• 제목/요약/키워드: learning fun

검색결과 173건 처리시간 0.032초

교육활동의 놀이적 가치 분석을 통한 교육과정의 새로운 의미 탐색 (A Study of a New Meaning of Currere from a Perspective of the Value of Play in Educational Activities)

  • 김재춘
    • 수산해양교육연구
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    • 제19권1호
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    • pp.137-149
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    • 2007
  • This study attempts to explore the possibility of finding a new meaning of currere through an analysis of the value of play in educational activities. It does three different kinds of works for the purpose. First, it tried to clarify the value of play by analyzing the texts written by Kant, Gadamer, and Huizinga, who had approached a play from philosophical and esthetical perspectives. Second, it analyzed curricular theories established by such scholars as Tyler, Peters, and Dewey in order to clarify the meaning of educational values presupposed by those curricular theories. Third, it examined a possibility of finding a new meaning of currere by emphasizing the value of play in educational activities.Through the study, a researcher finds that the value of play lies in the fun the player experienced while playing and that educational value can be defined in the form of the value of play in an educational setting. If the value of play in education is paid enough attention, currere can carry a new meaning. Currere meant traditionally a course horses should follow, which represents a very conservative view of education whereas currere can now mean a trace in which students are learning for the sake of having a fun. Students are encouraged to study for the sake of having a fun.

공공도서관 청소년 프로그램 모형 개발과 적용에 관한 연구 (A Study on Developing a Model for Young Adult Programs in Public Libraries)

  • 이경란
    • 한국문헌정보학회지
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    • 제45권4호
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    • pp.5-26
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    • 2011
  • 이 연구의 목적은 우리나라 공공도서관에 적합한 청소년 프로그램 기본 모형을 개발, 적용, 평가하여 제시하는 것이다. 이를 위해 문헌연구, 설문조사, 국내 외 공공도서관 청소년 프로그램 현황조사, 면담조사 등을 통하여 SWOT 분석을 하였다. 연구 결과, "청소년과 함께 하는 북 콘서트", "나의 꿈 나의 미래", "영화로 보는 책읽기", "즐거운 학습", "작가와 함께 하는 1박 2일 독서캠프" 등을 청소년 프로그램 기본 모형으로 제시하였다.

로제 카이와(R.Caillois)의 놀이 유형에 근거한 유아용 한글 기능성 모바일 게임 연구 (A study on Hangul serious mobile game for Infant based on R. Caillois's theory)

  • 이수연;김재웅
    • 만화애니메이션 연구
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    • 통권35호
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    • pp.291-312
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    • 2014
  • 본 연구는 놀이를 학문적인 관점으로 승화시킨 로제 카이와 (R.Caillois)의 이론을 기반으로 유아의 한글 학습의 동기부여를 위한 재미 요소를 찾아보는 것으로부터 시작한다. 놀이의 궁극적 목적에는 즐거움이 수반되어야 한다. 그리고 학습은 개인의 경험에 의한 영구적인 변화를 의미하는데, 놀이와 학습, 이 두 가지 요소는 융합을 통해 교육용 기능성 게임을 연구하는 게임 기반 학습 이론 GBL(game based learning)의 중요한 요소이다. 유아가 한글 학습을 하면서 스스로 목표를 달성하기 위해서 무엇보다 중요한 것은 재미이다. 유아는 성인에 비해 집중력이 낮기 때문에 몰입을 위해 재미를 학습과 결부시키는 것은 매우 중요하다. 따라서 본 연구는 먼저 효과적인 놀이 특성 요소가 적용된 한글 기능성 모바일 게임 사례를 분석을 통해 알아보고자 하였다. 사례의 선정 기준으로는 사용자의 선호도를 기준삼아, 2014년 4월 22일을 시점으로 구글 안드로이드 마켓의 유아용 한글 기능성 모바일 게임 영역에서 10000개 이상 다운로드 한 게임을 토대로 다운로드 횟수와 사용자의 평가 별점에 따라 20개의 한글 모바일 기능성 게임을 선정하였다. 현재 시중에 출시되어 있는 다양한 유아용 한글 학습 놀이 콘텐츠의 사례를 R.Caillois가 제안하는 놀이의 네 가지 분류와 속성의 선행연구를 통해 아곤(Agon), 미미크리(Mimicry), 일레아(Alea), 일링크스(Ilinx)로 분석하고 그 고유의 특성과 비교하였다. 그 특성 네 가지가 한글 기능성 모바일 게임 안에서 어떠한 역할을 수행하는 지 살펴 본 결과, 선정된 사례 중 게임의 규칙과 의지가 최대로 포함된 아곤(Agon)의 유형이 가장 많은 분포를 보였으며, 각각 하나의 놀이 요소가 적용된 것보다는 네가지 놀이 특성이 고루 분포된 경우에서 유희성과 함께 높은 몰입도를 경험하게 해 주었다. 본 연구 결과를 통해 유아용 한글 기능성 모바일 게임 콘텐츠가 놀이의 속성이 반영된 재미의 요소를 학습에 접목하는 기반연구가 되길 기대한다.

