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        검색결과 5

        1.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Historical Experience Program is a certain type of a field trip for elementary and middle school students, which includes visiting a historical place and having various outdoor activities related to the historical events that actually happend in the area. Usually the students make a group to participate, but the education is only done with the printed handouts and the guidance teacher's verbal explanation. In this research, we would like to make use of both location-based system and gamification theories to advance the educational form. Each students will be given smart devices to perform the tasks that are conducted by gamifying the historical information and materials. Location-based system will be guiding them to find the missions and clues around the area. The guidance teacher will be also using a smart device to figure out each student's location and how well they are performing. We've also run the actual field test, and found out that it was a very effective method for Historical Experience Programs. Students were very motivated by cooperting and competing with other students on gamified educational material, and had been very ammused by having outdoor activities using location-based system, and it lead to a significantly effective education.
        4,600원
        2.
        2014.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper is an advanced work for the follow-up study 'Development of Teaching and Learning Programs of Intercultural Education in Universities Utilizing German and French Commercial Movies'. Before developing teaching and learning programs of intercultural education for undergraduates utilizing movies as one of the most typical digital image media in modern times, we try to review theoretical the utilizability of digital image media and game contents as very efficient tools of intercultural teaching and learning program. The breakthrough of digital information and communication technology, and the digital revolution leading to a paradigm shift in the history of mankind make the 21th century be called 'knowledge and information age'. The integrated and interactive communication way based on the development of digital technology has a great effect on recognition way, recognition pattern and recognition process of contemporary people. In addition, it is also changing human recognition per se. First of all, digital image media have caused not only the remarkable change of social and cultural environment, but also a revolutionary change of educational field. The digital image media are thought of as one of the most efficient communication media which can satisfy optical desires of humankind and realize multilateral and sympathetic interchanges utilizing other sense organs. Therefore, the digital image media are anticipated to be a very efficient tool of teaching and learning program. Through this theoretical review we try to emphasize the needs for the development of teaching and learning program of intercultural education utilizing digital image media and game contents.
        4,000원
        3.
        2019.06 KCI 등재 서비스 종료(열람 제한)
        본 연구는 최근까지 등재학술지(KCI)에 게재된 유아 다문화 교육프로그램 논문 28편을 대상으로 하여 다문화 교육 활동 및 프로그램의 내용구성과 효과검증방법을 분석하였다. 첫째, 유아 다문화 교육프로그램의 내용구성과 관련하여 살펴본 결과, 대부분의 프로그램에서 개발의 기초가 되는 이론적 배경에 대한 설명이 누락되어 있었고, 가장 많이 다루어지는 내용은 문화이해였으며, 다문화 교육목표에서는 다문화에 관한 지식이 가장 많은 것으로 나타났다. 또한 과반수이상의 프로그램에서 다문화 교육이 자료를 제공하거나 강의식 수업으로 진행된 것으로 나타났다. 둘째, 유아 다문화 교육프로그램의 효과검증과 관련해서 살펴본 결과, 사전-사후 실험설계를 활용한 연구가 절반이었고, 대부분의 연구들은 프로그램 실시 직후 사후검사를 실시하였으며, 프로그램의 효과를 유아의 다문화 지식 변화로 측정한 경우가 많은 것으로 나타났다. 또한 다수의 연구에서 측정도구의 신뢰도를 보고하였지만, 타당도의 보고는 하지 않은 것으로 나타났다.
        4.
        2016.10 KCI 등재 서비스 종료(열람 제한)
        It was conducted to provide a basis for the development of healing programs utilizing the existing infrastructure of the rural education farm in the process of looking for early application plan of ‘Agro-healing’. The purpose of operating the farm was in order production・ process・sales and education, and then, healing. The production・process・sales was the highest (p=0.000). All farms have had signs or bulletin board, parking. Gender-separated toilets, and basin was held 90% or more. The farm which was held cultivation facilities for disabled in wheelchair was found to be 9.6%. Regular employee was minimum 1 people including owner up to 10 people, an average of 3.7 people were working, a welfare horticultural therapist is the highest as a retain qualification. The purpose of operating program in the farm was education, it was the highest. The most utilizing resources were agricultural work for operation the programs (p=0.000). The program was developed by owner themselves in the most of farms. Regular employment was found to be 6.7%. The age of participant was in order elementary schoolchild and then toddlers. Group form of visiting was school unit or work unit mostly. Target who needed help appeared to alcohol drug addicts and then handicapped, the number of people of participating at the same time was minimum 10 to 100 people. 79% of respondents had the intend of introducing healing program and transition to healing farm. Subject who respondents wanted to access for the next healing program was elementary schoolchild. Number of participants which respondents wanted as a group was 15. Most general people wanted the emotional experience which stimulated the emotion and mood such as positive emotions, joy, and pride. If we introduce the program for healing utilizing the infrastructure of the rural education farm, it might contribute to explore new spaces for creative agriculture and the early settlement of ‘Agro-healing’.