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      • KCI등재

        컴퓨터 과학 교육을 위한 초등 퍼즐 기반 학습 프로그램 개발 및 적용

        오정 ( Jung Cheol Oh ),김재형 ( Jae Hyeong Kim ),김종훈 ( Jong Hoon Kim ) 한국컴퓨터교육학회 2014 컴퓨터교육학회 논문지 Vol.17 No.3

        21세기를 살아가는 현대인들에게 정보과학적 사고는 필수적으로 갖추어야 할 사고능력이다. 그러나 현행 정보교육과정 내에서 이러한 사고능력을 갖추기란 현실적으로 매우 어렵다. 이에 단편적이고 일률적인 프로그래밍 교육에서 벗어나 학습자의 정보과학적 사고능력을 신장시키고 컴퓨터 과학 원리를 쉽게 이해시키기 위하여 초등 퍼즐 기반 학습 프로그램을 개발하였다. 그리고 개발된 프로그램의 효과를 검증하기 위해 제주도내 초등학교 3∼6학년 학생 41명을 대상으로 35시간 동안 적용한 결과, 창의적 문제해결력과 정보과학적 문제해결력에 긍정적 변화를 가져오는 것을 확인하였다. 이에 본 논문에서는 교육프로그램의 설계와 그 효과를 검증하고 새로운 정보교육 형태로서 초등 퍼즐 기반 학습 프로그램을 제시하고자 한다. Developing computational thinking ability is crucial for those living in the 21st century. However, the current computational education system cannot satisfy this need. Current computational education tends to be limited to the teaching of the use of application programs or the teaching of the programming language. This is why the primary puzzle-based learning program was developed. This program promotes the development of the learner`s computational thinking ability and understanding of the principles of the computer science as opposed to the fragmented, uniform programing education. In order to prove the effectiveness of this newly developed program, a 35-hour study was conducted to 41 students from grade 3 to 6 classrooms in Jeju Province. It was proved that this program brings positive changes in creativie problem-solving ability and problem-solving abilities in computer science. This paper is to provide the ground for the development of an educational program and to prove the effectiveness of thereof, and finally introduce the Primary Puzzle-Based Learning Program as the alternative computational education.

      • KCI등재

        초등 예비교사를 대상으로 한 퍼즐 기반 컴퓨터과학 학습 내용 개발 및 적용

        오정,김종훈 한국정보교육학회 2014 정보교육학회논문지 Vol.18 No.3

        본 연구에서는 퍼즐 기반 학습의 교육적 동향과 국내외 연구 사례를 살펴보고 컴퓨터과학의 핵심 개념을 학 습 내용으로 하는 퍼즐 기반 학습 내용을 개발하였다. 그리고 이 퍼즐 기반 학습 내용을 예비초등교사 31명을 대상으로 4개월간, 총 32차시를 적용한 뒤 TTCT 언어 검사와 도형 검사를 실시하여 창의성 변화를 측정하였 다. 그 결과 언어 창의성의 두 가지 하위 요인과 언어 창의성 지수 및 도형 창의성의 세 가지 하위 요인과 도형 창의성 지수가 유의미하게 증진되었다. 이에 본 논문에서는 검증된 효과를 바탕으로 새로운 컴퓨터과학 교육 형 태로서 퍼즐 기반 학습 내용을 제시하고자 한다. In this study, we reviewed educational trend of Puzzle-Based Learning Contents and case studies at domestic and international, and have developed Puzzle-Based Learning Contents with the contents using fundamental concepts of computer science. Thirty one prospective elementary school teachers were applied to this contents, total thirty two sessions for four months, and Torrance Tests of Creative Thinking(TTCT) verbal and figural tests were performed to evaluate the changes in creativity. The result showed that there were significant improvements in two subscales of verbal creativity, verbal creativity index, and three subscales of figural creativity, figural creativity index. In this paper, on the basis of proven effectiveness, we introduce the Puzzle-Based Learning Contents as the alternative computer science education.

