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자료유형
학술저널
저자정보
저널정보
한국생물교육학회 생물교육 생물교육 제43권 제4호
발행연도
2015.1
수록면
412 - 422 (11page)

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The purpose of this study was to investigate the effect of science museum education programs based on 'Play-Learning Model in Science Museum'. The programs were divided into 'concept type program' which focuses on science conceptual understanding and 'multidisciplinary type program' which focuses on creative thinking with converging science, mathematics, art, and humanities. As 'concept type program', 'Darwin 1859' and 'Investigating animals' were developed. The former includes the concept of evolution and the latter includes that of animal classification. Both programs include a competition as play and exploring the fossils or specimen. As 'Multidisciplinary type program', 'Living organisms in old paintings' and 'Mathematics inside nature' were developed. The former includes exploring Joseon Dynasty paintings and the students participate in the auction that is combined the competition and simulation. The latter includes exploring fossils, beehives and 'the Mona Lisa' paintings, and the students are playing the board game that is combined the competition, simulation, and chance. The programs were applied to 82 middle school students by one group pretest-posttest design. The result is as follows. The students have improved on conceptual understanding and creative thinking in terms of the cognitive domain, and on interests, motivation, teamwork and friendship in terms of the affective domain. The students were interested in the play such as competition, auction, and board game. The scaffolding and the interaction in small group were implemented actively. And they shared the knowledge and information by interaction in small group and resolved the problem through discussion and agreement in the small group. The science museum education is implemented in a variety of forms. So the development of various programs are needed.

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