• 제목/요약/키워드: Physical Education Program

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취약계층 초등학생 대상 산림치유 프로그램 개발 (Development of Forest-based Health Promotion Program for Vulnerable School Children)

  • 방경숙;김성재;송민경;강경림;정예슬
    • Perspectives in Nursing Science
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    • 제17권1호
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    • pp.1-11
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    • 2020
  • Purpose: The purpose of this study was to develop a forest-based health promotion program for vulnerable school children. Methods: The specific process for program development involved establishing a program goal, assessing the needs of the participants, analyzing existing programs and constructing a forest-based program. Results: Each session of the program, which consisted of a total of 10 sessions, included 40 to 50 minutes of indoor education for children's physical and psychosocial health and 60 to 70 minutes of forest experience activities with nursing student mentors. For the application of the program, guidelines for mentor selection and prior education, physical environment check, children's safety, criteria for evaluation of the program effects and operation of the program were developed. Conclusion: This study presents the specific procedures and contents for developing a forest-based program for vulnerable school children. The results of this study will provide useful data to develop a community-based program to promote the physical and psychosocial health of vulnerable school children.

2년간의 추적 연구를 통한 Physical Computing 기반의 STEAM 프로그램의 효과 (Two-year Follow-Up Study on Effects of STEAM Education Program Based on Physical Computing)

  • 김석희;유헌창
    • 컴퓨터교육학회논문지
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    • 제17권2호
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    • pp.77-86
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    • 2014
  • 국제 학업 성취도인 PISA2007, TIMSS 2011에 의하면 우리나라 학생들의 수학, 과학 학업성취도는 최상위에 해당하지만, 관련 태도가 낮다는 결과가 나왔다. 또, 사회에 만연한 이공계 기피현상, 초중고에서 점점 사라지고 있는 정보과학 교육의 현실을 반영하는 학습 경험을 제공해야 할 필요성이 제기되었다. 이러한 필요성에 의해 본 연구자는 2012년에 Physical Computing 기반의 STEAM 프로그램을 개발하고 그 효과를 연구하였다. 그 결과 과학적 문제해결력, 과학적 태도, 인성 등에서 향상되는 결과를 얻었다. 본 연구에서는 2012년 연구의 후속연구이다. STEAM 프로그램을 적용하여 향상을 가져 온 4학년 학생들이 1년 후에 STEAM 교육을 받지 않았을 때 학생들에게 어떤 변화가 생겼는가를 연구하였다. 분석 방법은 4학년 초, STEAM 교육을 받은 4학년말, STEAM 교육을 받지 않은 5학년말의 검사 결과를 비교하였다. 그 결과 과학적 탐구에 대한 태도를 제외한 모든 영역에서 STEAM 교육을 받지 않은 5학년말은 4학년 초에 비해 향상이 없는 결과를 얻었다. 이것은 STEAM 교육의 필요성에 대한 역설적인 증거라고 할 수 있다.

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3D 프린팅과 체육 중심 STEAM프로그램이 중학생의 교과흥미도 및 창의적 태도에 미치는 영향 (The Effect of 3D PRINTING and Physical Education Central STEAM Program on the Subject Interest and Creative Attitude of Middle School Students)

  • 유충현;조건상
    • 디지털융복합연구
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    • 제15권1호
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    • pp.547-557
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    • 2017
  • 이 연구는 중학생을 중심으로 3D 프린팅과 체육 중심 STEAM프로그램이 중학생의 교과흥미도 및 창의적 태도에 미치는 영향을 실증적으로 구명하는데 목적이 있다. 이에 따른 연구대상은 경기도 소재 중학생을 대상으로 실험집단 98명과 비교 101명을 중심으로 사전 사후검사를 통해 교과흥미도와 창의성 태도에 대한 자료를 수집하였다. 자료분석은 통계프로그램인 SPSS 23.0 프로그램을 활용하여, 탐색적 요인분석, 신뢰도 분석 그리고, 종속표본 t검증과 독립표본 t검증 실시하였다. 이러한 과정을 통해 얻은 결론은 다음과 같다. 첫째, 3D 프린터를 활용한 체육 중심 STEAM 프로그램은 교과흥미도에 효과적이었다. 둘째, 3D 프린터를 활용한 체육 중심 STEAM프로그램은 창의적 태도에 효과적이었다.

