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    교육방법으로서의 사전 찾기 게임 사례 연구 = A Case Study of Searching a Dictionary - Game as the Educational Methods

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    https://www.riss.kr/link?id=T11477780

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    This is the case study about the possibility of applying 'the searching a dictionary-game' as the education method to the classroom on the assumption that the results of the education are totally different according to the education methods.
    Even though there are many methods for students to learn new vocabularies or concepts, lots of teachers usually use the methods of emphasizing explanations or using multi-media. That makes me apply 'the searching a dictionary-game' as the new education method to students.
    This study is designed to research the case and analyze the effect about how to apply 'the searching a dictionary-game' that I have applied to the elementary school students for last 7 years during Korean, math, society and science class. This study is focused on 'the searching a dictionary-game' among many other education methods in order to find out how to lead students to learn about new vocabularies or concepts with fun and help students to memorize them for a long time during the main subjects such as Korean, math, society and science class. As a result, students can memorize new vocabularies or concepts for a long time with interest.
    Based on the 7-year- teaching experiences, the hypotheses of this study are as follows:
    First, 'the searching a dictionary-game' will arouse students' interests. One of the most important factors in students' learning is the 'interest'. A experiment is needed to prove the effect of 'the searching a dictionary-game' for students' motivations and interests.
    Second, the vocabularies and concepts that are learned by 'the searching a dictionary-game' will be memorized for a long time. Even though there are many methods for students to learn new vocabularies or concepts, we need to examine how useful and well-memorized the new vocabularies or concepts through 'the searching a dictionary-game'.
    In order to prove these hypotheses, this study is theoretically based on the pre-studies about the learning effects using dictionaries, introduces the case study that is about applying the searching a dictionary-game to Korean, math, society and science class , and seeks for the possibilities as the education methods.
    This study introduces the teaching methods based on the case study that is applying 'the searching a dictionary-game' to 35 students in an elementary school in Jeonju, and suggests the case lists per each subjects for useful applying to the other classrooms.
    This study has limitations of regions, ages, and objectivity, that is, this study is the case study to prove the useful possibility of 'the searching a dictionary-game' for learning new vocabularies or concepts as the education methods focusing on the case study, rather than experimental study through experiments focusing on proving the objectivity. But it is significant to suggest the possibility of good education methods for students' creative new vocabularies or concepts learning in the classroom.
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    This is the case study about the possibility of applying 'the searching a dictionary-game' as the education method to the classroom on the assumption that the results of the education are totally different according to the education methods. Even thou...

    This is the case study about the possibility of applying 'the searching a dictionary-game' as the education method to the classroom on the assumption that the results of the education are totally different according to the education methods.
    Even though there are many methods for students to learn new vocabularies or concepts, lots of teachers usually use the methods of emphasizing explanations or using multi-media. That makes me apply 'the searching a dictionary-game' as the new education method to students.
    This study is designed to research the case and analyze the effect about how to apply 'the searching a dictionary-game' that I have applied to the elementary school students for last 7 years during Korean, math, society and science class. This study is focused on 'the searching a dictionary-game' among many other education methods in order to find out how to lead students to learn about new vocabularies or concepts with fun and help students to memorize them for a long time during the main subjects such as Korean, math, society and science class. As a result, students can memorize new vocabularies or concepts for a long time with interest.
    Based on the 7-year- teaching experiences, the hypotheses of this study are as follows:
    First, 'the searching a dictionary-game' will arouse students' interests. One of the most important factors in students' learning is the 'interest'. A experiment is needed to prove the effect of 'the searching a dictionary-game' for students' motivations and interests.
    Second, the vocabularies and concepts that are learned by 'the searching a dictionary-game' will be memorized for a long time. Even though there are many methods for students to learn new vocabularies or concepts, we need to examine how useful and well-memorized the new vocabularies or concepts through 'the searching a dictionary-game'.
    In order to prove these hypotheses, this study is theoretically based on the pre-studies about the learning effects using dictionaries, introduces the case study that is about applying the searching a dictionary-game to Korean, math, society and science class , and seeks for the possibilities as the education methods.
    This study introduces the teaching methods based on the case study that is applying 'the searching a dictionary-game' to 35 students in an elementary school in Jeonju, and suggests the case lists per each subjects for useful applying to the other classrooms.
    This study has limitations of regions, ages, and objectivity, that is, this study is the case study to prove the useful possibility of 'the searching a dictionary-game' for learning new vocabularies or concepts as the education methods focusing on the case study, rather than experimental study through experiments focusing on proving the objectivity. But it is significant to suggest the possibility of good education methods for students' creative new vocabularies or concepts learning in the classroom.

