• Title/Summary/Keyword: Element School Students

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A Study on the STEAM Program Development of Zero Energy House Design for Middle School Students (중학생을 위한 제로에너지 주택디자인 STEAM 교육프로그램 개발 연구)

  • Lee, Yun-Hee;Lee, Myung-A;Han, Hae-Ryon;Lee, Jae-Kyung
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.24-32
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    • 2017
  • STEAM education is an effective teaching method to develop self-problem-solving skills through creative thinking. In order to revitalize STEAM education, various program models are being developed recently. The purpose of this study is to develop a STEAM education program based on the project-based learing method that includes the process of solving global environmental problems. The STEAM element was extracted by linking the zero energy house design with the middle school curriculum, and the STEAM education program was developed considering career activities. It was analyzed whether the developed program can improve STEAM core competence and job preparation ability. The education program was conducted for middle school students and the program was evaluated through questionnaires. In order to strengthen the STEAM competency, project-based learning method was applied and it was able to enhance the active problem solving ability of learners. In addition, opportunities for career experience could be provided through career exploration programs and various activities. Through this STEAM education program, it is expected to contribute to cultivating human resources with convergence knowledge and core competency.

The Study on the Investigation of the Mathematics Teaching Evaluation Standards Focused on Understanding of Learners (교사의 학습자 이해 지식에 초점을 둔 수학 수업평가 요소 탐색)

  • Hwang, Hye-Jeang
    • Journal of the Korean School Mathematics Society
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    • v.13 no.4
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    • pp.569-594
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    • 2010
  • On the standards or elements of teaching evaluation, the Korea Institute of Curriculum and Evaluation(KICE) has carried out several research as follows : 1) establishment of observation elements for selecting examples of good mathematics instruction between 2001 and 2002, 2) development of the standards on teaching evaluation between 2004 and 2006, and 3) investigation on the elements of Pedagogical Content Knowledge including understanding of learners between 2007 and 2008. The purposes of development of mathematics teaching evaluation standards through those studies were to improve not only mathematics teachers' professionalism but also their own teaching methods or strategies. In this study, the standards were revised and modified by analyzing the results of those three studies (namely, evaluation standards) focused on the teacher knowledge of learners' understanding. For this purpose, the meaning of learners' understanding was also investigated in-depth. Finally, the concrete elements on teaching evaluation focused on the teacher knowledge of learners' understanding in math class were new developed, based on the literature reviews on learners' understanding. Then, those evaluation elements were developed according to the five domains of learners' understanding such as evaluation domains such as students' intellectual and achievement level, students' misconception in math, students' motivation on learning, students' attitude on mathematics learning, and students' learning strategies.

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An analysis of spatial reasoning ability and problem solving ability of elementary school students while solving ill-structured problems (초등학생들의 비구조화된 문제 해결 과정에서 나타나는 공간 추론 능력과 문제 해결 능력)

  • Choi, Jooyun;Kim, Min Kyeong
    • The Mathematical Education
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    • v.60 no.2
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    • pp.133-157
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    • 2021
  • Ill-structured problems have drawn attention in that they can enhance problem-solving skills, which are essential in future societies. The purpose of this study is to analyze and evaluate students' spatial reasoning(Intrinsic-Static, Intrinsic-Dynamic, Extrinsic-Static, and Extrinsic-Dynamic reasoning) and problem solving abilities(understanding problems and exploring strategies, executing plans and reflecting, collaborative problem-solving, mathematical modeling) that appear in ill-structured problem-solving. To solve the research questions, two ill-structured problems based on the geometry domain were created and 11 lessons were given. The results are as follows. First, spatial reasoning ability of sixth-graders was mainly distributed at the mid-upper level. Students solved the extrinsic reasoning activities more easily than the intrinsic reasoning activities. Also, more analytical and higher level of spatial reasoning are shown when students applied functions of other mathematical domains, such as computation and measurement. This shows that geometric learning with high connectivity is valuable. Second, the 'problem-solving ability' was mainly distributed at the median level. A number of errors were found in the strategy exploration and the reflection processes. Also, students exchanged there opinion well, but the decision making was not. There were differences in participation and quality of interaction depending on the face-to-face and web-based environment. Furthermore, mathematical modeling element was generally performed successfully.

