• 제목/요약/키워드: creative activity

검색결과 450건 처리시간 0.024초

중학교 창의적 재량활동 시간을 활용한 소비자교육 프로그램 개발 및 효과 (Development and Effect of Consumer Education Program for the Middle School Creative Extra Curricular Activities)

  • 김정희;김향란
    • 한국가정과교육학회지
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    • 제18권4호
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    • pp.103-126
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    • 2006
  • 본 연구는 청소년인 중학생을 대상으로 창의적 재량활동 시간을 활용하여 체계적인 소비자교육을 실시할 수 있도록 중학생 수준에 맞는 프로그램을 개발하고 적용하였다. 연구 절차로는 먼저 학습자의 요구도를 조사 분석한 후, 청소년소비자의 특성, 용돈관리와 투자법, 신용관리법, 소비자정보, 다양한 구매방법, 청약철회, 소비자 피해 해결방법과 절차, 환경 보호 및 에너지 절약을 학습내용으로 선정하였다. 그 내용을 중심으로 하여 17차시의 교수-학습 과정 안을 개발하고 이에 따른 학습지라 다양한 시청각 자료를 제작하였다. 이렇게 개발된 교육프로그램을 중학교 3학년생 15명을 대상으로 창의적 재량활동시간에 교육을 실시하였다. 그리고 교육프로그램의 효과를 평가하기 위하여 교육실시 전과 후의 지식 및 태도의 차이를 비교하였으며, 교육실시 후 본 프로그램의 교육방법에 대한 학생들의 만족도를 조사 분석하였다. 이와 같은 교육 프로그램을 개발 적용 평가하는 과정을 통해 다음과 같은 결론을 도출할 수 있었다. 첫째, 교구학습지도안, 학습지 및 다양한 학습 자료를 개발하고 창의적 재량활동시간에 적용함으로써 소비자교육을 효율적으로 시행할 수 있도록 하였다. 둘째, 강의, 경험담 발표, 역할극, 모둠별 조사활동, 인터넷활용, 실물활용, 토의활동, 퀴즈 등 다양한 교육방법을 통해 학생들의 학습 동기유발과 학습활동의 흥미도를 높이고 소비자교육이 활발하게 이루어지도록 하였다. 셋째, 본 프로그램을 활용하여 시범적으로 교수-학습을 실시하고 소비자교육 지식 및 태도 영역의 사전 사후 평가에서 지식 및 태도에 큰 변화가 있었다.

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The estrogen-related receptor γ modulator, GSK5182, inhibits osteoclast differentiation and accelerates osteoclast apoptosis

  • Kim, Hyun-Ju;Yoon, Hye-Jin;Lee, Dong-Kyo;Jin, Xian;Che, Xiangguo;Choi, Je-Yong
    • BMB Reports
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    • 제54권5호
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    • pp.266-271
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    • 2021
  • Estrogen-related receptor γ (ERRγ), a member of the orphan nuclear receptor family, is a key mediator in cellular metabolic processes and energy homeostasis. Therefore, ERRγ has become an attractive target for treating diverse metabolic disorders. We recently reported that ERRγ acts as a negative regulator of osteoclastogenesis induced by receptor activator of nuclear factor-κB ligand (RANKL). In the present study, we explored the effects of an ERRγ-specific modulator, GSK5182, on ERRγ-regulated osteoclast differentiation and survival. Interestingly, GSK5182 increased ERRγ protein levels much as does GSK4716, which is an ERRγ agonist. GSK5182 inhibited osteoclast generation from bone-marrow-derived macrophages without affecting cytotoxicity. GSK5182 also attenuated RANKL-mediated expression of cFos and nuclear factor of activated T-cells cytoplasmic 1 (NFATc1), pivotal transcription factors for osteoclastogenesis. Arrested osteoclast differentiation was associated with reduced RANK expression, but not with the M-CSF receptor, c-Fms. GSK5182 strongly blocked the phosphorylation of IκBα, c-Jun N-terminal kinase, and extracellular signal-regulated kinase in response to RANKL. GSK5182 also suppressed NF-κB promoter activity in a dose-dependent manner. In addition to osteoclastogenesis, GSK5182 accelerated osteoclast apoptosis by caspase-3 activation. Together, these results suggest that GSK5182, a synthetic ERRγ modulator, may have potential in treating disorders related to bone resorption.

Case Studies of Developing Creativity through Integrating Algorithmic Teaching into Mathematical Activities

  • Peng Aihui
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제9권4호
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    • pp.341-350
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    • 2005
  • In this increasingly technological world, the creativity development has been highlighted much in many countries. In this paper, two mathematical activities with Chinese characteristics are presented to illustrate how to integrate algorithmic teaching into mathematical activities to develop students' creativity. Case studies show that the learning of algorithm can be transferred into creative learning when students construct their own algorithms in Logo environment rather than being indoctrinated the existing algorithms. Creativity development in different stages of mathematical activities and creativity development in programming are also discussed.

