• 제목/요약/키워드: lesson design

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창의공학설계 및 실습 수업을 위한 아두이노 기반 교육용 캔위성 개발 연구 (A Study on Development of Educational CanSat based on Arduino for Creative Engineering Design and Practice Class)

  • 이영건;이상현;김종범;김송현;유승훈
    • 공학교육연구
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    • 제24권5호
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    • pp.38-45
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    • 2021
  • The CanSat was designed as an educational satellite simulation program that implements the overall system of the satellite such as the command processing unit, the communication unit, and the power unit in a structure of the size of a can. In particular, the training effect is very excellent because the trainee can learn a process similar to the actual satellite development process by designing, manufacturing, testing, and launching. Republic of Korea Air Force Academy has been using the CanSat production kit used by the domestic can satellite contest experience department for education, but since it was produced based on PCB, it was impossible to show creativity and operation was restricted even with small mistakes. In this paper, we analyze the existing CanSat kit and propose a new educational CanSat kit that can be used in creative engineering design and practice subjects that will be reorganized into a regular course from 2021, and a lesson plan. In conclusion, by using the proposed CanSat kit for lectures, it is possible to achieve educational purposes and effects, improve lecture satisfaction, and provide stable instruction.

중학생 공감능력 향상을 위한 가정과 공동체주택 수업 개발 및 실행 효과 (Development and Implementation Effects of Home Economics Community Housing Classes for Improving Empathy Ability of Middle School Students)

  • 김희선;지은영
    • Human Ecology Research
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    • 제61권3호
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    • pp.361-373
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    • 2023
  • The purpose of this study is to develop and apply a teaching-learning plan of apartment house class to improve middle school students' empathy for home economics education and to verify its effect. The study was conducted in five stages: analysis, design, development, implementation, and evaluation using the ADDIE model. In the analysis phase, the study set learning objectives after analyzing how community housing is dealt with in the 2015 revised home economics curriculum and 12 current technology and home economics textbooks. In the design and development stage, in order to evaluate the validity of the experts and to improve the empathy ability, the study goal design, the composition of the learning elements, the development of the learning materials, and the pre and post-questionnaire for the students were developed. In the implementation stage, the empathic ability evaluation was carried out before and after the beginning of the first class by applying the teaching-learning process plan of the 8th class. In the evaluation stage, we examined whether the teaching-learning process developed in this study has a significant effect on empathy ability by evaluating the pre-post difference of empathy ability. As a result of examining the results of the pre - and post - evaluation of empathy ability for the results of this study, both cognitive and communicative factors were improved, and the apartment house class had a significant effect on the improvement of empathy ability.

테크놀로지 활용 과학 수업에서 분산인지 이론 기반 수업 전략의 개발 및 타당화 (Development and Validation of Distributed Cognition Theory Based Instructional Strategy in Science Class Using Technology)

  • 노자헌;손준호;김종희
    • 대한지구과학교육학회지
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    • 제17권1호
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    • pp.1-19
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    • 2024
  • 이 연구는 테크놀로지 활용 과학 수업을 위한 분산 인지 이론 기반 수업 전략을 신뢰도와 타당도가 확보된 절차에 따라 개발한 설계·개발 연구이다. 수업 전략 개발을 위해 설계·개발 연구 방법론 절차에 따라 개발 연구와 타당화 연구를 진행하였다. 개발 연구에서는 선행 문헌 검토와 사전 전문가 검토 방법으로 초기 수업 전략을 개발하였다. 타당화 연구에서는 내적 타당화(전문가 타당화, 사용성 평가)와 외적 타당화(현장 적용 평가) 방법으로 수업 전략을 타당화하고 최종 수업 전략을 개발하였다. 최종 수업 전략은 3개의 수업 원리와 9개의 수업 전략, 38개의 세부 지침으로 구성하였다. 이 연구를 통해 연구자는 테크놀로지 활용 과학 수업을 위한 수업 전략의 적합성, 블록과 교수·학습 과정안의 유용성, 인지적 도구로서 테크놀로지의 활용 가능성, 테크놀로지 활용 교수 역량 함양을 위한 교사의 노력 필요, 수업 전략 적용에 영향을 미치는 조건을 고려한 수업 설계를 제안하였다.

