 고려한 목록 정보의 확장 방안을 제시하였다. 분석 결과를 바탕으로 학교도서관 목록(DLS)에 추가로 기술해야 할 교육적 맥락 요소를 이용자(학생, 교사), 수업상황(교수방법, 수업목표, 교육과정, 평가방법, 학습집단 편성, 준비물, 수업환경), 자료 내용 유형(성격, 학문분야, 형태), 독서 상황(상황별 독서, 문학 주제), 관련 자료(교사 표현물, 학생 표현물) 등 5개 요소로 추출하였다.

체험환경교육 프로그램 보고서 평가틀의 개선 및 프로그램 평가 (A Revision of Evaluation Chart and an Evaluation of Site-Based Environmental Education Programs)

  • 박태윤;노경임;정철
    • 한국환경복원기술학회지
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    • 제7권5호
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    • pp.1-11
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    • 2004
  • The purposes of this study are to revise an site-based environmental education(EE) Program evaluation chart and to evaluate site-based EE programs using the chart. For revising the evaluation chart, several elements in the former chart were changed, infused, deleted, integrated, or split. The points of some elements in the former chart were also changed. The revised chart consist of 38 elements in 6 areas: purpose and goal, teaching and learning plan, teaching and learning process, educational effect and programs evaluation, Program characteristic, and program operation. Using the revised chart, the researchers evaluated 159 site-based EE programs, funded by the Korean Ministry of Environment in 2002. The result indicated that the mark of 'teaching and learning plan' area is higher than other areas, while the mark of 'educational effect and programs evaluation' is the lowest. On the basis of evaluation, the researchers offered some recommendations for the Korean site-based EE programs.

유비쿼터스 컴퓨팅 환경에서 디지털 포트폴리오 평가 시스템 설계 (A Design of Digital Portfolio Assessment System in Ubiquitous Computing)

  • 박정환
    • 한국산학기술학회논문지
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    • 제9권1호
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    • pp.214-220
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    • 2008
  • 본 연구는 유비쿼터스 컴퓨팅 환경에서 디지털 포트폴리오를 평가하기 위한 시스템을 설계하려는 데 그 목적이 있다. 이러한 목적을 달성하기 위하여 포트폴리오에 관한 이론들을 고찰하고, 선행 프로그램들을 분석해서 시스템에 포함되어야 할 내용요소를 추출하였다. 추출된 내용요소를 바탕으로 유비쿼터스 컴퓨팅 환경에서 디지털 포트폴리오 평가를 위한 교육평가 시나리오를 개발하였으며, 개발된 시나리오를 바탕으로 디지털 포트폴리오 평가 체제의 요소 즉, 학습활동, 포트폴리오 평가, 포트폴리오 활용, 유비쿼터스 기술, 데이터베이스 영역을 반영하여 시스템 설계를 수행하였다. 이러한 설계는 기존의 포트폴리오 평가 방법과 달리 우리 생활 속에 내재해 있는 컴퓨터 즉, 유비쿼터스 컴퓨팅 환경에서 평가가 어떠한 과정과 방법으로 이루어져야 하는지에 대한 안내를 제공할 것이다. 또한 새로운 시스템은 실제 교육평가에서 활용될 수 있는 유비쿼터스 기술이 무엇인지를 알고자 하는 이들에게 도움이 될 것이다.

학교 범죄 위험성 평가를 위한 체크리스트 개발 연구 - 국내·외 학교시설 CPTED 평가지표 분석을 중심으로 - (A Study on Development of Checklist for Evaluation of School Crime Risks - Focusing on Analysis of CPTED Evaluation Index for School Facilities at Domestic and Foreign -)

  • 황성은;김진욱;유용흠
    • 교육시설 논문지
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    • 제23권1호
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    • pp.23-32
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    • 2016
  • This research aims to securement of crime prevention for school violence and invasion from outside etc. For crime prevention efficiency secure, It has purpose for school current state comprehension and prevention essential elements deduction autonomously etc. Furthermore, school facility crime dangerousness evaluation checklist is looked for autonomous monitoring tools. This checklist made from analysis of frequency, importance and check availability of 6 native and foreign existing CPTED evaluation's 360 indexes. Then, 81 indexes was derived from analysis, and that indexs verified through focus group interview. Finally, total 47 articles checklist emerged with general details, external school, internal school, and school administrative managements. Through this checklist, school can select essential elements of the preferential crime prevention autonomously, and so it is expected to prompt improvement of crime dangerousness elements, school violence and reduction of crime rate.

Impacts of Badges and Leaderboards on Academic Performance: A Meta-Analysis

  • KIM, Areum;LEE, Soo-Young
    • Educational Technology International
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    • 제23권2호
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    • pp.207-237
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    • 2022
  • As technological changes continue to accelerate every day, meeting the needs of a shifting educational landscape requires leaving an exclusively "in-person" education behind. Gamified learning environments should be carefully designed in light of conflicting studies to suit students' needs. The purpose of this meta-analysis is to draw conclusive results regarding the application of the most commonly used game elements in education, i.e., badges and leaderboards, through a comprehensive analysis of their impact on academic performance in online learning. Review Manager (RevMan 5.4) was used to analyze eligible studies selected from Emerald, SAGE, ERIC, EBSCO, and ProQuest between January 2011 and January 2022. Analyzing 37 studies found that using leaderboards and badges in online education enhanced academic performance when compared to traditional learning without gamification (SMD = 0.39). The badge-only intervention showed a larger effect size (SMD = 0.33) than the leaderboard-only intervention (SMD = 0.27). Badges and leaderboards together exhibited a larger effect size (SMD = 0.48) than individual game elements (SMD = 0.40). The impact of the game elements on academic performance was greater in the humanities (SMD = 0.51) than in STEM fields (SMD = 0.32) and was greater for K-12 students (SMD = 0.63) than for college students (SMD = 0.31). This study contributes to a timely discussion of the use of badges and leaderboards in COVID-19 online learning trends and provides relevant data for designing integrations of online education and gamification models.