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An Enrichment Program for the Mathematically Gifted Students in First Grade

  • Lee, Kang-Sup;Hwang, Dong-Jou
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제8권3호
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    • pp.203-213
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    • 2004
  • We developed an enrichment program material for the mathematically gifted students in the first grade. The contents were selected and organized based on creative competency improving, increasing of interest, inquiry various activity, interdisciplinary approaches, and the enrichment contents from modern mathematics.

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Development of Creativity through Mathematical Applications

  • Donaldson, John D.
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제8권3호
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    • pp.145-155
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    • 2004
  • Mathematics, by its nature, is a creative activity. Creativity can be developed either through considering its intrinsic beauty or by examining the role that it plays in applications to real world problems. Many of the great mathematicians have been vitally interested in applications and gained inspiration in developing new mathematics from the mathematical descriptions of physical phenomena. In this paper we will examine the processes of applying mathematics by looking at how mathematical models are formed and used. Applications from sport, the environment and populations are used as illustrations.

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어린이집 일과유형에 따른 보육실 흥미영역구성 특성 (The Characteristics of Spatial Configuration of Activity Areas in Classrooms According to the Types of Daily Routine in Child-Care Centers in South Korea)

  • 박정아;최목화
    • 한국주거학회논문집
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    • 제25권4호
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    • pp.83-91
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    • 2014
  • The purpose of this study is to clarify the characteristics between the type of daily routine and spatial configuration of activity areas in classroom and provide alternatives for space planning of activity areas in classroom of child-care centers. This study used the content analysis on daily activity plan and floor plans through field survey. Analysis on floor plans was conducted for 35 classrooms in 9 child-care centers which allowed field survey. The results of this study were as follows; There was no significant difference for classroom size according to the type of daily routine in 3 to 5-year-old classrooms. The average size of classrooms was $61.6m^2$ for care oriented type, $41.4m^2$ for indoor activity oriented type and $48.8m^2$ for group activity oriented type. There was no significant difference in composition of activity areas in classrooms according to the type of daily routine. In case of 0 to 2-year-old classrooms, they were composed of 6 activity areas including gross-motor, role play, block building, language, creative expression, exploration/manipulation. Activity area of the most low frequency was gross-motor area. In case of 3 to 5-year-old classrooms, most classrooms were composed of all the 7 activity areas including art, tone and rhythmic, block building, role play, language, math and science. Most accessible and central areas in 0 to 2-year-old classrooms were gross-motor and role play. Also, most separate areas were exploration/manipulation and block building. Most accessible and central areas in 3 to 5-year-old classroom were art and math. Also, most separate areas were tone and rhythmic and science.

디자인씽킹 프로젝트와 팀활동만족도를 매개로 한 지식공유활동이 컴퓨팅사고력에 미치는 영향 (The Effect of Knowledge Sharing Activity on Computational Thinking through Design Thinking Project and Team Activity Satisfaction)

  • 박정선;박상혁
    • 디지털산업정보학회논문지
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    • 제13권4호
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    • pp.1-11
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    • 2017
  • Our society has changed from an industrial society to a knowledge - based society, and the need for new knowledge creation activities through the convergence of various knowledge is emphasized. In accordance with these changes, universities aiming at nurturing human resources for society have sought new approaches and changes. The discussion of various curriculum for the future talent training in the university is aimed at the goal of developing problem solving ability irrespective of the subject of education or major. In this study, we tried to show that computational thinking ability can be improved by strengthening creative team activities by combining design thinking method in computer curriculum of general education course of university. To do this, we conducted a design thinking team project for students of computer general education course at G university in Gyeongnam province and conducted a survey. The results of the questionnaire were verified by statistical methods. The variables of this study satisfied both the validity and the reliability. Multiple regression analysis showed that knowledge sharing, team activity satisfaction, and design thinking project satisfaction factors all affect computing thinking ability.