공학설계기반 오션클린업(Ocean Clean-up) 수업이 STEAM태도와 창의공학적 문제해결성향에 미치는 효과 (The Effect of Engineering Design Based Ocean Clean Up Lesson on STEAM Attitude and Creative Engineering Problem Solving Propensity)

  • 이동영;이효진;남윤경
    • 한국지구과학회지
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    • 제44권1호
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    • pp.79-89
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    • 2023
  • 본 연구의 목적은 공학설계 기반 오션 클린업 수업이 STEAM 태도와 창의공학적 문제해결성향에 미치는 영향을 알아보는 것이다. 또한 이 과정에서 학생들이 공학설계 기반 수업에서 접하는 흥미로운 점을 파악하고자 하였다. 본 연구에서는 공학설계를 전공한 교수 1명과 석사 이상의 공학설계 전문가 5명이 함께 공학설계를 기반으로 한 6차시의 과학수업을 개발하여 검토하였다. 수업의 주제는 실제 오션 클린업 프로젝트에서 구현된 방법을 기반으로 해양 오염을 줄이기 위한 과학 및 공학적 해결과정의 설계 및 구현으로 선정되었다. 공학설계 과정은 NGSS(2013)에서 제시한 공학 설계 모형을 활용하였으며, 최적화 과정을 통해 재설계를 경험할 수 있도록 구성하였다. 효과를 검증하기 위해 Park et al.(2019)이 개발한 STEAM 태도 설문지 및 Kang and Nam(2016)이 개발한 창의공학적 문제해결성향 검사 도구를 사용하였다. 효과성 검정을 위한 통계분석을 위해 사전 및 사후 t-검정을 사용하였다. 또한, 학습자가 경험한 흥미로운 점의 내용은 기술적인 응답을 받아 전사하고, 중심도 분석을 통해 분석 및 시각화하였다. 결과는 과학 수업에서 공학설계 기반 오션 클린업 수업이 STEAM 태도와 창의공학적 문제해결성향 모두에 긍정적인 영향을 미친다는 것을 확인하였다 (p< .05). 또한, 비정형 데이터 분석 결과, 학습자가 학습에 관심을 갖는 요인으로 이공계 지식, 공학적 경험, 협동과 협업이 나타나 공학적 경험이 중심 요인임을 확인하였다.

위치기반 서비스를 이용한 중학교 체육교과 웹기반학습 시스템의 설계 및 구현 (Design and Implementation of Web-based Instructional System by using Location based Service for Physical Education at Middle School)

  • 김세민;하태현
    • 디지털융복합연구
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    • 제6권2호
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    • pp.127-134
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    • 2008
  • The aim of this study is to show that using a Web-Based Instruction system is a better method to help counteract deficient teaching, learning conditions and facilities thus improving the students' interest, understanding, participation and skill development in Physical Education. The key findings of this study are as follows; The first advantage of using this system is that the theory of Softball is explained with the use of pictures rather than text, thus improving the students' understanding. The second is the method in which practical skills are explained and demonstrated. Action image sequences are used as opposed to the old method of using stationary pictures. This means that the learners can clearly see and understand why and, more importantly, how to use these skills. The third advantage is the technique used to teach the application of these skills. Using active rather than passive learning and thus engaging the student encourages improved participation and learning. The fourth advantage comes in evaluation: both subjective and objective questions are asked in theoretical evaluation, and the teachers can evaluate the students' understanding and skill development by filming their actual Softball games. The final advantage is the use of Self-Directed Learning to aid learners' development of understanding of the lesson content as interactions between teachers and learners are constructe

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초등학교 고학년 안전보건교육 프로그램 개발과 효과검증 (Development and effect of elementary school upper-grade safety health education program)

  • 정현민;이효철
    • 한국응급구조학회지
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    • 제17권3호
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    • pp.149-168
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    • 2013
  • Purpose: The purpose of this study is to develop a safety health education program for the upper graders of elementary school children and to evaluate the program. Methods: The study was designed for learner centered safety education and heath education based on a theory of lifelong education. After a model development of the program was set up, five major units were selected after five stages of program planning, design, acting, evaluation and feedback: school safety, traffic safety, home safety, life safety, and first-aid. Twenty things were selected as what to teach, and a lesson plan of 12 sessions was mapped out by arranging what to teach. The subjects in this study were 114 elementary school students who were in five different sixth-grade classes. Each class received education for five days, in four sessions each, according to the program. Results: The learners showed improvement in safety consciousness, safety knowledge, self-efficacy and safety behavior after they received education according to the safety health education program, and they expressed a lot of satisfaction with the program. Conclusion: It is important to develop the lifelong education for safety health education for the elementary school children.

