• 제목/요약/키워드: beginner students

검색결과 39건 처리시간 0.022초

초등교사의 경력에 따른 언어적 상호작용 분석 - '우리 몸의 구조와 기능' 단원을 중심으로 - (Analysis of Verbal Interaction according to the Career of the Elementary Teachers - Focused on the 5th Grade Unit of the Function and Structure of Our Body -)

  • 박현정;권석원;신동훈
    • 한국초등과학교육학회지:초등과학교육
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    • 제38권3호
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    • pp.305-316
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    • 2019
  • Most research on verbal interaction in school has used general frameworks, not including general sense that encompass 'elementary' and 'science'. Considering the current framework, we developed a new framework containing items such as safety and science terms. In this study, we compared 2 beginner teachers and 2 career teachers using new frameworks. After preliminary experiments, we recorded 4 classes per each person and recorded all interaction. It was revealed that the career teachers shows more convergent question and agreement to students. And in experimental class the career teachers give more attention for safety. This study may present that it is necessary for beginner teachers to be trained focusing differences.

수준별 과제 학습지의 구안과 학습자 자신의 선택에 의한 자기 주도적 학습이 수학과 학업성취에 미치는 영향 (The Effect of Self-directed Learning by Self-selecting of the Level Tasks for the Students' own Level on Achievement in Mathematics)

  • 노영순;윤희송
    • 한국수학교육학회지시리즈A:수학교육
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    • 제39권1호
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    • pp.11-20
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    • 2000
  • Compared with other subjects, mathematics has great differences in achievement. In hope of solving this problems, most schools the level-movement learning. Although they say it may have some effect because of its homogeneous group, the level groups still have differences in achievement in their students abilities. So, this study aims to present an appropriate tasks for the advanced intermediate and beginner groups and to help self-directed learning by selecting an appropriate tasks for the students' own level. To achieve thiese goals, a great deal of level tasks were developed and given to the students. After lettins them an select appropriate tasks for their own level and perform self-directed teaming, the tasks were measured carefully for their interest attitude and achievement in learning. Consequently, we tried a new method to improve uniformity and to turn teacher-centered learning into student-centered teaming. The following is the conclusion to this study. First self-directed teaming based on the selection of level tasks has meaningful effects on learning achievement in mathematics, especially for the beginner group. Second though the above method did not improve an interest for mathematics, but was very effective in the improvement of learning attitudes.

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수준별 과제 학습지 구안 적용이 수학과 학업성취에 미치는 영향 (The Effect of Self-directed Learning based on the Selection of Level Tasks on Achievement in Mathematics)

  • 윤희송
    • 한국학교수학회논문집
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    • 제2권1호
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    • pp.157-166
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    • 1999
  • Compared with other subjects, mathematics has great differences in achieve-ment. In hope of solving this problems, most schools try the level-movement learning. Although they say it may have some effect because of its homogeneous group, the level groups still have differences in achievement in their students abilities. So, this study aims to present an appropriate tasks for the advanced, intermediate and beginner groups and to help self-directed learning by selecting an appropriate tasks for the students' own level. To achieve thiese goals, a great deal of level tasks were developed and given to the students. After lettins them an select appropriate tasks for their own level and perform self-directed learning, the tasks were measured carefully for their interest, attitude and achievement in learning. Consequently, we tried a new method to improve uniformity and to turn teacher-centered learning into student-centered learning. The following is the conclusion to this study. First, self-directed learning based on the selection of level tasks has meaningful effects on learning achievement in mathematics, especially for the beginner group. Second, though the above method did not improve an interest for mathematics, but was very effective in the improvement of learning attitudes.

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멘토링을 통한 초임중등과학교사의 수업에서의 교사.학생 상호작용 변화 분석 (An Analysis of Change in Beginner Science Teacher's Classroom Interaction through Mentoring Program)

