목차
제1부 토의 ‧ 토론 수업의 이해편
제1장 토의 ‧ 토론이란 무엇인가? ·······························17
1. 토의 ‧ 토론의 개념 18
2. 토의 ‧ 토론의 역사 23
3. 토의 ‧ 토론의 요소 24
4. 토의 ‧ 토론 수업의 필요성 26
5. 토의 ‧ 토론 수업의 이점 35

제2장 수업방법의 분류에서 토의 ‧ 토론 수업의 위치 ··············39
1. 수업의 개념 40
2. 수업 방법의 분류 43
3. 토의 ‧ 토론 수업의 성격 45
4. 토의 ‧ 토론 수업의 분류 47

제3장 토의 ‧ 토론 수업의 적용 ································49
1. 토의 ‧ 토론 수업 적용 모델 50
2. 준비 51
3. 주제 부여 56
4. 교사와 토의 ‧ 토론자의 역할 57
5. 방법 적용 62
6. 평가 63

제4장 토의 ‧ 토론에서의 질문법 ·······························67
1. 입력(input)에서의 질문 70
2. 처리 과정(process)에서의 질문 71
3. 출력(output)에서의 질문 72
4. 초인지(meta cognition)에서의 질문 73

제5장 토의 ‧ 토론에서 나타나는 논리적 오류 ····················75

제2부 토의 ‧ 토론 수업의 실천편
제6장 모둠 세우기 ··········································85
1. 기질과 성격(TCI) 87
2. 다가오는 것들(Things to come) 91
3. 다중지능(multi intelligence) 94
4. 말풍선 넣기 101
5. 비빔밥 105
6. 사물 염탐 108
7. 생활사 111
8. 스눕(snoop) 114
9. 인사이드 아웃(inside out) 117
10. 조하리의 창(Johari’s Windows) 119
11. 진진가(TTF) 123
12. 창문 만들기 125
13. 코비 모형 127

제7장 아이디어 개발 ········································131
14. 결부법(synectics) 133
15. 기회의 원(circle of opportunity) 142
16. 나인 윈도(9 windows) 145
17. 둘 가고 둘 남기 149
18. 디즈니 창의성 전략(DCS) 153
19. 라디오 극장(radio theater) 156
20. 라운드 로빈(round robin) 159
21. 만다라트(mandal-art) 163
22. 모둠 문장 만들기(team sentences) 171
23. 반전법(reversal) 174
24. 버즈(buzz) 177
25. 브레인 라이팅(brain writing) 180
26. 브레인스토밍(brainstorming) 185
27. 속성열거법(attribute listing) 188
28. 스캠퍼(SCAMPER) 191
29. 용감하게 질문하기(BRAVELY-Q) 198
30. 육색생각모자(6 hats) 202
31. 텍스트 질문으로 읽기(Q-TARC) 205

제8장 학습과 발표 ·········································209
32. 가치수직선(value continuum) 211
33. 모둠 인터뷰(group interview) 216
34. 배심(panel) 218
35. 사다리(laddering) 221
36. 사모아(samoan circle) 228
37. 수레바퀴(wheel) 230
38. 시뮬레이션(simulation) 233
39. 신문활용교육(NIE) 238
40. 신호등(traffic light) 242
41. 어항(fish bowl) 244
42. 역할놀이(role play) 247
43. 영화 감상 251
44. 지그소(Jigsaw) 254
45. 질문연속체 259
46. 짝 토의 ‧ 토론(havruta) 263
47. 타블로(tableau) 267
48. 플레이스 메이트(place mate) 269
49. 회전목마(carrousel) 271
50. KT 분석 274

제9장 쟁점 분석 ···········································279
51. 가지치기(branch) 281
52. 가치 명료화(value clarification) 286
53. 가치 분석(value analysis) 290
54. 구름(cloud) 299
55. 도덕적 딜레마(moral dilemma) 302
56. 매트릭스 분석 305
57. 법리 모형(jurisprudential approach) 310
58. 생선뼈(fish bone) 314
59. 스와트(SWOT) 317
60. 왜 ‧ 왜-어떻게 ‧ 어떻게(why-why how-how) 321
61. 중요도 ‧ 만족도 분석(IPA) 324
62. 카노 모형(Kano model) 327
63. 평가 ‧ 토의 ‧ 평가(EDS) 332
64. 프로-콘(pro-con) 협동학습 335

제10장 협력적 의사결정 ·····································339
65. 만장일치(unanimity) 340
66. 복수선택 질적 의사결정 345
67. 불가사리 모형(starfish model) 350
68. 쌍 비교 분석(PCA) 353
69. 스탈(Stahl)의 에피소드 모형(episode model) 357
70. 역장분석(force field analysis) 363
71. 좋은 점 ‧ 나쁜 점 ‧ 흥미로운 점(PMI) 365
72. 죄수의 딜레마(prisoner''s dilemma) 370
73. 집단 탐구(GI) 374
74. 창의적 문제해결(CPS) 381
75. 피라미드(pyramid) 384

제11장 토론 시합과 논리력 ···································389
76. 링컨-더글러스(Lincoln-Douglas) 모형 390
77. 세다(CEDA) 393
78. 의회식 토론(parliamentary debate) 395
79. 전국 고등학생 바이오안전성-바이오산업 토론대회 397
80. 찬반대립토론(debate) 402
81. 칼 포퍼(Karl Popper) 모형 408
82. 툴민(Toulmin) 모형 411

제12장 프로젝트와 문제해결 ··································415
83. 디자인 사고(design thinking) 416
84. 목표 나무(target tree) 421
85. 문제 중심 학습(PBL) 424
86. 미래 문제해결 프로그램(FPSP) 428
87. 설계 중심 학습(DBL) 436
88. 탐구 공동체(community of inquiry) 441
89. 토마스-킬만 갈등 해결 모형 445
90. 6-루틴 모형 448
91. ADDIE 모형 452
92. BCG 분석 457

제13장 이미지 활용 의사소통 ·································461
93. 개념도(concept map) 463
94. 다트(DARTs) 467
95. 미디어 활용 교육(MIE) 470
96. 비주얼 씽킹(visual thinking) 474
97. 추론 레이어(layers of inference) 478
98. 카드 뉴스(card news) 481
99. 페임랩(FameLab) 484

참고문헌 ··················································488
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