• 제목/요약/키워드: field-experience learning program

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환경기초시설을 활용한 환경교육 현장체험학습 프로그램 개발 -埋立場을 中心으로- (The Development of the Field-Experience Learning Program of Environmental Education Utilizing Environmental Facilities - Focus on the sanitary landfill -)

  • 곽홍탁;이두곤
    • 한국환경교육학회지:환경교육
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    • 제13권2호
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    • pp.91-102
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    • 2000
  • National curriculum for environmental education recommends various teaching-learning methods including survey and discussion of environmental problems, investigation of case studies, experiments, role play, and field-experience learning in addition to the traditional lecture-oriented teaching methods. The field experience learning in environmental education is considered to be a good method to develop environmentally sound attitude and to cultivate environmental sensitivity, but here has been very limited research concerning models for field-experience learning. The aim of this study is to develop a model of the field-experience learning program of environmental education utilizing environmental facilities. In this study a kind of such a basic model was developed and presented. The developed basic model of the field-experience learning was applied to the case utilizing landfill facilities. A specific application of the landfill program to the Bangcheon-ri landfill, in Daegu, was also presented with related teaching materials developed in this studies. And various aspects in the program was discussed.

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항공서비스전공 대학생의 현장학습 프로그램 인식에 관한 연구 (A Study on the Field Learning Program Perception of College Students Majoring in Aviation Service)

  • 김하영;유정화
    • 한국항공운항학회지
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    • 제31권4호
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    • pp.90-104
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    • 2023
  • This study analyzes the perceptions of college students majoring in aviation services according to the field learning program conducted during their major studies in order to reflect the educational value and academic awareness of the experience of the experiential field learning program. A survey is conducted targeting college students who experience a field learning program conducted by the Aviation Service Department of J University, a four-year university in the Chungcheong region. ANOVA (one-way analysis of variance) is conducted to analyze differences in perceptions of field learning properties, learning satisfaction, academic self-efficacy, and intention to continue studying. Additionally, text mining is conducted using 'Voyant Tools' to analyze students' field trip logs regarding field trip learning program activities. I hope that the results will be used as evidence to build an efficient and systematic learning strategy for operating field learning programs.

수학 학습에 대한 긍정적 태도 신장을 위한 매쓰투어(Math-Tour) 개발 및 효과 (Development and Effect of Math-Tour to improve Mathematics Study Attitude)

  • 허선;오홍식
    • 한국수학교육학회지시리즈E:수학교육논문집
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    • 제34권4호
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    • pp.465-484
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    • 2020
  • 본 연구에서는 수학 현장체험학습 프로그램이 학생들의 수학 학습에 대한 태도에 미치는 영향을 밝히고자 하였다. 이를 위해 2019년 제주목 관아에서 학생들이 직접 걸어 다니면서 체험할 수 있는 제주목 관아 매쓰투어(Math-Tour) 프로그램을 개발하였다. 프로그램에는 제주목 관아에서 볼 수 있는 여러 자연물과 인공물을 이용한 수학 문제를 제시하였다. 이후 제주시 A 중학교 학생들을 대상으로 체험하도록 하여 그 효과를 알아보았다. 매쓰투어에 참여한 학생들을 대상으로 사전·사후 수학 학습 태도 검사와 인터뷰를 실시하고, 소감문을 작성하도록 하여 이를 분석했다. 분석 결과, 수학 현장체험학습 프로그램인 제주목 관아 매쓰투어가 학생들의 수학 학습 태도 신장에 통계적으로 유의미한 영향을 미친다는 결론을 얻을 수 있었다. 이는 수학 현장학습 프로그램이 학생들의 수학 학습 태도를 개선하는데 유의미한 방법으로 활용될 수 있다는 것을 시사해 준다.

청소년의 종가 생활문화 현장학습프로그램 개발을 위한 종가 복식문화 사례 연구 -전남 함평 종가를 대상으로- (A Case Study on the Costume Culture of the Head Family for Adolescent′s Spot Experience Studying)