  • 남정희;이순덕;임재항;문성배
    • 한국과학교육학회지
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    • 제30권8호
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    • pp.953-970
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    • 2010
  • 이 연구의 목적은 초임중등과학교사의 수업에서 교사와 학생 사이에 일어나는 상호작용을 상호작용 요소와 유형으로 나누어 그 특징을 알아보고 이들이 멘토링을 통해 어떻게 변화해 가는지 알아보기 위한 것이다. 이를 위해 교직경력이 3년 이하인 초임중등과학교사 3명을 멘티교사로 선정하고, 교과교육분야에서 전문성이 있는 대학원에서 석사 박사과정에 있는 12년 이상의 경력교사를 멘토교사로 선정하였다. 초임중등과학교사의 교수기술의 전문성 발달을 위해 수업계획안 작성, 수업실행 전후 저널 작성, 수업 실행, 멘티 멘토의 1대1 멘토링 협의회, 멘토교사의 수업관찰 등으로 구성된 협력적 멘토링 프로그램을 개발하여 초임교사들에게 5회 적용하였다. 초임중등과학교사의 수업에서 교사와 학생 사이의 상호작용은 수업 녹화 동영상과 녹화 동영상 전사본을 상호작용 시작의 주체, 교사 질문의 형태, 학생 응답의 형태, 교사 피드백의 형태로 범주화된 수업 분석틀에 따라 상호작용 요소와 상호작용 유형으로 나누어 멘토링 실시전인 1차시와 멘토링을 4회 실시한 후인 5차시를 분석을 통해 알아보았다.이 연구 결과 초임중등과학교사의 수업에서 교사와 학생 사이의 상호작용은 교사에 의해 주도되며 교사 질문의 형태는 단순확인 질문이, 학생 응답의 형태는 단답응답이, 교사 피드백의 형태는 즉각피드백이 주를 이루어 학생들의 사고유발이 촉진되지 못하는 것으로 나타났다. 또한 상호작용 유형 역시 교사의 질문(Initiation)에 대한 학생의 응답(Response)에 교사가 즉각피드백(feedback)을 사용하는 단순 IRF형이 주를 이루어 학생들의 사고작용이 활성화되지 못하는 것으로 나타났다. 4회 협력적 멘토링이 실시된 후에 초임중등교사들의 수업에서 학생과의 상호작용에 나타나는 상호작용 요소는 학생에 의해 상호작용이 시작되는 경우가 증가하였으며, 교사 질문의 형태는 사고질문이 증가하였다. 학생 응답의 형태는 설명이나 질문 응답 비율이 증가하였으며, 학생의 응답에 대한 교사의 피드백은 지연피드백의 사용 비중이 높아져 학생들이 상호작용에 적극적으로 참여하며, 상호작용 과정에서 학생들의 사고가 활성화되는 것으로 분석되었다. 또한 상호 작용 유형은 교사의 질문(I)에 대한 학생의 응답(R)과 교사 피드백(F)의 반복 횟수가 다양한 복합적인 I(RF)n형으로 변화하였다. 4회 협력적 멘토링 과정을 거치면서 초임중등과학 교사들의 교수기술이 상호작용 요소와 유형에서 학생들의 사고작용을 촉진 활성화시킬 수 있도록 발달하는 것으로 분석되었다.

Hints-based Approach for UML Class Diagrams

  • Sehrish Abrejo;Amber Baig;Adnan Asghar Ali;Mutee U Rahman;Aqsa Khoso
    • International Journal of Computer Science & Network Security
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    • 제23권7호
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    • pp.9-15
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    • 2023
  • A common language for modeling software requirements and design in recent years is Unified Modeling Language (UML). Essential principles and rules are provided by UML to help visualize and comprehend complex software systems. It has therefore been incorporated into the curriculum for software engineering courses at several institutions all around the world. However, it is commonly recognized that UML is challenging for beginners to understand, mostly owing to its complexity and ill-defined nature. It is unavoidable that we need to comprehend their preferences and issues considerably better than we do presently to approach the problem of teaching UML to beginner students in an acceptable manner. This paper offers a hint-based approach that can be implemented along with an ordinary lab task. Some keywords are highlighted to indicate class diagram components and make students understand the textual descriptions. The experimental results indicate significant improvement in students' learning skills. Furthermore, the majority of students also positively responded to the survey conducted in the end experimental study.

Hints based Approach for UML Class Diagrams

  • Sehrish Abrejo;Amber Baig;Adnan Asghar Ali;Mutee U Rahman;Aqsa Khoso
    • International Journal of Computer Science & Network Security
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    • 제24권6호
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    • pp.180-186
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    • 2024
  • A common language for modelling software requirements and design in recent years is Unified Modeling Language (UML). Essential principles and rules are provided by UML to help visualize and comprehend complex software systems. It has therefore been incorporated into the curriculum for software engineering courses at several institutions all around the world. However, it is commonly recognized that UML is challenging for beginners to understand, mostly owing to its complexity and ill-defined nature. It is unavoidable that we need to comprehend their preferences and issues considerably better than we do presently in order to approach the problem of teaching UML to beginner students in an acceptable manner. This paper offers a hint based approach that can be implemented along with an ordinary lab task. Some keywords are heighted to indicate class diagram component and make students to understand the textual descriptions. The experimental results indicate significant improvement in students learning skills. Furthermore, majority of students also positively responded to the survey conducted in the end experimental study.