      • KCI등재

        컴퓨팅 사고력 신장을 위한 퍼즐 기반 컴퓨터과학 교육 프로그램의 효과 예측

        오정,김종훈 한국정보교육학회 2019 정보교육학회논문지 Vol.23 No.5

        The preceding study of this study developed puzzle-based computer science education programs to enhance the computational thinking of elementary school students over 1 to 3 times. The preceding study then applied such programs into the field, categorized the effects of education into CT creativity and CT cognitive ability to improve the education programs. Based on the results of these preceding studies, the hierarchical Bayesian inference modeling was performed using age and CT thinking ability as parameters. From the results, this study predicted the effectiveness of puzzle-based computer science education programs in middle and high schools and proposed major improvement areas and directions for puzzle-based computer science education programs that are to be deployed in the future throughout middle and high schools. 본 연구의 선행 연구에서는 1∼3차에 걸쳐 초등학생의 컴퓨팅 사고력 신장을 위한 퍼즐 기반 컴퓨터과학 교육 프로그램을 개발하여 현장에 투입하며 교육 효과를 CT창의성과 CT인지력으로 나눠 검증하고 교육 프로그램을 개선해왔다. 본 연구에서는 이러한 선행 연구 결과를 바탕으로 연령과 CT사고력 하위 요소를 매개 변수로 사용하여 계층적 베이지안 추론 모델링을 실시하였다. 그리고 그 결과를 바탕으로 중·고등학교에서 퍼즐 기반 컴퓨터과학 교육 프로그램의 효과를 예측하고 향후 투입할 중·고등학교의 퍼즐 기반 컴퓨터과학 교육 프로그램의 주요 개선 항목과 개선 방향을 제안하였다.

      • KCI등재

        2015 개정 교육과정 초등 실과 교과서 소프트웨어와 로봇 단원 발문 분석 및 CT마중발문 개발

        오정,진영지,김봉,김종훈 한국정보교육학회 2020 정보교육학회논문지 Vol.24 No.3

        2015 개정 교육과정 초등학교 6종 실과 교과서 소프트웨어 단원과 로봇 차시에 제시된 523개 발문 유형을 분석한 결과, SW 단원에서는 폐쇄적 발문이 77.1%, 개방적 발문이 22.9%로 나타났고 로봇 단원에서는 폐쇄적 발문이 74.8%, 개방적 발문이 25.2%로 나타났다. 폐쇄적 발문 중심인 SW 교과서 발문의 한계를 보완하고 교사 들이 교육 목적과 활동 내용에 따라 컴퓨팅 사고력 신장을 위한 다양한 컴퓨터 교육에 활용할 수 있는 CT마중 발문을 개발하였다. The results of the analysis of the 523 questions presented in the six textbooks and SW and robot units in the Blosser four-step classification categories are as follows. First, in the software unit, the analysis results showed that 77.1% were closed questions and 22.9% were open questions. Second, in the robot unit, the analysis results showed that 74.8% were closed questions and 25.2% were open questions. The CT Trigger Question was developed to overcome the limitations of the textbook questions, which were mainly closed questions, and to directly or indirectly induce computational thinking that teachers can utilize according to their educational content and activities.

      • Z시험에 의한 선회권의 작도법에 관한 연구

        오정 한국항해항만학회 1983 한국항해학회지 Vol.7 No.1

        A navigator on bridge needs to know every kinds of motion characteristics of his vessel at sea. Generally when a vessel is completely built, the shipyard makes turning circle diagrams from the results of turing circle tests made during the sea trials for the reference of the vessel's owner. But referring only the data of a turning circle diagram, an officer on bridge can not figure out his vessel's maneuvering characteristics sufficiently, So nowadays the shipyard often adds Z test to turning circle test for more detail references. In this paper the author made Z and turning circle tests at the rudder angles of 15 and and 35 degress separately and in each of the case made a turrning circle diagram from the results of the turning circle test and the esults numerically calculated from mathematical formula made on the base of the maneuvering indices got from the Z test and compared them each other for the purpose of finding the correlations between them. Followings are concluded from the results. An actual turning circle diagram and a calculated one from the results of the Z test at same rudder angle coincides each other well when the center of the calculated circle is transferred by 1.7B toward the direction of the initial turning perpendicularly to the original course and 0.5L toward the direction in parallel with original course in case of the rudder angle of 35 degrees and 1.2B and 0.3L toward each of the above mentioned directions in case of rudder angle of 15 degrees.

