• 제목/요약/키워드: science experience

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과학체험학습에 관한 선행연구 및 경기도 지역 초등학교 운영실태 분석을 통한 다양한 과학체험학습장의 활용방안 모색 (Classification of Place for Experiential Learning through Analysis of Previous Study and Actual Status of Elementary Schools in Gyeonggi-do about Science Experience Learning)

  • 권난주;권혁재
    • 한국초등과학교육학회지:초등과학교육
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    • 제38권1호
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    • pp.43-54
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    • 2019
  • In order to organize various places for science experience study, this study gathered and analyzed prior research on science experience study and various science experience perated in school. To that end, a total of 162 relevant prior studies of literature published from 2000 to 2016 were collected and 2,201 cases of science experience study conducted in 2015 were collected and analyzed. The place where the science experiential learning was done is divided into three areas of natural ecology, cultural history, facility experiential learning study, and the characteristics of participating subjects are examined. In terms of the number of articles published in the field of science-related experiential learning areas, 83 ecological experience study sites (51.2%), facilities institution experience study sites 56 (34.6%), and cultural history experience study books 23 (14.2%). Through this study, it was found out that research tendency to analyze science - related attitudes became prominent by setting study subjects using natural objects around and learning to play while playing and playing in nature. There was also an analysis by subjects of participation in science related experience learning centers. Cultural history experiential learning field was significantly lower than previous studies. In the lower grades, nature ecological experience learning was mainly performed. Combining the above findings, it can provide implications for the development of science-related experience activities. First, it is necessary to develop a technology-related experience learning center using local community resources. Second, it is necessary to expand the culture and history experience learning center related to science. Third, we need an education support center to support the expansion and operation of such a technology-related cultural history learning center.

과학 체험 교실이 저소득층 아동의 과학 탐구, 과학 태도 및 자아 존중감과 자기 유능감에 미치는 효과 (Effects of Science Inquiry, Science Attitude, Self-esteem, and Self-competence on Children in Low-income Family through Science Experience Class)

  • 김원희;김은진;이석희
    • 한국초등과학교육학회지:초등과학교육
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    • 제28권4호
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    • pp.415-424
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    • 2009
  • This study was performed to reveal the effects of a science experience class, in which children of low-income family(LIF) were involved. The children's science inquiry skills, science-related attitude, self-esteem and self-competence were investigated before and after the science experience class. Not only 61 children in LIF but also 75 ordinary ones participated in the class and the tests to collect the data, and interviews in which 9 children of each group participated were conducted as well. The results are as follows. First, through the science experience class, the children in LIF's average point of science inquiry skills increased meaningfully, but ordinary children's did not. Second, the science attitude's points of both increased meaningfully. Third, the children in LIF's average self-esteem point increased meaningfully, but the ordinary group's did not. Fourth, the children in LIF' self-competence increased meaningfully, but the other's did not. The children from both groups were influenced positively by the science experience class. Especially, compared with ordinary children, the children in LIF who have fewer chances of science experience than other children were more positively influenced m every aspect of this study.

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농촌관광마을의 체험활동 분류 및 분석 연구 (A Study on the Types Classification and Analysis of Experience Activities in Rural Tourism Village)

  • 한송희;손진관;최윤지;윤유식
    • 농촌지도와개발
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    • 제22권1호
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    • pp.31-41
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    • 2015
  • Rural tourism village experience is proceeded quantitatively without distinct characteristic. This research aimed at analyzing the experience and utilizing in the establishment of differentiation and contents development. Type of experience activity was classified as 10 types in Level 1 and 0~4 types in Level 2. As the result of analyzing 3,007 experiences in 168 villages, types of experience activity implemented per 1 village was 17.9. Among them, ecological experience type appeared to be the most, and appeared in order of food, agriculture farming experience. In respect of agriculture farming experience, 'harvest and utilization' was analyzed to be the highest, and regarding rural farmhouse living experience displayed 'farmhouse living' experience the highest. Tradition courtesy experience displayed 'traditional culture' experience the highest, and rural food experience was analyzed to implement 'food making' experience the most. Ecological experience mainly consisted of 'hunting and collecting' and 'observation/learning', in case of play experience, 'traditional play' experience activity was analyzed to be performed the most. Considering utilization material, it appeared in order of 'rice', 'sweet potato', 'potato', 'corn', 'chili', 'agricultural implement', 'farmhouse', 'animal', 'culture', 'history', 'rice cake', 'alcoholic drink', 'tofu', 'kimchi', etc. The place of ecological experience was performed in the forest the most, and lots of experience was performed in stream, valley, and river. The researcher expects that characteristic experience activity will be developed based on this result, by avoiding doubleness of the experience activity among the regions and the villages.