  • 서리나;유명의
    • 복식문화연구
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    • 제11권5호
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    • pp.753-766
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    • 2003
  • The purpose of this study was to examine the cases of the family head's costume culture and to apply them to field experience education of adolescent's home economics subject. To examine the family head's costume culture, women in the family head in the Hampyeong area, Jeollanam-do were selected and interviewed. The focus of examining the family head's costume culture was on the life story of the family head, the reason to wear or possess such costume, and a motive of making. The findings of the head family's costume culture suggests that the head family of the Mos of Hampyeong had unique shroud making and custom. Also it was found that the eldest daughters-in-law of the Lees of Hampyeong have horizontally exchanged the information of the family head's costume with village women of the same family. They have initiated their costume culture directly through their daughters and it had the great influence on after-ages. The learning program for youth to experience the head family's costume culture consisted of four subjects:(l)Educating the family head's traditional living culture including etiquette training, (2)head family village walk, (3)experiencing the family head's clothes life including natural dyeing and sewing, and (4)a field trip of Hampyeong Local Life Culture Museum. For a model experience of the family head's costume life culture, three families with middle and high schoolers participated in 8- hour experience learning program. To examine the effect of learning program to experience the family head's costume culture, youth and their parents who participated in the program were asked open-ended questions, which included the content validity of experience learning, impressive experience, model experience level(difficulty), and expected effect after a model experience. As a result, their responses were found positive.

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종묘에서의 과학 현장 체험 학습 가능성 탐색 (Exploring Possibilities of Science Field Experience in Jongmyo Shrine)

  • 김진경;신동희
    • 한국초등과학교육학회지:초등과학교육
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    • 제33권2호
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    • pp.286-305
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    • 2014
  • We explored the possibilities of science field experience in Jongmyo Shrine in this study. To understand the educational value of self-leading science activities in Jongmyo Shrine, one of the World Heritage, we developed science program and applied it to the elementary students participating in a gifted education center. We collected and analyzed various data of opinionnaire survey before and after the program, field activity sheets, field observation, and individual- and group interview. The results showed the lack of students' spatial ability and proposed educational interests in science education. Also, a lot of students felt the difficulty in applying school science knowledge into the real life context. Students found the meaning of science learning through cooperative activities in the historically meaningful place. A proper use of smart device in science field experience was recommended. We found that activities with too much smart device might impede various scientific process skills.

제주 오름 체험학습 프로그램이 초등학생의 환경소양에 미치는 영향 - 초등학교 6학년을 중심으로 - (The Effects on Environmental Literacy of Elementary School Students by the Jeju Oreum Experience Learning Program: Focused on Sixth Graders of Elementary School)

  • 고석호;이성희;문윤섭;김기대
    • 한국환경교육학회지:환경교육
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    • 제25권2호
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    • pp.135-148
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    • 2012
  • This research was aimed at developing the program using the natural circumstances in Jeju Oreum as the basis of environmental education. The students were inquired about how these activities influence the environmental literacy of elementary students. The result of this study were as follows; First, the experimental group applied experience activities to the developed program to contribute to the improvement of environmental literacy. This was then compared to the control group to which theoretical classes were conducted. Second, Jeju Oreum Experience learning program has evenly influenced the elements of environmental literacy divided by the four goal levels of environmental education. As a result of the research, the Natural Experience Activities on the basis of natural circumstance is considered to affect the elementary students' environmental literacy in positive, effective manner. Consequently, the Environmental Education in a school or society should develop programs that apply to natural circumstances as a field of Environmental Education.

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현장체험에 터한 u-PBL 교수지원시스템의 핵심가치 및 설계전략 연구 (Study of u-PBL Support System Core Value and Design Strategy based on Field Experience Learning)

  • 김두규;박수홍
    • 수산해양교육연구
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    • 제24권2호
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    • pp.180-202
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    • 2012
  • The purpose of this study was to extract an u-PBL support system core value and design strategy based upon field experience learning. To accomplish this the study, first of all, analyzed the core values, design strategy which was selected after needs analysis and literature review of theories and cases regarding the PBL, e-PBL, blended-PBL, Field experience learning based on ubiquitous environment, and learning model based on ubiquitous technology. This study identified the three core values as; systemic support for instructional activity, just in time support for instructional activity and support for interaction facilitation. As further research areas, it might be useful to develop u-PBL instructional support system based upon the model designed from this study. Also, research concerning the verification of the model based upon implementation of the program case might be necessary.

문제중심학습 기반 STEAM 현장체험학습 프로그램이 초등과학 영재의 과학 탐구 능력, 창의적 문제해결력 및 과학적 태도에 미치는 영향 (The Effect of Problem-Centered Learning Based STEAM Field Experience Learning Program on Science Process Skills, Creative Problem Solving Ability, and Scientific Attitude of Gifted Students in Elementary Science)

