• Title/Summary/Keyword: learning flow experience

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Template Restructuring of Backward design for Home Economics Instruction (가정교과 수업 적용을 위한 백워드 디자인의 템플릿 재구조화)

  • Wang, Seok-Soon
    • Journal of Korean Home Economics Education Association
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    • v.30 no.2
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    • pp.117-136
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    • 2018
  • The purpose of this study is restructuring the template to apply the 'Backward design' for Home Economics Instruction. This study reviewed the theory of Wiggins and McTighe, the advocates of backward design, and examined the template for version 2.0 of Wiggins and McTighe (2011). In addition, This study analyzed various previous researches using backward design, and drew implications for template restructuring for applying backward design on Home Economics Instruction. In addition, the validity of the template was verified through facial validity through the expert council. Through this process, the final 5 stages (1. Curriculum Analysis → 2. Instructional Design (Learning Experience Design ↔ Evaluation Design (Performance Task Planning) → 3. Instruction Flow → 4. Class guide for each class → 5. Evaluation record, and feedback)suggested templates for applying backward design. Future research will use the restructured assumptions and templates to develop teaching materials in the Home Economics areas of the 2015 revised curriculum. In future research, field research should be carried out on how the Home Economics instruction with backward design affects learners.

A Case Study on Block Coding and Physical Computing Education for University of Education Students (교육대학생을 대상으로 한 블록 코딩 및 피지컬 컴퓨팅 교육 사례)

  • Han, Kyujung
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.307-317
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    • 2019
  • This study is an example of the education of block coding and physical computing teaching tool for preservice teachers at the college of education. The students were familiar with coding and improved their coding skills in solving various problems through 'Entry' that support block coding. In addition, the students configured the computing system with various input / output devices of the physical computing teaching tool and controlled things through programming and produced the educational portfolio to experience the whole process of problem analysis, design, implementation, and testing in coding. We applied Flow based coding and Pair programming as the teaching methods, and the results of the survey to measure the effectiveness of the study show that students have a good understanding of the entry and physical computing teaching tool and using the combination of the entry and physical computing teaching tool were more effective in learning than the Entry-only coding. In addition, it was confirmed that the effect of Pair programming applied in the physical computing teaching tool.

A Study on the Grounded Theory of Transitional Career Choice Process North Korean Defects (북한이탈주민의 전환적 진로선택과정에 관한 근거이론 연구)

  • Kim, Hye Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.2
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    • pp.240-250
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    • 2020
  • This study explores the process of transitional career choice for North Korean defectors who are successfully living their lives after transition to a different system labor market. To achieve this study purpose, what is the process of transitional career choice for North Korean defectors due to the system transition? At present, he (Ed- who is he?) has a subjective sense of success in his professional life and conducted in depth interviews with three men and eight women as objects that can explain the process of experience in rich and detailed ways. To this end, the author interviewed three men and eight women who are satisfied with their current job and analyzed them with the grounded theory method proposed by Strauss & Corbin (1998). As a result, the paradigm model was derived from the central phenomenon of 'conversion of perspective', and the core category was 'conversion of perspective and challenge new career'. The transitional career choice process was derived into four stages according to the flow of time and interaction as 'reality recognition stage', 'active change recognition stage', 'support and coping strategy stage', and 'growth stage' and positive reflections from transitional learning and potential factors of planned chance skills were found.

Application of Long-term Slow Thinking(Flow) to Improve Mathematical Thinking Ability in the Process of Solving a Basic Calculus Problem (미적분 문제해결 과정에서 수학적 사고력 향상을 위한 몰입적 사고의 적용)

  • Lee, Dong-Kwon;ChoiKoh, Sang-Sook;Hwang, Nong-Moon
    • Journal of the Korean School Mathematics Society
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    • v.11 no.1
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    • pp.31-54
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    • 2008
  • The discovery method is known to be the most effective in improving students' mathematical thinking. Recently, the long-term slow thinking(LST) is suggested as a possible method to implement the discovery method into the real classroom. In this concept, we examined whether students can solve such a problem, as appears to be beyond their ability, by themselves(LST) or not. 10 middle school students of the ninth grade were selected for the study, who had no previous experience on the infinite concept of calculus of the high school course. They had tried to solve a problem about the calculus by their LST for three days. Two of students solved the problem by themselves and seven of students solved it with help of hints. This result shows that if students are given the opportunity of LST for rather difficult mathematical problem with appropriate guidance of a teacher, they might solve it by themselves. That is, LST could be a possible method for implementation of the discovery method.