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    목차 (Table of Contents)

    • 표목차 = ⅱ
    • 그림목차 = ⅱ
    • 부록목차 = ⅲ
    • ABSTRACT = ⅳ
    • Ⅰ. 서론 = 1
    • 표목차 = ⅱ
    • 그림목차 = ⅱ
    • 부록목차 = ⅲ
    • ABSTRACT = ⅳ
    • Ⅰ. 서론 = 1
    • A. 연구의 필요성 = 1
    • B. 연구 문제 = 3
    • C. 연구 방법 및 과정 = 4
    • D. 연구의 제한점 = 5
    • Ⅱ. 이론적 배경 = 6
    • Ⅲ. 사전 찾기 게임 수업 사례 = 11
    • A. 연구대상 = 11
    • B. 사전 찾기 게임 수업 사례 = 11
    • 1. 국어과 수업 사례 = 11
    • 2. 수학과 수업 사례 = 15
    • 3. 사회과 수업 사례 = 20
    • 4. 과학과 수업 사례 = 24
    • Ⅳ. 논의: 어휘 교육방법으로서의 사전 찾기 게임의 의의 = 29
    • Ⅴ. 결론 = 34
    • A. 요약 및 결론 = 34
    • B. 논의 및 제언 = 35
    • 참고문헌 = 36
    • 부록 = 38
    • 표 목차 = 13
    • <표 Ⅲ-1> 국어과 사전 찾기 게임의 예 = 13
    • <표 Ⅲ-2> 국어과 사전 찾기 게임의 학습지 = 14
    • <표 Ⅲ-3> 수학과 사전 찾기 게임의 예 = 18
    • <표 Ⅲ-4> 수학과 사전 찾기 게임의 학습지 = 19
    • <표 Ⅲ-5> 사회과 사전 찾기 게임의 예 = 22
    • <표 Ⅲ-6> 사회과 사전 찾기 게임의 학습지 = 23
    • <표 Ⅲ-7> 과학과 사전 찾기 게임의 예 = 26
    • <표 Ⅲ-8> 과학과 사전 찾기 게임의 학습지 = 27
    • <표 Ⅳ-1> 사전 설문조사 결과 = 30
    • <표 Ⅳ-2> 사후 설문조사 결과 = 32
    • 그림 목차 = 44
    • [그림 1] 6학년 1학기 국어 읽기 120쪽 = 44
    • [그림 2] 6학년 1학기 국어 읽기 121쪽 = 45
    • [그림 3] 6학년 1학기 국어 읽기 122쪽 = 46
    • [그림 4] 6학년 1학기 국어 읽기 123쪽 = 47
    • [그림 5] 6학년 1학기 국어 읽기 124쪽 = 48
    • [그림 6] 6학년 1학기 국어 읽기 126쪽 = 49
    • [그림 7] 6학년 1학기 수학 5쪽 = 50
    • [그림 8] 6학년 1학기 수학 10쪽 = 51
    • [그림 9] 6학년 2학기 사회 46쪽 = 52
    • [그림 10] 6학년 2학기 사회 48쪽 = 53
    • [그림 11] 6학년 2학기 사회 49쪽 = 54
    • [그림 12] 6학년 2학기 사회 52쪽 = 55
    • [그림 13] 6학년 2학기 사회 53쪽 = 56
    • [그림 14] 6학년 1학기 과학 39쪽 = 57
    • [그림 15] 6학년 1학기 과학 41쪽 = 58
    • [그림 16] 6학년 1학기 과학 42쪽 = 59
    • 부록 목차 = 38
    • 【부록 1】사전설문지 = 38
    • 【부록 2】사후설문지 = 41
    • 【부록 3】국어·수학·사회·과학 교과서 = 44
    • 【부록 4】사전·사후설문지 분석 차트 = 60
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