사회복지교육프로그램 참여 지체장애인의 건강과 사회화 경험 (Socialization and Health Experiences of Physical disabled Adults in Public Welfare Program)

  • 김정수
    • 수산해양교육연구
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    • 제28권1호
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    • pp.258-265
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    • 2016
  • This study was to describe and understand the experiences of the physical disabled adult attending in public welfare program. The interview data were collected from seven persons and analyzed by using descriptive phenomenology of Colazzi. The procedural steps were that described the phenomenon of interest, collected participants' descriptions of the phenomenon, extracted the meaning of significant statements, organized the meanings into them clusters, wrote exhaustive descriptions and then incorporated data into an exhaustive description. The finding in 129 re-statements, 63 constructed meanings, 35 themes, 13 theme clusters, and six categories were deduced. The six categories were 'Life patterns exclusive health', 'Powerlessness by physical disabilities', 'Social supports', 'Positive motivation', 'Seeking to be holistic health', and 'Sense of accomplishment'. The study identified that social welfare program for the disabled necessities for health, learning, economy and their future in success. Therefore, we suggest there may be a need for supplying professional program for their health and welfare.

튼튼이교실 프로그램이 초등학교 비만아동의 신체조성, 신체균형, 체력 및 건강증진행위에 미치는 효과 - 전남 목포시의 일 초등학교 학생들을 대상으로 - (The Effects of Child Health Program on Body Composition, Body Balance, Physical Fitness, Health Promotion Behavior among Obese Children)

  • 임은숙;고미자;강광순;한유정
    • 한국학교ㆍ지역보건교육학회지
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    • 제9권1호
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    • pp.17-31
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    • 2008
  • Objectives: The purpose of this study was to examine the effects of child health program on body composition, body balance, physical fitness, health promotion behavior in obese elementary school. Methods: They ranged from the third to fith grade with over 20% body fat ratio. The subjects consisted of 20 obese elementary school children who participated in child health program. The contents of the program for 12 weeks from contained obese education, counseling and music rope jump twice a week. The program lasted from Sep. 3 to Nov. 30, 2007. The data were analysed with SAS 8.2. Results: Muscle mass(z=2.86, p=0.028), skeletal muscle mass(z=2.56, p=0.008), and fat free mass(z=2.57. p=0.006) in body composition were significantly increased. right arm balance(z=4.12. p=0.001), left arm balance(z=2.96, p=0.010), and trunk balance(z=3.70, p=0.001), right leg balance(z=2.42 p=0.013) in body balance were also significantly increased. endurance(z=2.61. p=0.028), agility(z=3.43, p=0.006), flexibility(z=4.37, p=0.000), power(z=6.94, p=0.000) in physical fitness were significantly increased. Health promotion and behaviors were significantly increased(z=2.21. p=0.012). Conclusions: Child health promotion seemed to be useful for body composion, body balance. physical fitness and health promotion behavior.

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지적장애인을 위한 물리치료 선별검사와 관리: 스페셜올림픽 FUNfitness 중심으로 (Physical Therapy Screening and Management for Individuals with Intellectual Disability: Focus on the Special Olympics FUNfitness)

  • 이창렬
    • 대한물리의학회지
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    • 제19권2호
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    • pp.75-89
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    • 2024
  • PURPOSE: This study aims to review the FUNfitness program, conducted by physical therapists as part of the Special Olympics Athlete Health Promotion Program, to provide basic data for the health management of individuals with intellectual disabilities. METHODS: This study collected and organized materials related to the Special Olympics Athlete Health Promotion Program, as well as training manuals for FUNfitness. Additionally, it referenced activity reports of the FUNfitness program developed through the collaboration between the American Physical Therapy Association and the Special Olympics. RESULTS: The results of this study present the definition and composition of the Special Olympics Athlete Health Promotion Program, its objectives, the definition and design objectives of the FUNfitness program, the composition and evaluation procedures of the testing and assessment items, and recommendations for referral for additional physical therapy interventions following FUNfitness education. CONCLUSION: This article describes the importance of physical therapists understanding physical therapy screening and management for the health care of individuals with intellectual disabilities, emphasizing the need for their continuous interest in promoting the health of individuals with intellectual disabilities.