웹의 진화 원칙에서 도출해 낸 차세대 e-Learning 콘텐츠의 발전 모델 제안 (Suggestion for the development model of next generation e-learning contents drawn from the principle of web progress)

  • 방미향
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2007년도 추계 종합학술대회 논문집
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    • pp.719-723
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    • 2007
  • SK커뮤니케이션즈가 운영하는 온라인 교육 사이트 이투스(www.etoos.com)가 웹2.0 시대에 맞춰 수강생들의 참여 공간을 늘리고, 온라인을 통해 '학습'과 '재미'를 강화한 개방형 홈페이지로 2007년 초 전면 개편되는 등 기존의 e-Learning 콘텐츠 회사들이 웹2.0 기반의 비즈니스 모델을 통해 콘텐츠 차별화를 꾀하려는 움직임이 매우 활발하다. 본 연구에서는 웹2.0 시대를 맞은 e-Learning 콘텐츠의 현황을 대표적인 중고등 교육 e-Learning 콘텐츠를 중심으로 분석해 보고, 차세대 e-Learning의 발전 방향을 효과적인 피드백이 제공되는 학습자 중심의 콘텐츠 개발과 웹2.0의 본질에 입각한 집단 지성을 이끌어내는 데서 찾고, 'e-Learning 콘텐츠 내의 virtual 개인 과외 선생님 community 형성에 관한 프로젝트'를 제안해 본 것이다.

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협동학습(Cooperative Learning)을 적용한 보건교육 수업에 관한 연구 (A Study on the Comprehensive Approach to Health Education: Cooperative Learning)

  • 김은주
    • 보건교육건강증진학회지
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    • 제21권3호
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    • pp.151-177
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    • 2004
  • Recently, the educational community has attempted to implement the theory of multiple intelligences. In approaching multiple intelligences, teachers have applied the same structural approach which has been so successful with cooperative learning. Cooperative learning is easy to learn and implement, fun for teachers and students, and produce profoundly positive outcomes along a remarkable number of dimensions. Different structures are designed for different outcomes, including enhanced mastery of subject matter, improved thinking skills, team building, class building, development of social character and social skills, communication skills, classroom management, classroom discipline, and development of and engagement of each of the multiple intelligences. Cooperative learning is becoming an increasingly popular teaching strategy. In this study, it is aimed to clarify the application of cooperative learning in health education. Cooperative Learning in health education enhances student learning by: 1) providing a shared cognitive set of information between students, 2) motivating students to learn the material, 3) ensuring that students construct their own health knowledge, 4) providing formative feedback, 5) developing social and health group skills necessary for success outside the classroom, and 6) promoting positive interaction between members of different cultural and socio-economic groups. Cooperative Learning structures and techniques in health education are following. Flash Card, Focused Listing, Structured Problem-solving, Paired Annotations, Structured Learning Team Group Roles, Send-A-Problem, Value Line, Uncommon Commonalities, Team Expectations, Double Entry Journal, Guided Reciprocal Peer Questioning, What if. Because the purpose of health education is the practice, therefore health specialists have to guide powerful and effective teaching method The application of cooperative learning in health education may improve its effectiveness.