A Case Study on AR Gamification to Help Easy and Funny College Life for Foreign Students (외국인 유학생의 대학생활 안내를 쉽게 돕는 AR 게이미피케이션 제작 사례)

  • Lan, Zi-Jie;Park, Chan;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
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    • v.12 no.3
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    • pp.11-16
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    • 2022
  • Although the number of foreign students is increasing with the development of internationalization, international students are often unfamiliar to the campus environment in the early stages of their school visits. This research aims to solve the problems of foreign students' unfamiliarity with the campus and the inconvenience of study and life after enrollment and to design and produce an AR campus guide application based on gamification. The application built are designed according to the targets, missions, and rewards of different places. Through the 'A Survey on the Awareness of Kongju University's Buildings' questionnaire survey of international students at National Kongju University, six place were selected as POI (Point of Interest). Missions and questions suitable for users were designed. Through this application, it is hoped that users can learn about important places of the school interestingly and learn about the use of related convenience facilities.

Effects of Nursing Education using a TBL on Self efficacy and Self Identity among Nursing students

  • Kim, Jung-ae
    • International Journal of Advanced Culture Technology
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    • v.5 no.2
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    • pp.26-43
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    • 2017
  • This study investigated the effects of TBL nursing education(for the care of congestive heart failure patients) on self identity and self efficacy among nursing students. A one-group, pre-post design was utilized with 28 nursing students as the participants. The scenario of TBL nursing education was created based on PBL, and consisted of four states(1) Present a problem, (2) Problem Follow-Up Steps,(3) Present the results including presentation, and(4) Problem Conclusion and after resolution. And then In-depth interviews were conducted with volunteers on program experiences. The data were analyzed using descriptive statistics, Pearson's correlation coefficients and paired t-tests and Giorgi phenomenology analysis method was performed. The TBL program was effective in self - efficacy and self - identity (p<0.01) increased significantly after the education intervention and The meaning of the TBL experience is four (meaning that the learners embarrassed TBL, aggressive learning attitude change, effective collaboration for problem solving in a free learning environment, university classes imagined in high school), and 67 sub-components appeared as an element. The TBL program is an effective teaching method for nursing education and it can be used as basic data for the development of nursing education based on this research.

The Impact of Negotiation-Based Peer and Self-Assessment Activities on Science-Gifted Students' Modeling (협상에 기반한 동료평가 및 자기평가 활동이 과학 영재 고등학생들의 모델링에 미치는 영향)

  • Jo, Eunbi;Jung, Dojun;Nam, Jeonghee
    • Journal of the Korean Chemical Society
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    • v.65 no.6
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    • pp.455-467
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    • 2021
  • The purpose of this study was to investigate the impact of negotiation-based peer and self-assessment activities on science-gifted students' modeling and students' perceptions of the impact of these assessment activities on modeling. For this purpose, 92 students in the 11th grade of a science high school, in a metropolitan city, were selected to conduct peer assessment, self-assessment, and science writing activities with four topics of Advanced Chemistry. The students' modeling was analyzed in terms of 'structuring scientific concepts', 'logic', 'multiple representations' and 'communication'. Based on the results, the mean scores of modeling increased for each element of evaluation according to the progress of assessment activities. Students' responses in the survey and interviews showed that students perceived the results of student assessment activities as valid, students also recognized the benefit of these assessment activities by referring to the assessment results before their next writing assignment.

Multi-dimensional Interactivity for Learners' Satisfaction with e-Learning

  • Lee, Ji-Eun;Shin, Min-Soo
    • Journal of Information Technology Applications and Management
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    • v.17 no.3
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    • pp.135-150
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    • 2010
  • Interactivity has been referred to as an important element promoting students' active participation in virtual classes. Assuming that interactivity cannot be defined by a single dimension, this study proposes multi-dimensional interactivity. Multi-dimensional interactivity includes all types of interactivity in e-learning. This study explored multi-dimensional interactivity which affects learners' satisfaction with e-learning. Data were collected from 132 students who had attended e-learning courses and the relationship between multi-dimensional interactivity and learners' satisfaction levels were tested through regression analysis. The result of this study showed that mechanical, reactive, and creative interactivity were positively related to learners' satisfaction. However, social interactivity seemed not to be related to learners' satisfaction. This study provides new insights on interactivity and verifies the importance of the multi-dimensional interactivity. The result of this study is expected to provide practical implications for interactivity strategies in e-learning.