  • 고동국;홍승호
    • 한국초등과학교육학회지:초등과학교육
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    • 제40권1호
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    • pp.113-125
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    • 2021
  • In this study, a problem-centered learning based STEAM field experience learning program was developed and the effects of applying it were investigated. The program was composed of 8 sessions by using problem-centered learning education method and integrating STEAM elements between disciplines. The contents of program are as follow. In the step of sharing problems and making a problem-solving plan, they understood the various examples and meanings of endangered species, explored the project activities, and made an inquiry plan. In the search and re-exploration phase, a smart device was used to investigate the appearance, habitat environment and cause of extinction for Clithon retropictus, and a site inquiry plan was established for each group. Then, they moved to the field to explore brackish-headed gallops and discuss ways to protect endangered species. In the step of creating a solution, a web-based report was produced as the final product using smart devices based on the results of the inquiry. In the presentation and evaluation stage, the produced web-based report was used to present each group, conduct mutual evaluation, and organize project activities. The developed program was applied to 6th grade 29 students enrolled in the J University Gifted Education Center. In order to find out the effectiveness of the program, tests of science process skill, creative problem-solving ability, and scientific attitude were conducted before and after of program learning, and the results were statistically analyzed by t-test. In addition, a STEAM program satisfaction test was conducted after project in order to find out the satisfaction of the class. As a result of application of the program, the results were significantly improved in openness, criticism, and creativity among the sub-factors of creative problem-solving ability and scientific attitude. Satisfaction with the STEAM program was also high, but no significant result was found in science process skill. Therefore, the program of this study could be influenced on improvement of creative problem-solving ability and scientific attitude of gifted students in elementary science.

A Case Study on the Costume Culture of the Head Family for Adolescent's Spot Experience Learning

  • Lee, Na-Seo;Yoo, Myung-Iee
    • The International Journal of Costume Culture
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    • 제6권1호
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    • pp.52-60
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    • 2003
  • The purpose of this study was to examine the cases of the head family's costume culture and to apply them to field experience education of adolescent's home economics subject. To examine costume culture, women in the two head families in the Hampyeong area, Jeollanam-do were interviewed. The findings had unique shroud making and custom in the Mo's head family of Hampyeong. Also it was found that the eldest daughters-in-law of the Lee's of Hampyeong have horizontally exchanged the information of the head family's costume with village women of the same family. They have initiated their costume culture directly through their daughters and it had the great influence on after-ages. The Spot experience program for adolescent to experience the head family's costume culture and life culture consisted of four subjects:(l)Educating the head family's traditional living culture including etiquette training, (2)head family village walk, (3)experiencing the head family's clothes life including natural dyeing and sewing, and (4)a field trip of Hampyeong Local Life Culture Museum. For a model experience of the head family's costume and life culture, three families with middle and high schoolers participated in 8- hour experience learning program.

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인공지능을 활용한 해안사구 식물 탐구 프로그램이 초등 과학영재의 정의적 영역에 미치는 영향 (The Effects of Field Trip Learning Program on Plant Inquiry in Coastal Dune using Artificial Intelligence on the Affective Domain of Gifted Elementary Science Studentt)

  • 변정호
    • 과학교육연구지
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    • 제46권1호
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    • pp.53-65
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    • 2022
  • 야외에서 이루어지는 과학 탐구학습은 이론적으로 학습한 내용의 구조화 및 적용에 긍정적 효과를 나타내며, 개방적인 사고를 유발함으로써 다양한 탐구활동의 경험을 유발한다. 또한 현장의 다양성과 특수성을 통해 제공되는 실제 경험은 학습자의 정의적 영역에도 긍정적으로 작용한다. 특히 경험적 학습의 맥락에서 생물에 대한 야외 학습프로그램은 실물 관찰 및 생태적 학습 경험의 제공 측면에서 필수적인 과정에 해당한다. 반면, 야외 탐구활동을 위해서는 전문적인 기본 소양과 해결되어야 하는 선행과제들이 존재하며, 이로 인해 실제 교육현장에서 잘 이루어지지 않는 실정이다. 따라서 이 연구에서는 야외 탐구와 관련된 전문소양을 보조할 수 있는 인공지능을 직접 학생들이 생성하고 활용하여 쉽고 빠르게 의사결정할 수 있으며, 다양한 식생 분포로 생태학적 가치를 지니고 있는 해안사구 식물을 탐구 대상으로 하는 야외 학습 프로그램을 개발하고자 하였다. 이를 위해 관련 문헌들을 고찰하여 활동 프로그램을 구성하였으며, 개발한 프로그램의 경험이 초등 과학영재 학생들에게 어떤 영향을 주는지 사례 적용을 통해 확인하였다. 활동 프로그램의 적용 결과 개발한 프로그램은 초등 과학영재 학생들의 동기수준, 과제집착력, 태도 변화에 긍정적인 영향을 줄 수 있었다. 결론적으로 인공지능을 활용하여 해안사구 식물을 탐구하는 야외 프로그램을 개발할 수 있었으며, 개발된 프로그램은 초등학생의 정의적 영역에 긍정적 효과를 제공할 수 있을 것이다.