• 제목/요약/키워드: Problem Solving Environment

검색결과 663건 처리시간 0.027초

엑셀의 활용이 일차함수 문제해결에 미치는 효과 (The Effects on Problem Solving of Linear Function Using Excel)

  • 이광상;조민식;류희찬
    • 대한수학교육학회지:학교수학
    • /
    • 제8권3호
    • /
    • pp.265-290
    • /
    • 2006
  • 본 연구의 목적은 엑셀의 활용이 일차함수의 문제해결에 어떤 영향을 미치는가를 알아보는데 있다. 엑셀을 활용한 교수실험 전과 후에 학생들의 함수에 관한 문제해결에서의 변화를 알아보기 위해 사전 사후 문제해결검사를 실시하였다. 문제해결검사 분석은 정확한 과정-대상관점, 근접한 과정-대상관점, 부정확한 과정-대상관점으로 범주화해 이루어졌다. 문제해결검사 분석 결과, 교수실험에 참여한 학생들 모두 일차함수에 관한 문제해결관점이 바람직한 방향으로 변화되었다. 엑셀을 활용한 탐구학습환경이 지필환경의 제한점을 보완할 수 있다는 시사점을 도출하였다.

  • PDF

The Relationship between Metacognition, Learning Flow, and Problem-Solving Ability of Dental Hygiene Students

  • Soo-Auk Park
    • 치위생과학회지
    • /
    • 제23권4호
    • /
    • pp.271-281
    • /
    • 2023
  • Background: This study aims to improve dental hygiene education by investigating the relationship between metacognition, learning flow, and problem-solving abilities in dental hygiene majors. Methods: A survey was conducted on 2nd to 4th-year students from dental hygiene programs, with 132 responses analyzed. Data analysis involved t-tests and ANOVA to examine the differences in metacognition, learning flow, and problem-solving abilities based on the general characteristics. Multiple regression analysis was employed to investigate the factors influencing the dependent variable, which is problem-solving abilities. The collected data were analyzed using SPSS. Results: First, when comparing metacognition, learning flow, and problem-solving abilities based on the general characteristics of the study participants, statistically significant differences were observed in common factors such as major satisfaction, subjective academic performance, GPA (grade point average), and reason for major choice (p<0.05). Second, it was found that there is a significant positive correlation between metacognition, learning flow, and problem-solving abilities in dental hygiene students (r≥0.79, p<0.05). In other words, higher levels of metacognition and learning flow were associated with better problem-solving abilities. Third, factors influencing problem-solving abilities were identified, with both metacognition and learning flow having a statistically significant positive impact. It was also noted that metacognition had a greater influence on problem-solving abilities compared to learning flow (adjusted R2=0.815, p<0.05). Conclusion: To enhance the core competency of problem-solving abilities, it is essential to improve metacognition and learning flow. To enhance metacognition and promote learning flow, strategies such as goal setting, utilizing effective learning methods, boosting self-efficacy, managing the learning environment, choosing activities that foster immersion, stress management, self-assessment and feedback integration, improving focus, and utilization a variety of learning experiences will be necessary.

ICT를 활용한 家政科 Web기반 문제해결 학습환경의 개발 (Development of a Web Based Learning Environment for Problem Solving using ICT in Home Economics Education)

  • 박미정;채정현
    • 대한가정학회지
    • /
    • 제40권7호
    • /
    • pp.69-82
    • /
    • 2002
  • The objective of this study was to develop a Web based learning environment for Home Economics Education(HEE) using ICT (Information & Communication Technology). For the study, the following procedures were performed: 1) the review of literature, 2) development of teaming environment and questionnaires based on Web for HEE using ICT. The Web based learning environment was investigated and designed, and evaluated by the users. The problems indicated through the evaluation were revised and complemented. In addition, 13 sets of Learning questionnaires, which were verified using the same procedure as above, were developed to provide problem solving ability through the Web based learning environment. Learning environment based on the Web entitled "Together with the classroom of HEE" has a main menu, which is composed of rooms for HEE, students, teachers, various topics, recommendation sites, chatting, and e-mail. A room for HEE, in which teaming activity mainly occurs by following the sequences of learning procedures, includes other sub-rooms for the guidance of Loaming, discussion, directories for reference, question and answer, submission of homework, evaluation, and an encyclopedia. Therefore, this study implicates: 1) achievement of teaming environment using the ICT mainly made by students who solve problems closely related to daily life, 2) development of practical learning questionnaires fitted in the present state, 3) preparation for the curriculum. Finally, from this study, I suggested that further studies are needed to develop models for learning, interaction between students and teachers, and the learning materials under the Web based loaming environment.

