• 제목/요약/키워드: Supplementary Education

검색결과 292건 처리시간 0.027초

발견을 통한 순열과 조합 지도방안 연구 (The study of instruction on permutation and combination through the discovery method)

  • 김미정;김용구;정인철
    • 한국수학교육학회지시리즈A:수학교육
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    • 제48권2호
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    • pp.113-139
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    • 2009
  • In this study, we apply the discovery method in the instruction of Permutation and Combination, and examine the effect upon the student's emotion after the instruction change. The research progressed through the instruction by the discovery method for two students of highschool Y. This research has been done for about one and half year from November 2006 to February 2008. We draw our research results through a series of processes consisted of videotaping a classroom activities, recording interview details and writing an observation diary, with the aim of the experimental instruction. In the end, we get to the conclusion that students showed a strong positive attitude on the discovery instructional method and that diverse discovery method has supplementary relation in classwork.

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360° 3D 파노라마 기술을 적용한 VFT 개발 및 효과 (Development and Effects of Virtual Geological Field Trip Program using 360° 3D Panorama Technique)

  • 김희수
    • 대한지구과학교육학회지
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    • 제8권2호
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    • pp.193-205
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    • 2015
  • In this study, a Virtual geological Field Trip(VFT) learning program using 3D panorama virtual reality techniques was developed to learn about the Gongju city 7 area located in Chungcheongnam-do, Korea. The developed $360^{\circ}$ 3D VFT program can show every face of observational points and interact as zoom-in, zoom-out and image rotation. For the educational effects of the materials, it is provided with a compass, a protractor, enlarged images, pop-up windows, etc.. The program was applied to the class of 35 gifted students in middle school to investigate the effectiveness of the program. The results showed that positive responses of the students were 90% or more. When geological field trip problems like cost, safety, distance occur in geological learning procedure of middle school science, this VFT program can become as a supplementary learning material and a solution.

수학 게임을 활용한 복습 활동이 학생의 수학적 성향에 미치는 영향 (Effects of Content Reviews using Mathematical Games on Students' Mathematical Disposition)

  • 장명석;노지화
    • East Asian mathematical journal
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    • 제38권4호
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    • pp.517-532
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    • 2022
  • This study looked at how content reviews with mathematical games in class would influence the mathematical disposition of middle school students. In doing so, three games adapted from prior research were used as a supplementary instruction after school hours over three months. The mathematical topics of the games involved concepts of probability and trigonometry at the middle school level. The results of the pre- and post-survey on mathematical disposition indicate that incorporating mathematical games appeared to have some positive impacts on whether students might be more eager to learn mathematics and actually put more effort in learning materials.

역량으로서의 '패션 감각'의 개념적 정의를 위한 탐색적 연구 (An Exploratory Study on Defining the Concept of 'Fashion Sense' to Identify Competencies)

  • 이고은;이윤정
    • 한국의류학회지
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    • 제42권4호
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    • pp.639-656
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    • 2018
  • The term fashion sense is used in everyday conversations by consumers to refer to the ability of people who dress well in attractive ways or to refer to the competencies or expertise of fashion professionals. Despite the frequent use of the term, its concept has rarely been explored systematically. In this study, we performed in-depth interviews with 14 fashion experts to clarify the concept of fashion sense. The core elements of fashion sense were explored based on the interview results. As a result, twelve core elements were identified that included visual ability, aesthetic experience, aesthetic recognition ability, intuition, self-consciousness, self-efficacy, fashion experience, involvement in fashion, creativity, innate sense, environmental support, and development due to education. In addition to these twelve core elements, 42 supplementary elements were identified. This study is to help initiate an academic discussion of the concept of fashion sense as a competency that fashion experts should develop. The findings of this study can provide practical and educational implications for the fashion industry and academia.

수업용 CD-ROM 제작 및 이를 적용시킨 효과적인 학습지도안 개발 -중학교 1학년 가정 한복 입기를 중심으로- (The Production of CD-ROM for the Class and the Development of Effective Master Plan Applied by It -In the Point of Wearing Korean Traditioinal Costume for First Grade of Junior Middle School Students in Home Economics Teaching-)

  • 이은선;김병미
    • 한국가정과교육학회지
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    • 제11권2호
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    • pp.13-26
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    • 1999
  • The goals of this research are for producing and optimizing the CD-ROM, effective and practical Teaching-Learning method. It consists of Wearing Korean Traditional Costume for the First Grade of Middle School Students in Home Economics Teaching. This research’s summarization is following. First, the multi-media material. CD-ROM making use of Powerpoint. Wearing Korean Traditional Costume, is produced to help the students learn the difficult contents in terms of video and audio. Second, it is introduced the model of Open Education for increasing the efficiency of class. Third, it is developed to proceed the class with the CD-ROM and small group study of place activity. Fourth, it helps students concentrate on the class with proper sound effect whenever the slide films are changed. And it helps to link the web sites related to Korean Traditional Costume. Finally, another kinds of suggestions are following. The effective verification of this software that is tested and applied at the field for a given period will be necessary. And, it is necessary to upgrade for the CD-ROM and the supplementary teaching materials in Korean Traditional Costume education.

