• Title/Summary/Keyword: Field-Experiential Learning

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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.

과학체험학습에 관한 선행연구 및 경기도 지역 초등학교 운영실태 분석을 통한 다양한 과학체험학습장의 활용방안 모색 (Classification of Place for Experiential Learning through Analysis of Previous Study and Actual Status of Elementary Schools in Gyeonggi-do about Science Experience Learning)

  • 권난주;권혁재
    • 한국초등과학교육학회지:초등과학교육
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    • 제38권1호
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    • pp.43-54
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    • 2019
  • In order to organize various places for science experience study, this study gathered and analyzed prior research on science experience study and various science experience perated in school. To that end, a total of 162 relevant prior studies of literature published from 2000 to 2016 were collected and 2,201 cases of science experience study conducted in 2015 were collected and analyzed. The place where the science experiential learning was done is divided into three areas of natural ecology, cultural history, facility experiential learning study, and the characteristics of participating subjects are examined. In terms of the number of articles published in the field of science-related experiential learning areas, 83 ecological experience study sites (51.2%), facilities institution experience study sites 56 (34.6%), and cultural history experience study books 23 (14.2%). Through this study, it was found out that research tendency to analyze science - related attitudes became prominent by setting study subjects using natural objects around and learning to play while playing and playing in nature. There was also an analysis by subjects of participation in science related experience learning centers. Cultural history experiential learning field was significantly lower than previous studies. In the lower grades, nature ecological experience learning was mainly performed. Combining the above findings, it can provide implications for the development of science-related experience activities. First, it is necessary to develop a technology-related experience learning center using local community resources. Second, it is necessary to expand the culture and history experience learning center related to science. Third, we need an education support center to support the expansion and operation of such a technology-related cultural history learning center.

이동성 위치기반 증강현실(LBMS-AR)시스템 적용 현장체험 학습활동 프레임워크 개발 (Development of a Field-Experiential Learning Framework using Location Based Mobile-learning AR System)

  • 조재완;김은경
    • 한국IT서비스학회지
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    • 제18권5호
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    • pp.85-97
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    • 2019
  • In this study, we developed the Field-Experiential Learning Framework Using the Location Based Mobil-learning System (LBMS) and it is mobile Augmented Reality (AR) for smart learning system which is advanced e-learning. AR is technology that seamlessly overlays computer graphics on the real world. LBMS-AR has become widely available because of mobile AR. Mobile AR is possible to get information from real world anytime, anywhere. Nowadays, there are various areas using AR such as entertainment, marketing, location-based AR. We analysed the result of survey and implemented the functions. Also, for survey about application's effectiveness, we have focus group interview (FGI). Then we demonstrated and explained the application to them. The result of survey about application's effectiveness shows that application have higher utilization in education area. One of the most promising areas is education. AR in education shows lifelike images to users for realism. It's a good way for improving concentration and attention. We utilize only a beacone for image-based AR without other sensor.

고등학생의 진로체험 유형과 부모지지가 진로성숙도에 미치는 영향 (Effect of Career Experiential Learning and Parental Support on Career Maturity of High School Students)

  • 정주원
    • 한국가정과교육학회지
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    • 제28권4호
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    • pp.139-158
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    • 2016
  • 본 연구는 고등학생 진로성숙도를 함양하기 위하여 진로체험 유형과 부모지지가 진로성숙도 하위영역인 태도적 차원(진로계획성, 직업태도, 진로독립성)과 능력적 차원(자기이해, 진로탐색)에 미치는 영향을 살펴보았다. 이를 위해 최근 1년 이내에 진로체험 프로그램에 참여한 경험이 있는 고등학교 1~3학년을 대상으로 온라인을 통해 자료를 수집하였으며, 최종 290명을 분석에 사용하였다. 주요 연구결과는 다음과 같다. 첫째, 진로성숙도의 태도적 차원인 진로계획성은 대화형, 견학 방문형 경험을 한 경우, 직업태도과 진로독립성 수준은 대화형, 견학 방문형, 현장체험형 경험을 한 경우 높게 나타났다. 능력적 차원인 자기이해와 진로탐색은 이론형, 대화형, 견학 방문형 경험이 있는 경우 높게 나타났다. 둘째, 진로관련 부모지지인 정서적, 정보적, 물질적 지지와 진로성숙도의 모든 하위영역은 유의미한 정적 상관관계를 보였다. 셋째, 진로체험 유형이 진로성숙도에 미치는 영향력을 살펴본 결과, 대화형과 견학 방문형은 태도적 차원(진로계획성, 직업태도, 진로독립성)과 능력적 차원(자기이해, 진로탐색) 모두 진로성숙에 유의한 영향을 끼치는 것으로 나타났으며, 이론형은 능력적 차원에 영향을 끼치는 요인으로 나타났다. 다음으로 부모지지를 투입하여 체험유형과 부모지지가 진로성숙에 미치는 상대적 영향력을 살펴본 결과, 정서적 지지가 진로탐색을 제외한 모든 진로성숙의 하위영역에 영향을 끼치는 것으로 나타났다. 정보적 지지는 진로계획성, 진로독립성, 진로탐색에 물질적 지지는 직업태도, 자기이해, 진로탐색에 영향을 끼치는 것으로 나타났다. 본 연구는 고등학생 진로성숙도의 하위 역량을 함양하기 위한 진로체험 프로그램의 핵심 구성과 실행에 의미 있는 정보적 역할을 하며, 부모지지와 연계한 실천적 측면을 강조하는 진로교육 운영지침에 유용한 자료로 제공될 것이다.

