• Title/Summary/Keyword: Educational Experience

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존 듀이의 교육철학에 따른 학교와 공간구성 개념 고찰 (A Study on the Concept of Schools and Spatial Composition According to Educational Philosophy by John Dewey)

  • 류호섭
    • 교육시설 논문지
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    • 제23권4호
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    • pp.21-30
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    • 2016
  • This study considers the concept of schools and their spatial composition by John Dewey through literature review who argued for a new, children-centered education in the early 19th century, and it also mentions some suggestions for improvement of the elementary school facilities in Korea that the size and number of students in school has decreased sharply. John Dewey claimed that a school is a big household as well as a small society in which one studies the current occupation and experience in connection between the household-school-society. At the same time, he pursued an organic and open spatial composition which can effectively and efficiently enable educational curriculum's application, social occupation and project learning based on children's native impulse and stage in child growth. Korea's education policy should shift from quantity-based education production to quality-based production due to the reduction of school age population among other reasons. Especially this study emphasizes that small size schools need to be changed to local community facilities with environment-friendly, children-centered and open learning spatial composition with basis on John Dewey's educational philosophy.

게임제작 사례를 통한 산학협동 개념모델 (A Suggestion of Conceptual Model of Industrial-Educational Cooperation through Practical Game Development)

  • 은광하
    • 한국게임학회 논문지
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    • 제10권3호
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    • pp.3-13
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    • 2010
  • 본 논문은 산업체에서 활용 가능한 업무 중심의 내용을 기반으로 산학협동에 의한 교육 실습사례 연구를 통해서 '산학협동 개념 모델'을 제안하였다. 제안 모델의 형태를 단계적 프로세스로 표현하기 위해서 게임 제작에 대한 전체 실습 과정을 '산학협동 파이프라인(Pipe-line)'으로 구성하였고 이에 관한 단계별 사례 내용을 기술하였다. 본 논문의 연구목적은 일반적인 산업체와의 산학협동 과정에서 벗어나 실제 학습하는 대상자에게 산업 현장의 제작 프로세스를 직 간접적으로 체험시키는데 중점을 두었으며, 무엇보다도 해당 실습 교수자의 단계별 역할 중요성을 제시하는 산학협동 모델의 제안이다. 이는 향후, 산학협동 관련 교육 실습 및 관련 연구의 참고자료로서 활용 될 수 있다.

A Guideline for Educational Game Engagement based on a Review of Designing and Developing Non-Digital Games literature An Actual Implementation of a Tabletop Game

  • ;;정종인;강신천;김창석;김의정
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2019년도 춘계학술대회
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    • pp.193-196
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    • 2019
  • Digital Game design with educational purposes and User Experience measurement via game analytics has been extensively covered in literature, however non-digital games such as tabletops in education and its corresponding educational impact have limited research. In this paper, we propose a guideline to create non-digital educational games from scratch and evaluate them based on the know-how of developers and the investigation of scholars who have studied the engagement factors related to the digital games and applied their findings to non-digital games. Along with the guideline we provide an actual implementation, a game called HXGN_766, meant to serve as scaffolding of computational thinking and rudimentary Python programing concepts. We believe both, guideline and game, can be a useful reference for those interested on game design, educational content design, game quality control check, and unplugged computer science activities. This is the first in a series of papers where the game design concept, the evaluation methodology and the game itself will be presented with more detail.

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축제 체험요인과 축제만족, 행동의도와의 영향관계 - 무주반딧불축제를 중심으로 - (Effects of Festival Experiential Factors on Festival Satisfaction and Behavioral Intention - With Focus on Muju Firefly Festival -)

  • 현혜경
    • 한국콘텐츠학회논문지
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    • 제14권9호
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    • pp.494-502
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    • 2014
  • 본 연구는 무주반딧불축제의 체험프로그램에 참가한 550명의 방문객을 대상으로 설문조사를 실시하여 축제 체험요인이 축제만족, 행동의도에 미치는 영향관계를 분석하였다. 그리고 본 연구를 위해 최종적으로 493부의 설문지로 AMOS 18.0 통계프로그램을 사용하여 가설을 검증하였다. 분석결과를 보면, 미적체험을 제외한 교육체험, 현실도피체험, 엔터테인먼트체험은 모두 유의한 영향을 미치는 것으로 나타났다. 표준화계수를 바탕으로 살펴보면 엔터테인먼트체험요인이 방문객의 만족에 가장 높은 영향력을 갖는 것으로 나타났다. 그리고 축제 체험프로그램을 통해 만족한 방문객은 재방문의도와 긍정적인 추천의도가 높은 것으로 나타났다.

체험중심 생태환경 초등학생들의 생태적 감수성에 미치는 영향 (The Effect of the Experience-based Ecology-Environmental STEAM Program on Ecological Sensitivity of Elementary Students)

  • 김선일;신영준
    • 한국초등과학교육학회지:초등과학교육
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    • 제38권4호
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    • pp.465-474
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    • 2019
  • The purpose of this study was to investigate the effect of the experience-based ecology-environmental STEAM education on ecological sensitivity of elementary students. The research subjects were 62 third graders of S elementary school located in Incheon. They were divided into the experimental group of 33 students and the comparative group of 29 students. The experimental group was provided the educational program with the experience-based ecology-environmental STEAM education. The comparative group was provided the theoretical and ecological self activity program based on the textbook. The results of this study can be summarized as follows; First, the experience-based ecology-environmental STEAM education had a meaningful effect on improvement of ecological sensitivity. Second, we found that access to the ecological environment education is important in all subjects, not in education that is biased toward. Third, in ecological environment education, experience-oriented education methods are more meaningful than indirect experiences trapped in textbooks. Fourth, ecological environment education can contribute to the improvement of ecological sensitivity as well as the intellectual aspect of ecology and environmental science. In conclusion, it was found that the ecological environment program should be conducted with activities of experience.