오행(五行) 특성을 바탕으로 한 오신(五神)의 기능에 대한 고찰 (A Study on the Functions of the Five Spirits Based on the Characteristics of Five Phases)

  • 박선영
    • 동의신경정신과학회지
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    • 제26권3호
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    • pp.201-210
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    • 2015
  • This study aims to investigate the specific functions of the five spirits based on the characteristics of five phases. In Korean medicine, the mind is classified into five spirits and seven emotions. The spirits (hon, sin, ui, baek, ji) are a way of analyzing of people's mental structures, and they are affected by each other, influencing life activities both directly and indirectly. They are also related to the five viscera and come into their own functions through the characteristics of the five phases that are assigned to the viscera. Sin is the main agent of mental activity that is normal, correct, and perfect, and it directs the other four. Hon is activity that is exposed to the outside from mental and physical aspects such as planning, creative thinking, creating, judgment, speech, and emotional expression. Baek is internal activity, such as obtaining information, learning, seeing, hearing, smell, taste, and touch. Ui is meant to decide between new and already saved information based on comparative analysis. Ji is the activity of making the final decision and saving it in ui. Based on the above, we suppose that the five spirits' functions match the characteristics of the five phases.

초등학교 과학과 검정 교과용 도서에 제시된 창의·융합 활동의 STEAM 요소 분석: 3~4학년군을 중심으로 (Analysis of STEAM Elements of Creative and Convergent Activities Presented in Elementary School Science Authorized Textbooks: Focusing on the 3rd and 4th Grade Group)

  • 김성룡;박정우;신애경
    • 대한지구과학교육학회지
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    • 제15권2호
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    • pp.224-234
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    • 2022
  • 이 연구의 목적은 2022년부터 국정 발행체제에서 검정 발행체제로 전환되는 초등학교 과학과 교과용도서의 창의·융합 활동에 나타난 STEAM 요소와 융합유형을 분석하고자 하였다. 이 연구를 위해 창의·융합 활동이 제시된 6종의 초등학교 과학 3~4학년 교과서를 선정하여 각 출판사별, 학년-학기별, 과학 분야별로 창의·융합 활동에 나타난 STEAM 요소를 분석하고 각 출판사별로 융합유형을 분석하였다. 이 연구의 결과는 다음과 같다. 첫째, 교과서의 창의·융합 활동에 나타난 STEAM 요소의 전체 빈도와 각 요소별 비율이 출판사별로 다르게 나타났다. 그러나 모든 출판사에서 과학(S) 요소를 제외한 나머지 4개의 요소 중 예술(A) 요소의 비율이 높고, 수학(M) 요소의 비율이 매우 낮은 경향은 공통적으로 나타났다. 둘째, 전체적으로 융합된 STEAM 요소의 수가 많을수록 교과서에 나타나는 비율은 낮았고, STEAM 요소의 융합유형 비율은 출판사 마다 다르게 나타났다. 셋째, 매 학년-학기별로 예술(A) 요소, 기술(T), 공학(E) 요소의 비율 편차는 크지 않았으나 수학(M) 요소의 비율 편차는 크게 나타났다. 넷째, '운동과 에너지'와 '물질' 분야에는 기술(T)과 공학(E) 요소가 많이 나타난 반면 '지구와 우주', '생명', 그리고 '통합' 분야에는 예술(A) 요소가 매우 많이 나타났다.

초등학교 과학과 검정 교과용 도서에 제시된 창의·융합 활동의 STEAM 요소 분석(II): 5~6학년군을 중심으로 (Analysis of STEAM Elements of Creative and Convergent Activities Presented in Elementary School Science Authorized Textbooks(II) : Focusing on the 5th and 6th Grade Group)

  • 신애경
    • 대한지구과학교육학회지
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    • 제16권2호
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    • pp.291-301
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    • 2023
  • 이 연구에서는 초등학교 과학과 5~6학년 검정 교과용 도서의 창의·융합 활동에 나타난 STEAM 요소와 융합유형을 분석하였다. 이 연구를 위해 5~6학년 과학 교과서 9종에 제시된 창의·융합 활동을 선정하여 출판사별, 학년-학기별, 과학 영역별로 STEAM 요소와 융합유형을 분석하였다. 이 연구의 결과는 다음과 같다. 첫째, 출판사별 창의·융합 활동에 나타난 STEAM 요소의 전체 빈도와 각 요소별 빈도의 편차가 크게 나타났다. 둘째, 전체적으로 2개 요소로 구성된 융합유형의 비율이 매우 높게 나타났고, 융합된 요소의 수가 많은 유형일수록 나타나는 비율이 점차 낮아졌다. 또한 출판사별 융합유형은 교과서마다 매우 다르게 나타났다. 셋째, 모든 학년-학기에서 예술(A) 요소의 빈도가 가장 높게 나타났고, 기술(T), 공학(E), 수학(M) 요소는 학년-학기별로 빈도의 분포에 차이가 있었다. 넷째, '통합' 영역에서는 공학(E) 요소가, '운동과 에너지', '물질', '지구와 우주', 그리고 '생명' 영역에서는 에술(A) 요소의 빈도가 가장 높게 나타났다.