프로그래밍언어가 문제해결학습에 미치는 영향 고찰 (Can Computer Programming Enhance Problem Solving Skills \ulcorner)

  • 곽은순
    • 한국컴퓨터정보학회논문지
    • /
    • 제3권2호
    • /
    • pp.37-44
    • /
    • 1998
  • 본 연구는 프로그래밍이 문제해결학습에 미치는 효과를 문헌을 통해 조사하고 있다. 컴퓨터는 이제껏 타매체가 실현하지 못했던 분석적인 사고를 함양하는 것으로 알려져 있다. 특히 프로그래밍을 하면서 자신의 사고 과정에 주목하게 됨으로서 문제해결수업에 가장 적절한 매체로 주목받고 있다. 그러나 실제로 이를 뒷받침할 현장 검증 자료가 산출되지않은 상황에서 이 가정을 검토하기 위해 프로그래밍의 특성과 문제해결학습의 공통분모를 검토하고 학교 현장에서 위의 전제를 실현시키기 위한 교육과정의 개선을 제시하고 있다.

  • PDF

Exploring the effects of unplugged play for children aged 3, 4 and 5 - Based on Bee-bot -

  • Kwon, Un-jou;Nam, Ki-won;Lee, Ji-hyun
    • International Journal of Advanced Culture Technology
    • /
    • 제8권2호
    • /
    • pp.239-245
    • /
    • 2020
  • With the recent revised curriculum, the importance of exploring children's play through new teaching media is increasing in kindergarten. In this study, it is to use the robot 'Bee-bot' for early children to uncover the changes that children have through free exploration and play. As a result of comparing the change of scientific problem-solving ability of 3, 4, and 5-year-olds, there were significant changes in all three sub-elements. We propose to us scientific problem-solving ability test tools, propose and apply ideas for problem-solving, conclusion on problem-solving Building. Through this, it was found that unplugged play using 'Bee-bot' is meaningful as a play environment and as a teaching medium for children aged 3, 4 and 5 years old.

이차함수와 타원의 문제해결 지도를 위한 멀티미디어 학습자료 개발 (Development of Instructional Models for Problem Solving in Quadratic Functions and Ellipses)

  • 김인수;고상숙;박승재;김영진
    • 대한수학교육학회지:수학교육학연구
    • /
    • 제8권1호
    • /
    • pp.59-71
    • /
    • 1998
  • Recently, most classrooms in Korea are fully equipped with multimedia environments such as a powerful pentium pc, a 43″large sized TV, and so on through the third renovation of classroom environments. However, there is not much software teachers can use directly in their teaching. Even with existing software such as GSP, and Mathematica, it turns out that it doesn####t fit well in a large number of students in classrooms and with all written in English. The study is to analyze the characteristics of problem-solving process and to develop a computer program which integrates the instruction of problem solving into a regular math program in areas of quadratic functions and ellipses. Problem Solving in this study included two sessions: 1) Learning of basic facts, concepts, and principles; 2) problem solving with problem contexts. In the former, the program was constructed based on the definitions of concepts so that students can explore, conjecture, and discover such mathematical ideas as basic facts, concepts, and principles. In the latter, the Polya#s 4 phases of problem-solving process contributed to designing of the program. In understanding of a problem, the program enhanced students#### understanding with multiple, dynamic representations of the problem using visualization. The strategies used in making a plan were collecting data, using pictures, inductive, and deductive reasoning, and creative reasoning to develop abstract thinking. In carrying out the plan, students can solve the problem according to their strategies they planned in the previous phase. In looking back, the program is very useful to provide students an opportunity to reflect problem-solving process, generalize their solution and create a new in-depth problem. This program was well matched with the dynamic and oscillation Polya#s problem-solving process. Moreover, students can facilitate their motivation to solve a problem with dynamic, multiple representations of the problem and become a powerful problem solve with confidence within an interactive computer environment. As a follow-up study, it is recommended to research the effect of the program in classrooms.

  • PDF

일상적 창의성과 문제해결능력의 관계에서 공학계열 대학생의 팀워크역량과 자기주도학습력의 이중매개효과 분석 (Analysis of Dual Mediation Effect of Teamwork Competence and Self-Directed Learning Ability between Daily Creativity and Problem Solving Ability of Engineering Students)

  • 배성아;옥승용;노수림
    • 공학교육연구
    • /
    • 제23권6호
    • /
    • pp.17-26
    • /
    • 2020
  • In this paper, the effect of daily creativity of engineering students on problem-solving ability is addressed through the dual mediating effect of teamwork competency and self-directed learning ability. To this end, a regression-based statistical mediation analysis has been performed on the dual mediation model in which daily creativity and problem solving ability were treated as independent and dependent variables respectively, and teamwork competence and self-directed learning ability were included as mediation variables. The analysis result confirmed that the daily creativity has direct effect on the problem-solving ability, as well as indirect effects through teamwork competence and self-directed learning ability. In particular, the serial mediating effect of teamwork competency and self-directed learning ability was also confirmed to be statistically significant in the relationship between daily creativity and problem-solving ability. This verifies that problem-solving ability can be improved not only directly by improving daily creativity but also indirectly by improving teamwork competence and self-directed learning ability. In addition, teamwork competency showed greater indirect effect on problem-solving ability than self-directed learning ability, so increasing teamwork competency has a more significant effect on improving problem-solving ability than increasing self-directed learning ability. Therefore, in order to develop better problem-solving ability, it is necessary to identify and improve the learners' teamwork competency first and to strive to create an environment where learners can solve problems based on mutual trust with their teammates.