대학 L2 글쓰기에서 번역기 사용은 필요한가?: 타당성에 대한 초급반 학습자의 인식 (Translator-Assisted L2 Writing, Necessary or Not?: Beginner University Learners' Perceptions of Its Validity)

  • 김경란
    • 디지털융복합연구
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    • 제18권6호
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    • pp.99-108
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    • 2020
  • 본 연구는 초급반 L2 쓰기 수업에서 번역기의 사용 현황을 조사하고, 그들이 응답한 번역기의 필요성, 신뢰도, 한계를 통해 그 타당성을 조명하고자 했다. 대학에서 초급 L2 수업을 수강한 117명의 학생이 설문조사에 참여했고, 그 가운데 11명은 추가적으로 실시된 심층면접에서 응답 내용을 설명했다. 수집된 자료에서 쓰기 수업에 활용된 번역기의 신뢰 정도, 효과, 사용 범위 등에 대한 다양한 관점들이 제시되었다. 응답자의 76.1%가 쓰기 활동에서 나름대로의 방법과 목적을 가지고 번역기를 사용하고 있었다. 그들은 번역기를 통해 부족한 영어 능력을 보완했고, 그 과정에서 수업참여의 동기와 자신감이 고취되었다고 설명했다. 반면에, 학생들은 부정확한 기계번역을 검토와 수정이라는 중요한 학습 과정을 생략한 채 그대로 옮겨 쓰게 된다면 학습 효과도 없을 뿐 아니라 표절행위가 될 수 있음을 지적했다. 그럼에도 불구하고 번역기는 이 시대에 새롭게 등장한 효율적인 학습 도구이며 효과적이고 완성도 있는 글쓰기를 위해 활용될 가치가 있는 것으로 나타났다.

A Case Study of Puzzle Solving Applied to Programming Practice

  • Kang, Dae-Ki
    • 공학교육연구
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    • 제13권2호
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    • pp.3-6
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    • 2010
  • In this paper, we report a case study of applying puzzle solving as a programming practice. There are many students, who have attended computer programming language courses, have had difficulties in accomplishing the course assignments. It is because just following and citing the programming language course materials is not sufficient for constructing computer programs. Many professional developers have stated that computer programming for small problems is an art of puzzle solving, where developing enterprise-size computer programming projects involves architectural insights which are already dealt in software engineering literatures. Following those backgrounds, we have explored the applicability of puzzle solving in a C++ object oriented programming course and have reported the results. The experimental results show that puzzle solving is effective to the students who are interested in computer programming and have at least beginner-level knowledge and expertise, but it turned out that puzzle solving assignments still does not draw much attention of the students who are not seriously interested in computer programming.

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레고 NXT 로봇을 활용한 예비교사의 프로그래밍 언어 수업 방안 - 미로 찾기 문제를 중심으로 - (A Study of Programming Language Class with Lego NXT Robot for University of Education Students - Centered on Maze Problem -)

  • 홍기천
    • 정보교육학회논문지
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    • 제13권1호
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    • pp.69-76
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    • 2009
  • 본 논문에서는 레고 마인드스톰 NXT라는 로봇을 활용하여 프로그래밍을 재미있게 수업할 수 있는 방안에 대해서 모색하였다. 수업의 목표는 단편적인 지식 습득이 아닌 미로찾기라는 문제해결을 목표로 한다. 이 로봇은 컴퓨터에 설치된 NXT-G라는 GUI와 USB를 통해서 통신을 하도록 되어있다. 이 GUI는 텍스트 기반 방식이 아닌 아이콘 기반 방식 프로그래밍 도구이다. 본 논문에서는 16주를 초급 단계, 중급 단계, 고급단계로 나누어서 계획하였다. 초급 단계에서는 GUI 사용 방법과 로봇의 센서들의 작동방법을 익히는 것에 주안점을 두었다. 중급 단계에서는 저(低)난이도 미로를 설계하여 프로그래밍하는 단계로 구성하였다. 고급 단계에서는 중(中)난이도와 고(高)난이도의 미로를 설계하여 프로그래밍하는 단계로 구성하였다. 모든 미로찾기 문제는 알고리즘 작성, 순서도 작성, 스택을 이용한 프로그래밍이라는 3가지 과정을 거치도록 구성하였다.

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입체조형 실습을 연계한 가구디자인 수업 개발을 위한 사례연구 (Study on Process Development of Furniture Design Class by Fusing 3D Form Study)

  • 인치호
    • 한국가구학회지
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    • 제25권3호
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    • pp.165-172
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    • 2014
  • 3D form study is one of basic subjects in industrial design education. There are an array of textbooks of visual art, design and architecture, most of which address basic geometrical form study and abstract forms. With the introduction of computerization, current trends are directed to reduce basic form education and students' participation in classes and their accomplishments. This study was intended to develop works under a theme of furniture design with concrete shapes and functions. This study focused on developing relevant process by fusing 3D form study and furniture design which fall into basic design and design studio subjects, respectively. Among 3D form studies, applied were a concept of 3D configuration that explores the relations between surface forms and 3D forms. Furniture design is a challenge to students at beginner or intermediate level in basic design education from initial devising stage to production in kind. To ease high level of difficulties at designing and producing stages, technical education was systematized in the process of conceptualizing, developing idea and production. This type of challenge was carried out during separate semesters, along with a case study done to develop different types of challenges. This study helped students to be motivated and actively participate in classes and well perform advanced form study and technical training from design to actual production.

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