A Study on the Positioning Strategy of Wood Cultural Experience Center

  • Kyungrok WON;Jinwoong BYEON;Dowoong YOON;Jonghye PARK;Hanmin PARK;Heeseop BYEON
    • Journal of the Korean Wood Science and Technology
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    • 제52권2호
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    • pp.175-190
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    • 2024
  • The increase in atmospheric carbon dioxide concentrations is known to be closely associated with climate change and global warming. In this sense, considering that facilities for appropriate education and experience on wood, which is a carbon pool, have been required, this study targets the Wood Cultural Experience Centers, which are in current operation, examines and evaluates their operation status and policy changes, and ultimately derives a successful positioning plan. To this end, it conducts a survey, and the results are as follows. First, as a result of the similarity analysis (KYST: Kruskal-Young-Shepard-Torgerson program) with facilities with leisure activities and educational functions, the Wood Cultural Experience Center have competition with natural recreation forests in terms of naturalness, and it has competition with the career experience center and youth training center in terms of experiential observation. Second, the result of positioning analysis of the attribute space map indicates that the Wood Cultural Experience Center is positively perceived in terms of such attributes as naturalness, experiential learning or recreation, and preservation of natural environment, but is negatively recognized in terms of accessibility, escape from daily life, and things to see.

Effects of Forest Experience Activity on the Attitude toward Forest and Personality of Primary School Students

  • Kim, Soyeon;Choi, Jungkee
    • Journal of Forest and Environmental Science
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    • 제34권6호
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    • pp.490-496
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    • 2018
  • The present study aimed to identify the importance of forest experience activity by examining what effects forest experience activity has on primary school students. The study population consisted of 108 students enrolled as fourth graders in primary schools in Chuncheon as of November 2017. The study measured the changes in their attitude toward forest and personality from before and after forest experience activity. The results indicated that the primary school students who participated in forest experience activity showed statistically significant increase in attitude toward forest and personality. In other words, the study identified the positive effects of forest experience activity on recognizing the importance of nature and personality building. The present study aimed to test the importance and effects of forest experience through forest experience activity outside of the classroom, as well as to present the validity of promoting forest experience activity.

제조업의 고객경험관리 평가지표 개발연구 - Top Plan DNC 고객경험관리 사례를 중심으로 - (The Development of Customer Experience Management Competency Scale in the Manufacturing industry - Top Plan DNC Customer Experience Management Casestudy -)

  • 김소희;김용세
    • 한국과학예술포럼
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    • 제20권
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    • pp.135-146
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    • 2015
  • The purpose of this research is to highlight the importance of customer experience relating to servitization of manufacturing and to develop an index to analyze customer experience management. It occurred that customer experience management analysis should perform in diverse dimensions to get higher customer satisfaction. Following to this idea, new idex is designed : CEMC(Customer Experience Management Competency scale). CEMC includes three parties which are internal expert, external expert and customer, as evaluators of the appraisal. Each evaluator participates in the inspection about customer experience management through a questionnaire which composed four sections : Product and service, Business process, Culture and Asset. Researchers apply this index to one small manufacturing business and analyze the state of customer experience management. The result would be a reference for building strategy and align inside organization.

Analysis of visit attributes among rural experience program participants and impact on revisit intention - Based on the case of Cheong-Ho region

  • Yu, Chan Ju;Cha, Ji Eun;Jang, Dong Heon
    • 농업과학연구
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    • 제43권4호
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    • pp.678-687
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    • 2016
  • Rural area development projects are being carried out in a strategy to create new value in agriculture and farm villages and to change the public perception. This study targeted rural experience participants visiting Cheong-Ho region, where the Rural Village Comprehensive Development Project was carried out. They were surveyed about attributes of visits to farm villages to determine which attributes of the experience could influence their revisits. This study was conducted under an umbrella project conducted as per the Special Act on Life Improvement and Regional Improvement for Farmers and Fishermen. Cheong-Ho region in Buan-gun produces mulberry, organic wheat, and rice grown using environmentally-friendly agricultural practices. This region as held events offering visitors the chance to experience rural villages and mulberry farms. Survey results showed that the natural landscape of villages, village experience, and the services provided by residents had a positive relationship with the probability of revisiting the village. Also, village facilities, harmony of natural landscape, hospitality of village residents, amusement value of rural experience, and the cost for rural experience were significant attributes. Therefore, it is necessary to revitalize the rural experience program targeting rural experience participants in Cheong-Ho region through continuous and monitoring of key visit attributes and revisit factors.

