• Title/Summary/Keyword: 고차원 사고

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Evaluation of Generative AI's Understading of Hate Speech Using Appropriateness Conditions (적정성 조건을 활용한 생성 AI의 혐오 화행 이해 평가)

  • Kang Joeun;Kim Yujin;Kim Hansaem
    • Annual Conference on Human and Language Technology
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    • 2023.10a
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    • pp.95-100
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    • 2023
  • 끊임없이 재생산되는 혐오 표현의 정확한 탐지를 위해서는 혐오란 무엇인가에 대한 본질적인 이해가 필요하다. 본 연구에서는 화용론에서 사용되는 적정성 조건이라는 분석 틀을 활용하여 모델이 '혐오하기' 화행을 어떻게 인식하고 있는지 평가하고자 했다. 혐오 화행의 적정성 조건을 명제 내용 조건, 예비 조건, 성실성 조건, 본질 조건으로 나누어 분석하였으며, 이를 진위형, 연결형, 단답형, 논술형 문항으로 구성했다. 그 결과 모든 문항 유형에서 50점이 넘는 점수를 받았으나 비교적 고차원인 사고 능력을 측정하는 단답형과 논술형 문항 유형의 점수가 가장 낮게 나타났다.

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A Study on Middle School Students' Problem Solving Processes for Scientific Graph Construction (중학생의 과학 그래프 구성에 관한 문제 해결 과정 연구)

  • Lee, Jaewon;Park, Gayoung;Noh, Taehee
    • Journal of The Korean Association For Science Education
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    • v.39 no.5
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    • pp.655-668
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    • 2019
  • In this study, we investigated the middle school students' processes of scientific graph construction from the perspective of the problem solving process. Ten 9th graders participated in this study. They constructed a scientific graph based on pictorial data depicting precipitation reaction. The think-aloud method was used in order to investigate their thinking processes deeply. Their activities were videotaped, and semi-structured interviews were also conducted. The analysis of the results revealed that their processes of scientific graph construction could be classified into four types according to the problem solving strategy and the level of representations utilized. Students using the structural strategy succeeded in constructing scientific graph regardless of the level of representation utilized, by analyzing the data and identifying the trend based on the propositional knowledge about the target concept of the graph. Students of random strategy-higher order representation type were able to succeed in constructing scientific graph by systematically analyzing the characteristics of the data using various representations, and considering the meaning of the graph constructed in terms of the scientific context. On the other hand, students of random strategy-lower order representation type failed to construct correct scientific graph by constructing graph in a way of simply connecting points, and checking the processes of graph construction only without considering the scientific context. On the bases of the results, effective methods for improving students' ability to construct scientific graphs are discussed.

Development of Robot Contents for STEAM education (STEAM 교육을 위한 로봇 콘텐츠 개발)

  • Nam, Yun Jeong;Kim, Hee Sun
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.1
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    • pp.9-18
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    • 2015
  • Educational learning methods that take advantage of a robot provide opportunities for students to develop high dimensional thinking, a creative expression and discovery learning opportunity. It is also perceived as a suitable tool for STEAM systems which can be used in a variety of school curriculums. Therefore we designed and developed STEAM educational contents using robots in this study. This study analyze elementary text books and design the convergence contents from various subjects such as math, science, engineering and art through a robot. This study has developed educational materials by making a robot based on the designed contents. They have been applied to after school materials and then evaluated for comprehension, interest and participation. The results of this study have shown very encouraging evaluations from participating students. Accordingly, this study has shown that STEAM contents that take advantage of a robot have improved student participation, interests, and comprehension in the curriculums. Additionally, integrating STEAM educational content has proved more effective in contrast to being separated.

Mathematical Creativity in the View of General Creativity Theory (창의성 이론을 통해 본 수학 창의성)

  • Kim, Pan-Soo
    • Journal of Gifted/Talented Education
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    • v.18 no.3
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    • pp.465-496
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    • 2008
  • With leadership and speciality, creativity is cutting a fine figure among major values of human resource in 21C knowledge-based society. In the 7th school curriculum much emphasis is put on the importance of creativity by pursuing the image of human being based on creativity based on basic capabilities'. Also creativity is one of major factors of giftedness, and developing one's creativity is the core of the program for gifted education. Doing mathematics requires high order thinking and knowledgeable understandings. Thus mathematical creativity is used as a measure to test one's flexibility, and therefore it is the basic tool for creativity study. But theoretical study for mathematical creativity is not common. In this paper, we discuss mathematical creativity applied to 6 approaches suggested by Sternberg and Lubart in educational theory. That is, mystical approaches, pragmatical approaches, psycho-dynamic approaches, cognitive approaches, psychometric approaches and scio-personal approaches. This study expects to give useful tips for understanding mathematical creativity and understanding recent research results by reviewing various aspects of mathematical creativity.

Design of Embodiment-based Programming Education using Arduino for Middle School Students (중학생을 대상으로 한 아두이노를 활용한 체현 기반 프로그래밍 교육 설계)

  • Eom, Hyun-Young;Lee, Kang-Hee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.471-476
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    • 2020
  • We propose an practical embodiment-based programming training course for middle school students using Arduino and conduct survey before and after the curriculum. Arduino is an open source physical computing platform that integrates the IDE used in processing language. It is a low-cost, relatively simple I/O interface compared to other platforms, and because of its practical formability, it is educational material suitable for programming. Subsequent surveys will provide feedback on changes in cognition of programming needs and improvement in thinking skills. In this study, the program based on embody-based programming using Arduino was conducted for 8 weeks for each first grade, and 112 middle school students for two years from '16 to '17. Based on the theoretical and practical training, the training was based on the application of the ultrasonic sensor to the RC car and the preparation of the adduction quadrotor drone. The purpose of this study is to prove that the recognition, necessity, and programming education of middle school students are effective for the improvement of thinking ability through the program based on embody-based programming using Arduino.