The study explored how two elementary school teachers perceived computational thinking, reflected them into curriculum revision, and taught them in the classroom during longitudinal professional developed program (PDP) for nine months. Computational thinking is a new direction in educational policy-making including science education; therefore we planned to investigate participating teachers' perception of computational thinking to provide their fundamental understandings. Nine meetings, lasting about two hours each, were held with the participating teachers and they developed 11 lesson plans for one unit each, as they formed new understandings about computational thinking. Data were collected through PDP program while two teachers started perceiving computational thinking, revising their curriculum, and implementing it into their class for nine months. The results were as follows; first, elementary school teachers' perception of computational thinking was that the definition of scientific literacy as the purpose of science education was extended, i.e., it refers to scientific literacy to prepare students to be creative problem solvers. Second, STEAM (science, technology, engineering, arts, and mathematics) lessons were divided into two stages; concept formation stage where scientific thinking is emphasized, and concept application, where computational thinking is emphasized. Thirdly, computational thinking is a cognitive thinking process, and ICT (informational and communications technology) is a functional tool. Fourth, computational thinking components appear repeatedly and may not be sequential. Finally, STEAM education can be improved by utilizing computational thinking. Based on this study, we imply that STEAM education can be activated by computational thinking when teachers are equipped with competencies of understanding and implementing computational thinking within the systematic PDPs, which is very essential for newly policies.
Park, Jihun;Jun, Jaekyoung;Lee, Sujin;Nam, Jeonghee
Journal of Korean Elementary Science Education
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v.41
no.4
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pp.642-657
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2022
This study aimed to investigate how elementary school students' science reading ability is influenced by collaborative problem-solving for competency instruction strategy using science reading text. This study recruited two groups of elementary students in fifth grade. The experimental group underwent an instruction strategy using science reading text, while the comparative group experienced a science class using a textbook. Afterward, data from the science reading ability tests, voice recordings of the discussion process involving each group, and class videos were collected and analyzed. The results showed that science classes that used collaborative problem-solving for their competency instruction strategy via science reading text were effective in enhancing elementary school students' science reading ability. Meanwhile, the science reading ability test results indicated that the experimental group had statistically higher total scores than the comparative group in the three subelements, especially "introspection and evaluation" and "integration and interpretation" owing to their significant improvement in high-level cognitive processes. In these classes, the students read the materials that the teacher provided, participated in the discussion based on what they have read, and had the chance to reflect on their reading processes. Overall, students' science reading ability was enhanced through this process.
In this study, the user experience was analyzed from the learner's point of view, focusing on the metaverse platform 'Spatial'. SUS(System Usability Scale) was used to evaluate the usability of the metaverse platform 'Spatial' in a college class, and the Magnitude estimation technique was used to evaluate the immersion and satisfaction with the class. In addition, a questionnaire survey was used to collect user experience opinions on the use of 'Spatial' as a teaching tool. Looking at the usability evaluation results of the 'Spatial' system, the students evaluated the usability, immersion, and satisfaction quite positively. Looking at the user experience of metaverse platform 'Spatial', it was found that students highly valued Metaverse as an educational tool that can provide a place for many people to gather and communicate even in a non-face-to-face space. Compared to other online platforms, metaverse has advantages in ease of use, interaction, immersion, and interest. In particular, in addition to keyboard, touch, and display, interaction using the five senses such as voice, motion, and gaze was recognized as a great advantage. On the other hand, it was found that high openness, freedom, and interest factors can both promote learning and inhibit learning. Nevertheless, it is judged that the metaverse platform 'Spatial' can be effectively applied in college classes because it enables various interactions between instructor and learner or between learner and learner.
Lee, Young Eun;Yoo, Se Jong;Lee, Jung Woo;Koh, Jeewon;Kim, Yookyung
Journal of Korean Home Economics Education Association
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v.34
no.2
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pp.59-75
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2022
The purpose of this study is to develop a sustainable dietary education program using garden vegetables for middle school students. Textbook analysis and demand survey were conducted before developing the program. Ten textbooks of technology and home economics for middle and high school students were analyzed and the results showed that none of the textbooks covered food gardening. Two hundred and six middle school students participated in the demand survey and the results revealed that students lack an understanding of food gardening despite high interest. Therefore, six sessions of a sustainable dietary education program using garden vegetables were developed based on a six-step DESIGN procedure. Then, the content validity of the program was evaluated by three experts and the program was revised based on the results. This dietary education program will lead students to live a sustainable diet, eventually benefiting the health and wellness of individuals, communities and ecosystems.
Purpose: This study examined the effect of VR safety education content quality on behavioral intention and collect operational opinions through interview. Method: Based on the survey data of 93 former and current officers, the hypothesis was verified. In addition, 15 fire safety experience centers were visited to conduct interview. Result: For the quality of VR safety education contents, immersion and convenience had a significant effect on usage satisfaction, recommendation intention, and field application intention. In addition, convenience and aesthetic experience had a significant effect on the educational effect, but immersion and diversity did not significant. In the interview, they suggested that VR education has high user satisfaction and good educational effects. The quality of content(particularly immersion and convenience) is an important factor in VR education. In the long-term persepective, it is necessary to prepare a standard teaching plan for each disaster, in addition, manpower, expertise, maintenance problems, and etc. Conclusion: Through these results, it was confirmed that VR experience content quality affects behavioral intention and educational effect and that efforts and investments to improve content quality are needed to enhance the effectiveness of VR experience education. And the contents derived from the interview will be helpful in the operation of an effective fire safety experience center.