An Empirical Study of Gender Differences in Motivational Orientations of Students in Statistics Classroom

  • Ken W. Li
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제26권2호
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    • pp.83-104
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    • 2023
  • Lecture theatres and computing laboratories are common types of classrooms used for teaching and learning in this study; both were equipped with a computer network through which teachers and students can access learning management system, digital library, educational software, and so on. Students were divided into groups of two or three; each group of students collaborated on the worksheets in the laboratory and naturally sat together when attending a class held in the lecture theatre. The social organization of classroom learning would promote student learning but what drives student learning; how to engage students with learning; and how to maintain their interest in learning are of research interest in the present study. The study illustrated the theoretical and empirical links, student motivation has a relation to rich collaboration with peers, communication as verbal interactions as well as teacher-student interactions. These are within socio-cultural contexts for learning to take place. The study was extended to make comparisons of the motivational orientations between student genders. It was found that female students were keener on fun or enjoyment in learning, peer communication, and teacher's intervention, whereas male students were concerned more about digital learning tools, a positive working relationship, social reciprocity, and interpersonal relationships.

A Comparison of Two English Reading Classes: With a Focus on Cooperative Learning

  • Suh, Jae-Suk
    • 영어어문교육
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    • 제12권3호
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    • pp.79-98
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    • 2006
  • As one way of changing a teacher-fronted, grammar-based reading class into a meaningful, fun-creating one, this paper compared teacher- fronted reading with student-centered reading framed upon cooperative learning. In a study in which each type of reading method was conducted for college students in an EFL reading course for a period of one semester, data were gathered via questionnaires. The results showed that though each type of reading instruction came with its own strengths and weaknesses, student-centered reading instruction was preferred for various reasons. Most important, through an active participation in cooperative work, subjects were motivated and interested in L2 reading much, were exposed to various reading strategies and skills, and practiced them in a friendly, low-anxiety learning climate.

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협동학습법을 적용한 가정과 학습지도안 모형 개발 : 중학교 가정의 인간발달과 가족관계 영역을 중심으로 (Home Economics Lesson Plan Model Development Based on Cooperative Learning Stategy : Focusing on Human Development and Family Relations Area)

  • 김수현
    • 대한가정학회지
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    • 제36권5호
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    • pp.59-74
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    • 1998
  • Home economics lesson plan model was developed based on cooperative learning stategy focusing on human development and family relations area. The cooperative learning is an instructional strategy that meets the challenge of helping students master home economics content objectives by acquiring and practicing the social skills that are essential in life for satisfactory relationships with peers, families, coworkers, and others in society. Through cooperative learning, students can satisfy their needs for friendship, power, belongs, and fun. Practical problems were selected in human development and family relations area for middle school students assuming that home economics is critical science. Lesson plans were developed according to the practical problems, "what should we do regarding the effective communication between family members\ulcorner".ner".uot;.

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비형식적 교육장소에서 개별적 과학기술학습을 위한 모바일 관람 가이드 시스템의 설계 및 구현 (A Design and Implementation of Mobile Visit Guide System for the Individual Science & Technology Learning in the Museum)

  • 권효순;최완식
    • 대한공업교육학회지
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    • 제30권1호
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    • pp.120-132
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    • 2005
  • The major purpose of this study was to provide a basic model of mobile guide system for visitor's individual learning, self-regulated learning in a museum. System model realized by this study was as follows; 1) This system distributed exhibit information to tourists in place of existing audio guides or curators. Using wireless communications, the PDA automatically delivered information about the exhibit. The artistic and visual displays maximized effective and quick transmission of information to the user. 2) It made visiting a museum fun, exciting and entertaining. With the PDA guide the museum visitor can interact with detailed descriptions of exhibits, videos and images. The museum visitor, can also play a quiz game, take photos, record voices and send e-mail.

A Study on Promoting Early Reading Ability through an Explicit High-frequency Sight Word Instruction

  • Huh, Keun
    • 영어어문교육
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    • 제17권1호
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    • pp.17-35
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    • 2011
  • The purpose of this study was to explore the effect of an explicit word instruction for EFL beginning readers and their perception on the learning experience. Data were attained from 16 fourth graders who took English class as a development activity. Data include the results of pre- and post-test of high frequency sight word recognition, oral reading ability, students' survey responses, and teacher observation. The descriptive statistics were obtained for the result of the pre- and post-test. The findings from the student survey and teacher observation were also provided and interpreted to better understand the result of project and students' perception on the learning experience. The followings are the results of this study. The word recognition ability of the students was dramatically improved after the project. The students were satisfied with the overall learning experience perceiving it as helpful and fun learning. They expressed that the explicit word instruction helped their word recognition and reading ability. The results also supported that the confidence of students on their reading ability were heightened. Several suggestions are made for teachers and researchers on the word instruction for young EFL learners who are beginning readers.

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