ARD기반의 ICT체험 교육콘텐츠 효용성 개선 및 활성화 구현 (Achieving the improvement of efficiency and vitalization of ARD-based ICT experiential education contents)

  • 정희형;김경훈
    • 한국과학예술포럼
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    • 제19권
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    • pp.623-633
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    • 2015
  • Use of technology through utilization of ICT (Information Communication Technology) in field study area is rapidly increasing. Thus, when applying ICT to experiential education, apart from experiential education contents in simple form, the demand for new high quality contents is increasing considering change in education paradigm focusing on creativity. As a result, high quality interactive experiential education content for developing self-directed future talents is required. As a result of this, the development of ARD-based ICT experiential education content system that enhances learning effect of students by integrating ARD-based (Augmented Reality Display) ICT and experiential education to promote existence and immersion is being tested. This paper aims to improve efficacy and achieve vitalization through case analysis of AR-based ICT experiential education content. As a result of case analysis, the composition of content for improving education content included 1) constant securing and strengthening of experiential education content, 2) necessity for development of participating education content by diverse age groups, 3) development of differentiated ICT experiential education content, and 4) securing professional manpower and development of content in connection with education process. Therefore, with the efficacy of ARD-based ICT experiential education content, this study can first, enhance bond between students, second, enable self-directed learning, third, increase practical understanding in contents that were difficult to control by textbook contents, and fourth, increase interest and immersion in learning. Therefore, the contents on new converging technology that can maximize the development of constant content and cooperation between ICT technology and pedagogy for educating creativity and autonomy of ICT experiential education content.

초점집단 면담을 통한 초등교사의 과학 체험학습 운영에서 겪는 어려움 분석 (Analysis of the Difficulties Faced by Elementary School Teachers in Science Experiential Learning Using Focus Group Interview)

  • 권혁재;강헌태;성혜진;전상일;권난주;신영준
    • 과학교육연구지
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    • 제42권2호
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    • pp.182-197
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    • 2018
  • 본 연구의 목적은 과학 체험학습을 운영하는 과정에서 초등교사가 겪는 어려움과 학교 현장의 분위기를 심층적으로 알아보고자 한 것이다. 본 연구를 위해 과학 체험학습의 활동 경험이 풍부한 5명의 초등교사와 초점집단 면담을 진행하였다. 면담을 통해 체험학습의 운영실태, 과학체험학습의 운영, 계획 수립 및 진행, 평가에 걸쳐 자료를 수집하였다. 본 연구의 주된 결과는 다음과 같다. 교사들은 예산에 대한 고민을 가장 먼저 꼽았으며, 과학교과와 연계하여 체험학습을 운영하고자 하는 경우 교육과정 재구성에 대하여 부담을 지니고 있었다. 또한 과학 체험학습시 과학지식에 대한 전문적 이해가 부족하다고 생각하고 있었으며, 과학교과 전담 교사가 있을 경우 협업의 어려움을 꼽았다. 전체적으로 과학체험학습의 교육적 효과보다 예산이나 장소, 행정적 편의성 등을 먼저 고려하는 경향이 있었다. 본 연구는 기존의 연구들에서 확인하기 어려운 체험학습 주제 선정과 방법, 교육적 기대효과, 고민사항을 확인한 연구로서 의미가 있다.