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초등과학 '작은 생물의 세계' 단원에 대한 STEAM 프로그램 개발 및 적용 효과 (The Development and Application Effects of STEAM Program about 'World of Small Organisms' Unit in Elementary Science)

  • 최영미;홍승호
    • 한국초등과학교육학회지:초등과학교육
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    • 제32권3호
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    • pp.361-377
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    • 2013
  • The purposes of this study were to develop STEAM teaching materials about 'world of small organisms' unit on elementary science education and to apply lesson using them for the 5th and 6th graders. Compared to other STEAM programs studied previously, the STEAM teaching materials of this study includes students' STEAM, teachers' guide, story-telling books and multimedia teaching aids consisted of practical resources to manage STEAM lessons. The whole program was designed from multidisciplinary integration to extradisciplinary integration through activities making creative products, meanwhile each period had discretionary S, T, E, A, M factors specifically. To examine the effects of integrated lesson on scientific knowledge, process skills, and affective domain, the study subjects were divided into two groups. The experimental group was composed of 69 individuals participated in STEAM lesson, while students of the control group were 67 individuals learned through general learning methods. The developed STEAM teaching materials affected significantly on scientific knowledge and affective domain of elementary school students, but process skills were not increased significantly. In the present study, therefore, the approach applying STEAM education could be suggested as alternative learning materials or supplementary teaching materials at the field of small organisms in elementary science sufficiently.

The cooperation of Industrial Education and Engineering Education in Japan -A look at university entrance examinations and curricula developed especially for graduates of technical high schools-

  • Sato Takashi;Ohkawa Hideo;Goda Masaki;Maruyama Takeo;Hasegawa Tomiichi;Sengoku Masakazu
    • 공학교육연구
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    • 제8권2호
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    • pp.84-90
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    • 2005
  • 일본의 공업고등학교 졸업생들은자신의 전공 영역에서는 충분한 기능을 보여줄 수 있을지라도 국립대학 입학을 위한 시험을 통과하기에는 어려운 실정이다. Niigata대학, Nagasaki 대학 그리고 Toyama 대학의 공학부 교수들은 대학 입학 시험을 위한 과제를 마련하기 위하여 1994년부터 공동으로 노력을 기울이고 있으며, 학생들의 교육적 배경과 필요에 부합하는 일반 교육과정을 설치하고 보충수업을 제공하고 있다. 이러한 프로젝트가 공식적으로는 1999년 종료되었지만 Niigata 대학에서 계속적으로 진행되고 있다.

기초 과학 원리 이해를 위한 기능성 게임의 활용: 사이언스 히어로즈 게임 개발의 사례 (Application of Serious Games for Science Education in Elementary/Middle Schools: A case of Science Heroes Game Development)

  • 백승호;박지영;지형근;한정현
    • 한국게임학회 논문지
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    • 제14권6호
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    • pp.89-98
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    • 2014
  • 본 논문에서는 초등학생, 중학생의 기초 과학 원리의 이해를 위한 기능성 게임의 활용과 그 결과에 대해 기술한다. 우리는 기능성 게임을 통한 자연스러운 과학 원리의 체득을 위하여 초등학교 3~6, 중학교 1~3학년의 과학 교육과정을 분석하여 게임에 적합한 학습 콘텐츠 및 커리큘럼을 구성하였다. 이렇게 작성된 커리큘럼을 바탕으로 과학 교육용 기능성 게임 '사이언스 히어로즈'을 개발함으로써 실제 교육현장에서 추상적, 시간-공간적인 이유로 학습이 어려운 부분에 대해 교수-학습 과정을 도울 수 있도록 하였다. 본 연구에서는 개발된 게임에 대해 현직 과학 교과 교사들의 기능성 게임 평가 테스트를 수행하여 본 게임을 통한 실제 교육현장으로 적용 가능성 및 보완점을 알아보았다.

초등 수학 교과서에서 스토리텔링에 대한 효과 (An effect of storytelling in elementary mathematics textbooks)

  • 안병곤
    • 한국초등수학교육학회지
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    • 제18권1호
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    • pp.19-35
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    • 2014
  • 본 연구는 수학 교과서에서 스토리텔링의 효과를 알아보기 위해, 초등학교 3~4학년 군 수학 교과서를 실험하고 있는 실험학교 중에서 3개교를 택하여 교사와 학생을 대상으로 설문지 조사를 하였다. 조사 결과, 교사들은 교과서의 스토리텔링에 대하여 전반적으로 긍정적인 인식을 하고 있었다. 특히 스토리텔링이 학습 동기유발이나 의사소통과 수학내용의 학습지도에 상당히 도움이 된다고 하였다. 또 학생들도 수학 교과서의 스토리텔링에 대하여 전반적으로 긍정적인 반응을 보였고, 특히 3학년 학생들이 4학년보다 더 긍정적이었다. 구체적으로 수업에서 스토리텔링은 재미있다, 학원공부와 다르다는 내용에 상당히 긍정적이었다. 그러나 하위수준의 학생들은 변화가 없어 스토리텔링의 도입의 의도와 차이가 있어 이에 대한 대책이 필요해 보였다.

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델파이법을 이용한 천연염색에 관한 기초연구 (제2보) -천연염색의 당면과제와 전망과의 관계 중심으로- (A Preliminary Study on Natural Dyeing by a Delphi Method (Part II) -With the Focus of Key Issues and the View-)

  • 노의경;유명님
    • 한국의류학회지
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    • 제30권1호
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    • pp.31-37
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    • 2006
  • The purpose of this study was to value the present condition of natlwal dyeing, to forecast needs in natural dyeing world and to off the preliminary data on future direction of research and enhancement plan. The three-round Delphi tests were performed with 36 professional in the academic, the industrial, and the art world. The result of the study is as follows: Factor analysis showed the troubles were classified into 4 categories; 'dyeing', 'basis', 'industry' and 'consumer and environment'. Supplementary measures and future direction research 3categories; 'development', 'education' and 'mass production' And commercialization. popularization 2 categories; 'commercialization' and 'popularization'. 'Dyeing' is correlated with 'mass production', 'basis' with 'education' and 'education' with 'commercialization' and 'popularization'. The engaged period in natural dyeing world is longer, professionals were more concerned about 'consumer and environment' The most influential element of the present question in the view is 'education'.