영양교육과 운동 중재가 일부 비만아동들의 신체활동과 식생활에 미치는 영향 (Effect of Nutrition Education and Exercise Intervention on Physical and Dietary Patterns of Some Obese Children)

  • 김명숙;최미숙;김기남
    • 대한지역사회영양학회지
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    • 제16권4호
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    • pp.426-438
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    • 2011
  • This study set out to investigate the effects of 16-week nutrition education and exercise intervention run by a public health center on the physical activities and dietary patterns of obese children at the before, after, and after one month point. After the program, the obese index of the obese children dropped by 5.9% from 38.4% to 32.5%. One month after the end of the program, their obese index increased by 1.4% to 33.9% (p < 0.001). The obese children's hours of walking of physical activities increased to 2.6 hours from 1.2 hours after the program and remained at the 2.6 hours range one month after the end of the program (p < 0.01). The total scores of their food habits increased to 10.4 points from 9.1 points after the program and 10.3 points one month after the end of the program with significant differences (p < 0.01). The total scores of their eating behavior made a significant increase to 6.5 points from 5.3 points after the program and then dropped to 5.9 points one month after the end of the program (p < 0.05). As for changes to their dietary pattern scores according to the obese index, only the food habits scores showed significant main effects of term (p < 0.05). According to these results, there is still a need to develop proper programs to help them increase regular exercise, improve their physical activities by cutting down time with TV, computer, Internet, and video games, and enhance their nutritional knowledge and to provide them with ongoing management and guidance until the improved food habits and eating behavior become part of their habits.

고등학교 물리I의 개별학습을 위한 컴퓨터 프로그램의 개발 (A Development of Computer Program for High School Physics I)

  • 김창식
    • 한국과학교육학회지
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    • 제6권2호
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    • pp.1-7
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    • 1986
  • The summary of the distinguishing features of the program(developed In this research) 1. For the high school physics 1, total of 67 kinds of physical concepts. 31 of physical low. 84 of equations. 23 of units, and 191 of new sample problems were imputed (in the data file) 2. Physical concepts, lows, equations, and units could be studied by chapter 3. Among 191 of sample problems, the user can choose his own set of problems according to chapters and difficulties. 4. The content, a set of problems chosen, and a result for test will be printed for a hard copy. 5. An extra effect was done to use same character for physical quantities as in a text book.

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마이크로비트 기반의 창의 컴퓨팅 교육 프로그램 개발 (The Development of A Micro:bit-Based Creative Computing Education Program)

  • 구덕회;우석준
    • 정보교육학회논문지
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    • 제22권2호
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    • pp.231-238
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    • 2018
  • 소프트웨어 교육이 교육 현장에서 다루어지기 시작했지만 현장 교사가 활용할 수 있는 피지컬 컴퓨팅 교구 및 수업 가이드라인이 부족한 실정이다. 따라서 본 연구에서는 마이크로비트라는 피지컬 컴퓨팅 교구를 활용한 창의 컴퓨팅 교육 프로그램을 제시하였다. 교육 프로그램에 적용된 동시따응발(MDIAP) 교수학습모형은 동기 유발, 시연하기, 따라하기, 응용하기, 발표하기의 5단계로 구성되었다. 교수-학습 과정은 마이크로비트의 기본 센서와 추가적인 센서, 구동장치를 활용한 메이커 학습으로 구성하여 나선형으로 제시하였다. 이러한 일련의 교수 학습 활동을 통하여 학생들의 창의 컴퓨팅 사고력을 키울 수 있을 것으로 기대한다.