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Context-Based Design and Its Application Effects in Science Classes (맥락을 중요시하는 과학 수업 전략의 개발 및 적용)

  • Jung, Suk-Jin;Shin, Young-Joon
    • Journal of Korean Elementary Science Education
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    • v.43 no.1
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    • pp.48-63
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    • 2024
  • This study aims to develop a class procedure for the application of classrooms that value context and to conduct science classes using this procedure to examine the effects. Among various contexts related to scientific knowledge, the study develops a teaching procedure for designing classes that focus on the contexts of discovery and real life. After verifying the content validity of the context-based design and the program to which it was applied, a class was conducted, and the responses of the children were checked. The final draft of the lesson design completed after revision and supplementation is as follows: context-based design was presented in four stages, namely, presenting, exploring the context, adapting the context, and organizing (share and synthesizing; PEAS). The goal is to enable people to experience the overall flow of scientific knowledge instead of focusing on the acquisition of fragmentary knowledge by covering a wide range of topics from the social and historical contexts in which scientific knowledge was created to its use in real life. To aid in understanding the newly proposed class procedure and verifying its effectiveness, we developed a program by selecting the "My Fun Exploration," 2. Biology and Environment unit of the second semester of the fifth grade. The result indicated that the elementary science program that applied the context-centered design effectively improved the self-directed learning ability of students. In addition, the effect was especially notable in terms of intrinsic motivation. As the students experienced the contexts of discovery and real life related to scientific knowledge, they developed the desire to actively participate in science learning. As this becomes an essential condition for deriving active learning effects, a virtuous cycle in which meaningful learning can occur has been created. Based on the implications, developing programs that apply context-based design to various areas and contents will be possible.

Analysis of Serious Game Elements of the Contents for Smart Device Based First-Aid Education (스마트 기기 기반 응급 처치 교육 콘텐츠의 기능성 게임 요소 분석 연구)

  • Suh, Dong-hee
    • Cartoon and Animation Studies
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    • s.47
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    • pp.273-294
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    • 2017
  • Korea has suffered numerous casualties due to a lot of accidents caused by safety insufficiency in recent years. Therefore, safety education is more important than ever before, and 'how to educate with what contents' is an important subject. Especially, experience education is effective rather than theoretical education because of the nature of safety education. However, it is not easy to design and develop these safety education programs. There is not much opportunity to access first-aid training, which is a part of safety education, unless it is compulsory to learn through public institutions. As a result, program utilization on safety education in Korea is still insufficient to what it should be. With that taken into account, this study proposed an effective serious game with fun and immersion for medical first-aid education. To do this, we analyzed five medical games through 20 cases of first-aid applications and elicited five factors that enhance the usability of serious games. With an analysis of five medical games, we selected one game to borrow the game rules, and applied the elicited five elements in the forms of level-up structure, iterative learning, compensation outcomes, competition system, and information transfer. The proposed medical education functional games should have 1) a character that plays a role of a patient, 2) a narrative flow that shows the situation, 3) the user should judge the situation and induce first aid. 4) compensation, levels, and simple repetition should be designed, and 5) information should be shared with the others in the given community. The results of this study is believed to contribute to enhance the medical emergency education in Korea.

A Study on the Communication of the Functional Family (기능적인 가족의 커뮤니케이션에 관한 이론적 접근)

  • 조윤경
    • Journal of Families and Better Life
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    • v.2 no.1
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    • pp.131-150
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    • 1984
  • The purpose of this study is to explore the family as an interaction system, concentrating on the mutual influences between communication and family development; (1) how Communication patterns affect family relationships, and (2) how relationships among family members affect communication. In order to do this Galvin, Brommel used the following frame work; family is a system in which communication regulates cohesion and adaptability by a flow of message patterns through a defined network of evolving interdependent relationships. A family system consists of members, the relationships among them, the family attributes, the members attributes and an environment in which family functions. Within the framework of common cultural communication patterns, each family has the capacity to develop its own communication code based on the experiences of individual members and the collective family experience. Most of us develop our communication skills within the family context learning both the general cultural language and the specific familial communication code. Communication may be viewed as a symbolic, transactional process as the process of creating and sharing meanings. To say that communication is a process implies a continuous interaction of an indefinite large numbers of variables with a concomitant,. continuous change in the values taken by these variables. Finally the process implies change, Family functions include the primary functions of cohesion and adaptability, and supporting functions of family images, themes, boundaries, and biosocial issues. The primary functions reveal concepts integrated family interaction and supporting function, along with those of cohesion and adaptability, give shape to family life. the characteristics of developed relationships of richness, uniqueness efficiency, substitutability, pacing , openness spontaneity, and evaluation are reflected in the verbal and nonverbal behaviors with which family members negotiated a set of common meanings and develop thier own unique message system. The message system is the major element of communication process and influences both the form and the content of thier relationship and in create and share meanings. Family systems need to provide order and predictability for thier members, specifically focusing on communication rules and the networks by which messages are transmitted. Most rules emerge as a result of multiful interactions. There are basic rules and rules about rules, or metarules. Perceiving the rules of family system is very difficult because often family members don't think about the basic rules, much less the metarules. Breaking the rule may result in the creation of a new set because the system may recalibrate itself to accept more variety of behavior. Families develop communication networks to deal with the general issue. Family adaptability may be seen through the degree of flexibility in forming and reforming networks and networks become a vital part of the decision- making process and relate to the power dynamics operating within the family. Networks also play an integral part in maintaining the roles and rules operating with the family system. Thus networks and rules have mutual influence. The family -of -origin issues influence all aspects of family communication and account for many of the communication patterns, rules and networks and the role of the family -of-origin influences as a primary force for communication on behavior of newly forming systems. Each family system develops its own communication meanings. There is not one right way to communicate within a family but may be indefinitly large change of family life and communication behavior. Study on functional family communication helps to gain a better understanding of dynamics of family communication and ability of a new insight into the family.