The Effect of Mobile MMORPG Characteristics on Flow Experience and Performance

  • LEE, Jeonghoon
    • 유통과학연구
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    • 제17권8호
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    • pp.35-44
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    • 2019
  • Purpose - This study examines the changes in the mobile MMORPG market in recent years and the factors affecting the performance of mobile games through flow experience according to the characteristics of game content. Research design, data, and methodology - This study focuses on the fact that the cause of game use behavior changes is the flow experience which influences the duration of mobile game continuation. The flow experience and the influencing factors are divided into the relationship between first, second-leading factors, and lagged factors. Results - The user's sense of challenge, skillfulness, concentration, and reality influenced the flow experience as a leading factor influencing the performance of MMORPG games. On the other hand, fun and preference were found to be the outcomes of the flow experience. This is because the game content is experienced not through passive enjoyment but by intentionally enjoying the game content. The flow experience has a positive effect on the intention of continuous use as in the previous study. Conclusions - This study found that the flow experience of game users is necessary for continuous use by organizing relationships of flow experience in mobile MMORPG users' gaming behavior.

초등학교 교사의 과학 PCK에 대한 학업 열정 수준 및 영향 요인 탐색 (An Exploratory Study on Level and Influencing Factors of Academic Passion for Elementary School Teachers' Science PCK)

  • 강훈식
    • 한국초등과학교육학회지:초등과학교육
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    • 제41권3호
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    • pp.553-568
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    • 2022
  • 이 연구에서는 초등학교 교사의 과학 PCK에 대한 학업 열정 수준과 그 열정에 영향을 미친 요인을 조사하였다. 이를 위해 서울특별시 소속 초등학교 교사 161명을 선정한 후, 과학 내용학 및 과학 교육학에 대한 학업 열정 검사를 시행하였다. 또한 일부 교사를 대상으로 개별적인 심층 면담을 시행하였다. 연구 결과, 과학 내용학 및 과학 교육학 학습에 대해 '중요함'과 '조화열정'은 높은 수준, '시간/에너지 투자'와 '강박열정'은 보통보다 약간 높거나 낮은 수준이었다. 과학 내용학 학습에 대한 '좋아함'은 비교적 높은 수준이었지만, 과학 교육학 학습에 대한 '좋아함'은 보통보다 약간 높은 수준이었다. 교직 경력보다 학부 과학 심화전공 여부에 따른 과학 내용학 및 과학 교육학에 대한 학업 열정의 차이가 더 크게 나타났다. 초등학교 교사는 과학 PCK에 대한 열정에 영향을 미친 요인으로 '개인의 관심 및 흥미', '고등학교 계열', '학부 과학 심화전공 여부', '과학 관련 대학원 진학 여부', '초등학교에서 과학을 가르친 경험', '영재교육원에서 과학을 가르친 경험', '과학 전담 교사 담당 경험', '과학 관련 교사 연수', '과학 관련 교수-학습 자료 개발 경험', '과학 및 과학영재 관련 업무 담당 경험', '과학 관련 교사공동체 참여 경험' 등을 골고루 선택하였다. 그러나 그 선택 비율에서는 학부 과학 심화전공 여부에 따라 약간의 차이가 있었다. 이를 바탕으로 초등학교 교사의 과학 PCK에 대한 학업 열정을 높이는 방법을 제안하였다.

과학수업에서 학생의 일상경험 도입에 대한 초등교사의 인식과 실행 및 배경요인 (Elementary Teachers' Perception, Practice, and Background Factors in Using Students' Everyday Experience in Teaching Science)

  • 나지연;송진웅
    • 한국과학교육학회지
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    • 제34권7호
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    • pp.635-645
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    • 2014
  • 본 연구는 과학교수과정에서 학생의 일상경험 도입과 관련된 초등교사의 인식과 실행, 그 배경요인을 밝히는 데 그 목적이 있다. 이를 위해 전공, 교직경력, 성별, 성장지역, 연령 등 각각의 특성이 다른 네 명의 초등교사를 대상으로 반 구조화된 심층면담을 실시하였다. 그 결과는 다음과 같다. 교사들은 주로 동기유발을 하기 위해 수업의 도입부에 일상경험을 상기하도록 학생들에게 발문하였다. 교사들은 과학수업에 일상경험을 도입하는 것에 우호적이었고 더 높은 수준의 도입이 필요하다고 생각했지만, 실제 과학수업에서는 일상경험을 소극적으로 도입하거나 외면하기도 하였다. 이러한 현상에 영향을 미친 요인들은 '과학수업에 대한 기억', '자녀교육 경험', '유년기의 성장환경', '개인의 학습양식', '불충분한 지식 열정', '일상생활의 과학 교육적 의미', '교사의 의무에 대한 인식', '평가결과의 중요성', '실험의 어려움', '일상경험 도입 시 학생의 반응', '교과용 도서의 체계', '교수학습 시간 부족', '국민공통기본 교육 구현', '담당 학생의 특성', '타 교육주체의 요구', '일상경험 도입의 효과'가 있었다. 또한 교사들은 직무관련 외적 요인의 영향에 의해 자신의 인식과 다른 실행을 하고 있으며, 일상경험의 적극적인 도입을 위하여 교과용 도서 등의 도움을 필요로 하였다.