      • KCI등재후보

        크레용 피직스를 활용한 STEAM 교육 프로그램 개발 및 적용

        오정,김종훈 한국지식정보기술학회 2011 한국지식정보기술학회 논문지 Vol.6 No.6

        For this study, we researched recent trends of STEAM education from case studies documented in domestic and foreign papers. By doing so, we develop and apply the STEAM education program through the use of Crayon Physics. This program is designed for the 7th lesson ("A Serviceable Tool") of 6th graders' science in elementary school. As a result, the creativity index and positive attitude about science of the students who went through the researched program increased with meaningful difference compared to that of the sample population. Specifically, there was a sharp increase in originality and exquisiteness. Furthermore, positive responses increased in both the cognition and interests among affected regions related to science. The result of this study shows that the STEAM Education Program, using Crayon Physics, can improve creativity. And we can confirm that it brings positive changes for the Science-Related Affective Domains.

      • KCI등재

        초등학생의 컴퓨팅 사고력 신장을 위한 퍼즐 기반 컴퓨터과학 수업모형 및 프로그램 개발

        오정(Jung-Cheul OH),김종훈(Jonghoon KIM) 한국수산해양교육학회 2016 水産海洋敎育硏究 Vol.28 No.5

        The purpose of this study is to develop a Puzzle-Based Computer Science Instruction Model and Learning Program and to confirm the effects. To do so, we selected 2 classes with a similar level of pre-computational thinking in elementary schools in the Jeju Province. After that, from 2 classes, we designated the 5th grade students in ‘D’ elementary school as group A and designated students of the same grade in ‘J’ elementary school as group B. In a total of 28 sessions during an 18 week period, a Puzzle-Based Computer Science Learning Program was used with 31 students in group A, and the traditional computer science course was used with 25 students in group B. The results showed that there were significant improvements in computational thinking, which is computational cognition and its creativity, of the students in group A compared to students in group B. Also, this study proved that the Puzzle-Based program correlated with positive changes group A students’ Science-Related Affective Domain. In this paper, on the basis of proven effectiveness, we introduce the Puzzle-Based Computer Science Instruction Model and Learning Program as an alternative to traditional, computer science education.

      • KCI등재

        동종진피에 사람진피 섬유모세포와 각질세포를 적용한 인공피부의 실험적 제작

        오정,임영국,정재호 대한성형외과학회 2006 Archives of Plastic Surgery Vol.33 No.5

        Purpose: Large skin defect by various causes, should be covered by autologous skin graft. But, the donor site of autologous skin graft is limited and leaves permanent donor scar and contracture. There have been our trial to engineer artificial skin using allogenic dermis (AlloDerm) with basement membrane. Methods: Dermal and epidermal layer were separated by immersing in dipase solution for 30 minutes, and the separated layers were treated with 0.05% trypsin for 10 minutes. And then each layer was cultivated to fibroblasts and keratinocytes on a culture medium. Fibroblasts were first penetrated into basement membrane of allogenic dermis facing down, then allogenic dermis was flipped over to face up and keratinocytes were transplanted to allogenic dermis.Results: Observing artificial skin fabricated in vitro, we found following: 1) The artificial skin opened in air for 5 days formed epidermal layer. In dermal layer, fibroblast was distributed evenly among all. 2) The artificial skin opened in air for 30 days formed thicker and thicker, and it formed basement membrane, spinous and granular layers. PAS stain to confirm existence of basement membrane showed positive reaction. 3) Cytokeratin 10 stain to confirm the formation of epidermal layer showed positive reaction. 4) The formation of thick keratin, lamellar body and desmosome similar to human skin were observed in result of an electron micrograph.Conclusion: As a result of research, the structure seen in normal skin such as rete ridge, is found in reproduced artificial skin. This type of artificial skin can be used as a useful model for investigating skin disease and for clinical application also.

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