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Effects and Roles of Korean Community Dance (한국 커뮤니티 댄스의 효과와 역할)

  • Park, Sojung
    • Trans-
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    • v.9
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    • pp.37-66
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    • 2020
  • Entering the 21st century, the flow of society and culture is emerging as a cultural phenomenon in which one experiences, enjoys, and experiences on one's own. This trend has emerged as community dance, which has been active since 2010. Community dances can be targeted by anyone and can be divided into children's, adult and senior citizens' dances depending on the characteristics and age of the group, allowing them to work in various age groups. It also refers to all kinds of dances for the happiness and self-achievement of everyone who can promote gender, race and religion health or meet the needs of expression and improve their physical strength at meetings by age group, from preschoolers to senior citizens. Community dance is a dance activity in which everyone takes advantage of their leisure time and voluntarily participates in joyous activities, making it expandable to lifelong education and social learning. It is a voluntary community gathering conducted by experts for the general public. The definition of community dance can be said to be the aggregate of physical activities that enrich an individual's daily life and enhance their social sense to create a bright society, while individuals achieve the goals of health promotion and aesthetic education. In the contemporary community dance, the dance experience in body and creativity as self-expression reflects the happiness perspective by exploring the positive psychological experience and influence of the participants in the process of participation, and participants have continued networking through online offline to enjoy the dance culture. Although research has been conducted in various fields for 10 years since the boom in community dance began, the actual methodology of the program has been insufficient to present the Feldenkrais Method, hoping that it will be used as a methodology necessary for local community dance, and will be used as part of the educational effects and choreography creation methods of artists that can improve the physical functional aspects of dance and give a sense of psychological stability.

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Development of Rapid-cycling Brassica rapa Plant Program based on Cognitive Apprenticeship Model and its Application Effects (인지적 도제 모델 기반의 Rapid-cycling Brassica rapa 식물 프로그램의 개발 및 적용 효과)

  • Jae Kwon Kim;Sung-Ha Kim
    • Journal of Science Education
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    • v.47 no.2
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    • pp.192-210
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    • 2023
  • This study was intended to develop the plant molecular biology experimental program using Rapid-cycling Brassica rapa (RcBr) based on the teaching steps and teaching methods of the cognitive apprenticeship model and to determine its application effects. In order to improve a subject's cognitive function and expertise on molecular biology experiments, two themes composed of a total 8 class sessions were selected: 'Identification of DFR gene in purple RcBr and non-purple RcBr' and 'Identification of RcBr's genetic polymorphism site using the DNA profiling method'. Research subjects were 18 pre-service teaching majors in biology education of H University in Chungbuk, Korea. The effectiveness of the developed program was verified by analyzing the enhancement of 'cognitive function' related to the use of molecular biology knowledge and technology, and the enhancement of 'domain-general metacognitive abilities.' The effect of the developed program was also determined by analyzing the task flow diagram provided. The developed program was effective in improving the cognitive functions of the pre-service teachers on the use of knowledge and technology of molecular biology experiments. It was especially effective to improve the higher cognitive function of pre-service teachers who did not have the previous experience. The developed program also showed a significant improvement in the task of metacognitive knowledge and in the planning, checking, and evaluation of metacognitive regulation, which are sub-elements of domain-general metacognitive abilities. It was found that the developed program's self-test activity could help the pre-service teachers to improve their metacognitive regulation. Therefore, this developed program turned out to be helpful for pre-service teachers to develop core competencies needed for molecular biology experimental classes. If the teaching and learning materials of the developed program could be reconstructed and applied to in-service teachers or high school students, it would be expected to improve their metacognitive abilities.