Constructionarium: Turning Theory Into Practice

  • Stevens, Julia
    • 국제학술발표논문집
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    • The 9th International Conference on Construction Engineering and Project Management
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    • pp.1220-1220
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    • 2022
  • Constructionarium Ltd is a not-for-profit organisation which delivers a residential, experiential, immersive learning opportunity to university students from across the built environment education sector. Since 2002, the Constructionarium education model has been available to students in engineering, construction management and architecture at a purpose built, 19-acre multi-disciplinary training facility in Bircham Newton, England simulating real site life and reflecting site processes, practices and health and safety requirements. The unique approach of Constructionarium puts experiential learning and sustainability at the heart of everything. In a week, students develop a practical understanding of the construction process, develop transferable skills, build a team and are exposed to the latest in sustainable technologies. Experiential learning is what differentiates a Constructionarium project from regular field trips or site visits. At Constructionarium the focus is on learning by participation rather than learning through theory or watching a demonstration. The projects cannot be replicated in a classroom or on campus. Using the hands-on construction of scaled down versions of iconic structures from around the world, students learn that it requires the involvement of the whole construction team to successfully complete their project. Skills such as communication, planning, budgeting, time management and decision making are woven into a week-long interrelationship with industry professionals, academic mentors and trades workers. Working together to enhance transferable skills brings the educational environment into the reality of completing an actual construction project handled by the students. Constructionarium has used this transformational learning model to educate thousands of students from all over the United Kingdom, Europe and Asia. Texas A&M University in the United States has sent multiple teams of students from its Department of Construction Science every operational year since 2016.

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항공서비스전공 대학생의 현장학습 프로그램 인식에 관한 연구 (A Study on the Field Learning Program Perception of College Students Majoring in Aviation Service)

  • 김하영;유정화
    • 한국항공운항학회지
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    • 제31권4호
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    • pp.90-104
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    • 2023
  • This study analyzes the perceptions of college students majoring in aviation services according to the field learning program conducted during their major studies in order to reflect the educational value and academic awareness of the experience of the experiential field learning program. A survey is conducted targeting college students who experience a field learning program conducted by the Aviation Service Department of J University, a four-year university in the Chungcheong region. ANOVA (one-way analysis of variance) is conducted to analyze differences in perceptions of field learning properties, learning satisfaction, academic self-efficacy, and intention to continue studying. Additionally, text mining is conducted using 'Voyant Tools' to analyze students' field trip logs regarding field trip learning program activities. I hope that the results will be used as evidence to build an efficient and systematic learning strategy for operating field learning programs.

하이브리드 웹 콘텐츠 관리 시스템 구현 (Hybrid Web Content Management System Implementation)

  • 박선경;문형진
    • 산업융합연구
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    • 제17권2호
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    • pp.15-20
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    • 2019
  • 본 연구에서는 현장 체험학습, 전시, 행사, 문화에 대한 다양한 콘텐츠 정보를 수요자가 손쉽게 검색하고 서비스를 제공받을 수 있도록 지원하는 맞춤형 체험학습 서비스 플랫폼을 통하여 지역내 수 많은 문화콘텐츠의 가치를 발굴하고 DB 구축하여 수요자의 요구사항에 부합하는 맞춤형 체험학습 정보를 제공하고자 한다. 제안 시스템에서 구현되는 Beacon 기술은 Google이 개발한 Eddystone 포맷으로 URL을 브로드캐스팅 하는 BLE 기술로서 이는 사용자가 별도로 제공되는 어플리케이션을 설치하지 않더라도 단말기에 설치된 Chrome 브라우저를 통해 웹에서 구현된 플랫폼을 사용자들이 보다 쉽고 빠르게 접근할 수 있도록 하였다. 이를 토대로 지역문화 콘텐츠의 데이터베이스화가 완성되면 전국으로 확대시켜 콘텐츠의 다양화와 시장 확대로 수요자에게 더욱더 다양하고 양질의 자기 주도적 문화콘텐츠 체험학습 활동 교육 프로그램들이 제공될 것으로 기대된다.

유비쿼터스 생활영어 체험학습장 교수-학습 모형 개발 연구 (Study on the Model Development for Experiential Learning with Ubiquitous Everyday English)

  • 백현기;김수민;강정화
    • 디지털융복합연구
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    • 제7권3호
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    • pp.49-60
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    • 2009
  • The aim of this study was to develop a model for teaching-teaming by applying Ubiquitous at a learning experience field, in which connect characteristics of both ubiquitous application learning and experience teaming, making use of them. A literature survey of concepts was conducted, with the main areas to find out relationships between ubiquitous application learning and experience learning. Experience learning by applying ubiquitous learning methods maximizes its efficiency of experience learning in considering ubiquitous learning methods's characteristics of dynamic, interaction, sharing. Also it makes communications through positive participation and active interaction, and leads to a process of internal examination. The research data suggests that critical factors of experiencing learning applying ubiquitous are acquiring information and memory, information integration and exquisiteness, emotional and social activity, producing activity, help activity.

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