Study on Satisfaction According to Result of Participants in DIY Woodworking Program

  • Chun, Tong-Whan;Kim, Kwang-Roul
    • 한국가구학회지
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    • 제19권6호
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    • pp.487-497
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    • 2008
  • This study was the research of the satisfaction of participation in short DIY Woodworking program organized by university as productive leisure activity. It is the study of what satisfactions-factors of the participants are and how the satisfaction is continued with activities of the participants later on, and finally how the satisfaction influences the choice of leisure activity further. Questionnaire is consist of total 41 survey standards like the article for facility, education, service and cost & the demographic contents of the participants. It was executed by the participants in program at sight from Aug. $1^{st}$ and $2^{nd}$ 2008, and the valid samples 156 copies were definitely analyzed. The result of analysis shows first that the majority of the participants in the short leisure program are the beginner who took part in such program for the first time. What them interests are the convenient facility & use of tools. Second, the reasonable fees in terms of material cost & preparation of personal tools influenced positively on satisfaction of participation. Third, the dissatisfaction of participants regarding educational method and service could be solved by that the trainer who makes practical lesson had been informed of the course in advance.

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공무원 사이버 교육효과에 미치는 영향요인 탐색연구 - 지방공무원을 중심으로 - (An Empirical Study of Factors Influencing the Cyber Education of Government Officials - Focusing on Local officials -)

  • 김하균;박명주;장창진
    • 한국정보시스템학회지:정보시스템연구
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    • 제13권1호
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    • pp.21-38
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    • 2004
  • Along with the advance of Information technology and the introduction of the information era, cyber education through the internet has been activated in universities and private educational organization. However, most cyber education is not being practically applied in government employ. This study looks at the influential factors of cyber education in order to create a cyberspace where the public official can obtain information at a place and time convenient to them. This will provide a chance to activate cyber education effectively. The hypothesis was approved through multiple regression analysis was executed in order to explain and predict the relationship between influential factors and cyber education effects. The results of the study show the influential factors of education effect as follows: - the instruction design and contents factors such as interesting educational contents, interaction between leamers and teacher, and positive instruction, all had an important influence. - the learner factors, such as a desire to leam, motivation, and interest in the lesson, also had a significant influence. - the environmental factors such as systematical basis and support, atmosphere, and consideration of others had a large effect on the education effect.

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초등학생을 위한 그래프 학습 언플러그드활동 개발 (Computer Science Unplugged Activities of Graph Theory for Primary School Students)

  • 양창모
    • 정보교육학회논문지
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    • 제20권1호
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    • pp.93-100
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    • 2016
  • 언플러그드 컴퓨터과학 활동은 카드, 실, 크래용 등 주변의 물건들을 사용하는 놀이와 퍼즐을 통하여 컴퓨터과학에 대하여 학습하는 활동의 모음이다. 기존의 언플러그드 활동은 알고리즘을 소개하고 실생활에 적용하는 것에 편중되어 문제 해결을 위하여 알고리즘을 적용하기 전에 이루어져야 할 자료의 표현 방법에 대한 활동은 상대적으로 부족한 실정이다. 본 연구에서는 초등학생들에게 그래프 이론의 기본 개념과 실생활에 적용할 수 있는 그래프 알고리즘을 소개하는 언플러그드 수업을 설계하고 수업을 실시한 후에 설문조사를 통하여 수준의 적절성과 수업 효과에 대하여 평가하였다. 설문 응답을 분석한 결과 모든 응답자가 본 연구에서 제시한 수업 내용이 초등학생에게 적합하다고 응답하였고 수업의 효과와 적절성에 대하여 긍정적인 응답을 보였다.

'홈페이지 제작' 단원의 프로젝트 학습이 직업기초능력 중의 정보능력에 미치는 영향 (Effects of Project Learning on Information Skills among Key-Competencies in 'Homepage Development' Lesson)

  • 김민범;김용범;김영식
    • 컴퓨터교육학회논문지
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    • 제10권1호
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    • pp.31-40
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    • 2007
  • 직업 생활에서 공통적으로 필요한 자질과 변화하는 직업 세계에 능동적으로 대처할 수 있는 능력의 필요성이 대두되면서 직업기초능력의 중요성이 인식되기 시작하였다. 이에 본 연구에서는 상업계 고등학교 컴퓨터 교과의 홈페이지 제작 학습에 프로젝트 학습 모형을 적용하여 프로젝트 학습 방법이 직업기초능력 중의 정보능력에 미치는 효과를 알아보고자 하였다. 연구 결과, 프로젝트 학습 집단과 전통 학습 집단의 차이가 유의미하여 프로젝트 학습 방법 적용이 학생들의 정보능력 신장에 긍정적인 효과를 나타내었다. 이 연구에서 직업기초능력을 신장시킬 수 있는 효과적인 교육 방법이 제안되었으며, 앞으로 정보능력 뿐 아니라 다른 하위 능력의 신장에 관한 연구가 필요할 것으로 생각된다.

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