Blended Learning 환경에서 문제해결력 강화를 위한 스토리텔링 교수학습 모형 개발 (Development of an Storytelling Instructional Model for promoting problem-solving ability in a Blended Learning Environment)

  • 강문숙;김석우
    • 수산해양교육연구
    • /
    • 제25권1호
    • /
    • pp.12-28
    • /
    • 2013
  • The purpose of this study was to develop storytelling Instructional model for promote problem-solving in a Blended learning Environment. To achieve the purpose, the study was performed by dividing into two stages. First, the draft of storytelling Instructional model was proposed by performing a literature survey and a case study. Second, the draft model was applied to the actual work. And the draft was modified and developed to the final model on the basis of the draft model's strength and implemented to 28 students who were the sophomore of child care education department and enrolled the profession class of at S University for 6 weeks. From the implementation result of the model, it was obtained that there was the positive reaction on applying storytelling technique to the beginning stage of learning. Instructional model storytelling consists phases Preparing to perform Storytelling, Building the team and role sharing team, Problem providing, Planning for problem solving, Brend Story structuralization, Cooperative Learning and Problem solving, announcement of the results and evaluating and reflection of general. And then learning supporting components for a facilitator and a learner were prepared for each process. Established in a Blended learning Environment was created based on all-line, how to teach and learning supporting organization. Final Model was suggested as a blueprint for stages actual learning which was consisted of a introductory storytelling part, an main storytelling part and a post storytelling part.

인지적 도제 방법을 적용한 웹 기반 문제해결학습 환경 설계 및 구현 (The Design and Development of a Web-based Learning Environment for Problem-Solving Applying Cognitive Apprenticeship)

  • 이철희;조미헌
    • 컴퓨터교육학회논문지
    • /
    • 제8권5호
    • /
    • pp.85-95
    • /
    • 2005
  • 정보화된 사회, 지식기반 사회에서는 단순히 암기식 지식보다는 정보를 활용하여 문제 상황에 융통성 있게 대처할 수 있는 문제해결 능력이 더 가치 있는 것으로 여겨지고 있다. 이와 같은 사회적 요구에 따라 교수-학습 방법 역시 다양한 변화를 시도하고 있는데 특히, 웹의 장점을 활용하여 문제해결 능력을 신장시키고자 하는 연구가 활발히 이루어지고 있다. 보다 효과적인 문제해결학습 환경을 설계하기 위해서는 해결하고자 하는 문제 상황과 관련된 기본 지식이나 문제해결전략 등을 익힐 수 있도록 도와주는 교수설계 방안이 모색될 필요가 있다. 이에 본 연구에서는 문제해결의 단계를 분류하고, 각 단계별 문제해결 방법을 익힐 수 있도록 구성주의적 학습환경, 특히 인지적 도제 방법을 적용한 웹 기반 문제해결학습 환경을 설계하고 구현하였다. 본 학습 환경은 교실수업과 온라인 사이버 학습을 연계한 학습방안으로 활용될 수 있다.

  • PDF

원격 수업환경에서 자기주도학습능력이 문제해결력을 매개로 흥미수준에 미치는 영향 탐구 (A Study on the Mediating Effect of Self-Directed Learning Ability on Interest Level through Problem-Solving Ability in Distance Learning Environment)

  • 남선우
    • 기독교교육논총
    • /
    • 제72권
    • /
    • pp.205-223
    • /
    • 2022
  • 연구 목적 : 본 연구의 원격 수업환경에서 흥미수준에 대한 자기주도학습 능력의 영향을 문제해결력이 매개하는지 탐색하기 위해서 수행되었다. 연구 내용 및 방법 : 본 연구는 경기도에 위치한 A대학교의 기독교교육과와 유아교육과 학생 64명을 대상으로 했다. 연구를 위해서 흥미수준, 자기주도학습 능력, 문제해결력을 설문을 통해서 자료를 수집했다. 수집된 자료는 SPSS Macro 및 부트스트래핑(bootstrapping)방법을 활용해 흥미수준에 대한 자기주도학습 능력의 영향에 대한 문제해결력의 매개 효과를 분석했다. 그 결과, 흥미수준에 대한 자기주도적학습 능력은 .651 수준에서 정적인 영향이 있는 것으로 나타났으며, 매개변인인 문제해결력을 포함시킨 2단계에서 자기주도학습 능력의 영향이 .543으로 낮아졌으며, 문제해결력의 영향은 .360 수준으로 나타났다. 결론 및 제언 : 이와 같은 결과를 볼 때, 흥미 수준에 대한 자기주도학습 능력의 영향을 문제해결력이 매개하는 것으로 판단할 수 있다. 이와 같은 연구 결과를 통해 원격수업에 있어서 문제해결력 지원을 통해 흥미수준을 향상할 수 있는 시사점을 제시할 수 있다.