A Study on the Positioning Strategy of Wood Cultural Experience Center

  • Kyungrok WON;Jinwoong BYEON;Dowoong YOON;Jonghye PARK;Hanmin PARK;Heeseop BYEON
    • Journal of the Korean Wood Science and Technology
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    • 제52권2호
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    • pp.175-190
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    • 2024
  • The increase in atmospheric carbon dioxide concentrations is known to be closely associated with climate change and global warming. In this sense, considering that facilities for appropriate education and experience on wood, which is a carbon pool, have been required, this study targets the Wood Cultural Experience Centers, which are in current operation, examines and evaluates their operation status and policy changes, and ultimately derives a successful positioning plan. To this end, it conducts a survey, and the results are as follows. First, as a result of the similarity analysis (KYST: Kruskal-Young-Shepard-Torgerson program) with facilities with leisure activities and educational functions, the Wood Cultural Experience Center have competition with natural recreation forests in terms of naturalness, and it has competition with the career experience center and youth training center in terms of experiential observation. Second, the result of positioning analysis of the attribute space map indicates that the Wood Cultural Experience Center is positively perceived in terms of such attributes as naturalness, experiential learning or recreation, and preservation of natural environment, but is negatively recognized in terms of accessibility, escape from daily life, and things to see.

e-Learning 환경에서 영어 말하기와 듣기 학습자의 몰입경험(flow) 척도개발에 관한 탐색적 연구 (A Study on the Flow State Scale of English Speaking and Listening in the e-Learning Environment)

  • 강정화;한금옥;신동로
    • 디지털융복합연구
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    • 제6권3호
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    • pp.13-22
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    • 2008
  • The purpose of this study is to explore 'Flow Experience' of those studying English speaking and listening in the e-Learning environment. The exploration of flow experience in this study is based on the literature research of Csikszentmihalyi's flow models and other studies. There have been many studies on flow experience focusing on arts, leisure and sports in accordance with Csikszentmihalyi's original theory, however, his flow theory has recently been adapted to the educational field. Nonetheless, it is in the e-learning environment, rather than the face-to-face traditional teaming environment, that there is not enough flow state measurement scale. Therefore, it is important to develop as a stepping stone a flow state scale for those who study English speaking and listening by the cyber-native-speaker on e-Learning environment to improve their satisfaction and achievement.

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예비보육교사의 일반적 자기효능감과 보육효능감에 관한 연구 (A Study of Preservice Teachers on the General Self-Efficacy and the Efficacy of Early Childhood Care and Education)

  • 이세나
    • 한국생활과학회지
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    • 제17권2호
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    • pp.181-190
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    • 2008
  • The study aims to find out and examine the variables that make a difference between pre-service teachers' child care efficacy (CCE) and general self-efficacy (GSE). The subjects were 232 pre-service child care teachers going to an educational institution and a college. The results are as follows. First, the variables of "age", "teacher training facilities", "field experience in child care centers", and "experience of child care" and "paraprofessional teachers" are important variables in pre-service teachers' CCE. Second, the variables of "age", "level of education", "teacher training facilities", "field experience in child care center", and "experience of child care or paraprofessional teachers" significantly affect the pre-service teachers' GSE. Third, the "age" variable is essential in explaining pre-service teachers' GSE. The Pre-service teachers' GSE is significantly related to the pre-service teachers' CCE.

경험학습이론의 의학교육에의 적용 (Application of Experiential Learning Theory to Medical Education)

  • 채수진
    • 의학교육논단
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    • 제22권2호
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    • pp.93-98
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    • 2020
  • This paper examined the principles of experiential learning theory (ELT) relevant to learning from experience and introduces examples which were applied to medical education from a theoretical perspective. The experiential learning theory encompasses the theories of Dewey, Kolb, and Schon, whose key ideas highlight the continuity of experience, interaction of experience, and reflection. According to ELT, growth is education, and education is a reconstruction of experience. Experiential learning is a way of thinking about the educational process by constructing meaningful learning through reflection-in-action. This paper examines the learning principles of ELT and presents practical examples of the application of ELT and its implications for medical education. An in-depth understanding and application of ELT could benefit the field of medical education.

가야 갑주를 활용한 박물관 어린이 체험용 갑주 디자인 개발 (A Study on the Development of Armor Design for Children's Experience with Gaya Armor in Museums)

  • 조현진
    • 패션비즈니스
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    • 제18권5호
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    • pp.56-68
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    • 2014
  • The study is about developing of armor design for the children's experience with Gaya armor in museums. The aim of this paper is to combine the culture of Korean traditional armor with the development of cultural products through the research about the relic of Gaya and the analysis of the problem about the status of the operation for children's experience. The current problems of Gaya armor for the children's experience are discrepancies in the material, structure and configuration of the traditional Gaya armor in regards to the aspects of the education and; unsuitability for safety and operation of the outfit in regards to the aspects of the function. Therefore, this paper presents 10 different styles of armor design in consideration of the educational aspects and functional aspects, and this paper confirms the value of the traditional Korean armor by reaffirmation to artistic possibilities and merchantability of Gaya armor.