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Effects of the Participation Style of Martial Art Classes in Students Majoring in Guard on Both Major Satisfaction and Adapt to School Life (경호 전공 대학생의 무도학습 참여양식이 전공만족도 및 대학 생활적응에 미치는 영향)

  • Kwon, Chang-Gi;Han, Sung-Whoon;Kim, Byung-Chan;Choe, Bong-Jun;Lee, Kwon-Ho
    • Korean Security Journal
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    • no.41
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    • pp.97-121
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    • 2014
  • A survey on effects of the participation style of martial art classes in students majoring in guard on both their major satisfaction and adapt to school lie was performed for 285 male and female students. The survey was carried out using a questionnaire on the participation style of martial art classes, degree of major satisfaction, and adapt to school life. Based on the survey, a correlation analysis was implemented to investigate effects of the martial art class participation styles on both major satisfaction and adapt to school life. Then, a multiple regression analysis was also performed. As a result, the sub-elements of the martial art class participation styles, such as the cooperative and participation styles, significantly affect the general satisfaction, class satisfaction, relationship satisfaction, and cognitive satisfaction in the major satisfaction. In the martial art class participation styles, the sub-elements, such as the cooperative, competitive, and participation styles, significantly affect the class, sociality, and adapt to school environments in adapt to school life. The sub-element of the major satisfaction, such as the general satisfaction, significantly affects the adaptations in class, sociality, and school environments in adapt to school life.

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Recognition of Free Inquiry Activity and its Effects on the Science Inquiry Ability of Middle School Students (자유 탐구 활동에 대한 중학생들의 인식 및 자유 탐구 활동이 중학생들의 과학 탐구능력에 미치는 영향)

  • Byun, Sun-Mi;Kim, Hyun-Joo
    • Journal of The Korean Association For Science Education
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    • v.31 no.2
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    • pp.210-224
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    • 2011
  • The purpose of this study is to analyze students' recognition of the free inquiry activity and to investigate what effect the free inquiry activity of the 2007 Revised Educational curriculum revision has on the science inquiry ability of middle school students. To conduct the research we worked with 262 female students, 8 classes of first graders in a middle school. Among them, 4 classes were taught in free inquiry activity and the remaining 4 classes were taught in the traditional way. The results of Likert-questionnaire indicate that students were learning about cooperative spirit through group investigation activities and discussions and did not take the free inquiry activity as a hard activity. Also they showed positive reaction agreeing that this activity is both a helpful method in learning science and interesting. However, it seemed that the investigation tends to flow between the leading 1~2 members of the group and showed difficulty in carrying out the investigation as a group after school hours. It showed there are few problems and obstacles in operating the free inquiry activity. The free inquiry activity did not give any meaningful influence on the improvement of science inquiry ability of students. Integrative inquiry process skills did not give a relevant influence, however, it showed a meaningful influence on the improvement of basic inquiry process skills. Especially, among the low-ranking element of basic inquiry process skills, it enhanced the capacity for prediction.

A Study on the Educational Game Design for Practicing Energy Saving in Elementary School Students (초등학생의 에너지 절약 실천을 위한 교육용 Game Design 연구)

  • Park, Hyun-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.5
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    • pp.14-20
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    • 2019
  • Energy saving is becoming more and more important issue due to lack of resources and limited nature. However, There is a lack of learning status on energy saving in the school field. In particular, in elementary education on energy saving was not linked to practice, and the educational effect was insufficient. Although various kinds of learning tools are utilized, many successful cases of energy saving game strategy are introduced in overseas industry field, and game design is proposed so that energy related education can be played through games. Because energy conservation can not be effective without practice, learning using games as a tool is expected to be more effective than learning based on knowledge transfer in the classroom. We propose a defense game for energy conservation education by using the mission elements, score acquisition element, time limit element, and character element which are the interesting elements of the game designed in the previous research.