Matrix theory is widely used not only in mathematics, natural sciences, and engineering, but also in social sciences and artificial intelligence. In the 2009 revised mathematics curriculum, matrices were removed from high school math education to reduce the burden on students, but in anticipation of the age of artificial intelligence, they will be reintegrated into the 2022 revised education curriculum. Therefore, there is a need to analyze the matrix content covered in other countries to suggest a meaningful direction for matrix education and to derive implications for textbook composition. In this study, we analyzed the German mathematics curriculum and standard education curriculum, as well as the matrix units in the German Hesse state mathematics curriculum and textbook, and identified the characteristics of their content elements and development methods. As a result of our analysis, it was found that the German textbooks cover matrices in three categories: matrices for solving linear equations, matrices for explaining linear transformations, and matrices for explaining transition processes. It was also found that the emphasis was on mathematical reasoning and modeling when learning matrices. Based on these findings, we suggest that if matrices are to be reintegrated into school mathematics, the curriculum should focus on deep conceptual understanding, mathematical reasoning, and mathematical modeling in textbook composition.
The value that students consider important in math learning may vary depending on the student's socio-cultural background and personal experience. Although socio-cultural backgrounds are very diverse, I considered overseas vs domestic Koreans, and secondary school levels as variables in terms of students' educational experiences. Overseas students had a lower perception of the value in mathematics than domestic students, especially about understanding mathematics knowledge and the value of the latest teaching and learning methods. Middle school students perceived the value of mathematics as an activity higher than that of high school students, and high school students perceived student agency as a higher value than middle school students. In addition, I considered meta-affect as one of the individual students' experiences, finally meta-affect was a variable that could explain value perception in math learning, and in particular, affective awareness of achievement, affective evaluation of value, and affective using were significant. From the results, I suggested that research on ways to improve the value and the meta-affect in math learning, test to measure the value of students in math learning, the expansion of research subjects to investigate the value in math learning, and a teacher who teaches overseas Koreans are needed.
The purpose of this study is to research the actual condition of on-line and off-line computer education in order to create more opportunities for the possibility of effective learning and u-Learning - based IT vocational education development of persons with hearing impairments. To carry out this study, we had a preliminary education of this study for a sign language interpreters who had working in a association of the deaf in Daegu, and had conducted a survey study participating for 100 persons with hearing impairments living in Daegu-Kyungbook Region. The results of this study were as follows: First, during on-line and offline education environment for persons with hearing impairments, factors such as teaching methods and contents, screen organization, learning effects, offering lecture material and subtitle, subtitle and sign language video of position and size, offering computer instructor who have a sign language interpreter with IT mentoring, on-line educational user environment setting must be considered factors for u-Learning - based IT vocational education development. Second, 74% of the subjects showed their interest in taking a course, after u-Learning contents are developed for persons with hearing impairments. Third, the subjects preferred IT device was a tablet PCs and IT certification related courses as their IT vocational education curriculum. Also, to link between professional training and job opportunity, subjects will need a IT vocational education courses such as computer intermediate and advanced levels.
This study conducts a comprehensive analysis of the curricular progression of the concepts and learning sequences of 'lines', specifically, 'line segments', 'straight lines', and 'rays', at the elementary school level. By examining mathematics curricula and textbooks, spanning from 2nd to 7th and 2007, 2009, 2015, and up to 2022 revised version, the study investigates the timing and methods of introducing these essential geometric concepts. It also explores the sequential delivery of instruction and the key focal points of pedagogy. Through the analysis of shifts in the timing and definitions, it becomes evident that these concepts of lines have predominantly been integrated as integral components of two-dimensional plane figures. This includes their role in defining the sides of polygons and the angles formed by lines. This perspective underscores the importance of providing ample opportunities for students to explore these basic geometric entities. Furthermore, the definitions of line segments, straight lines, and rays, their interrelations with points, and the relationships established between different types of lines significantly influence the development of these core concepts. Lastly, the study emphasizes the significance of introducing fundamental mathematical concepts, such as the notion of straight lines as the shortest distance in line segments and the concept of lines extending infinitely (infiniteness) in straight lines and rays. These ideas serve as foundational elements of mathematical thinking, emphasizing the necessity for students to grasp concretely these concepts through visualization and experiences in their daily surroundings. This progression aligns with a shift towards the comprehension of Euclidean geometry. This research suggests a comprehensive reassessment of how line concepts are introduced and taught, with a particular focus on connecting real-life exploratory experiences to the foundational principles of geometry, thereby enhancing the quality of mathematics education.
The Journal of the Convergence on Culture Technology
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v.9
no.6
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pp.525-530
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2023
Digital drawing subjects require the subdivision of evaluation elements and the graduality of evaluation according to the recent movement of the innovative curriculum. The purpose of this paper is to present the criteria for evaluating the drawing and to propose it as a rubric evaluation. In the text, criteria for beginner evaluation were technical skills such as the accuracy and consistency of the line, the ratio and balance of the picture, and the ability to effectively utilize various brushes and tools at the intermediate levels. In the advanced evaluation section, it is a part of a new perspective or originality centered on creativity and originality, and a unique perspective or interpretation of a given subject. In addition, as an understanding of design principles, the evaluation of completeness was derived focusing on the ability to actively utilize various functions of digital drawing software through design principles such as placement, color, and shape. The importance of introducing rubric evaluation is to allow instructors to make objective and consistent evaluations, and the key to research in rubric evaluation in these art subjects is to help learners clearly grasp their strengths and weaknesses, and learners can identify what needs to be improved and develop better drawing skills accordingly through feedback on each item.
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