• Title/Summary/Keyword: 메이커수업

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Application of design thinking-based maker education program for elementary school students' software education (초등학생의 소프트웨어교육을 위한 디자인사고 기반 메이커교육 프로그램 적용)

  • Lee, Saet-Byeol;Lee, Seung-Chul;Kim, Tae-Young
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.129-132
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    • 2018
  • 미래사회가 요구하는 창의융합형 인재 육성을 위한 기초소양 함양을 위해 소프트웨어 교육이 의무화되는 등 컴퓨팅 사고력과 지능정보사회에 필요한 핵심역량인 협력적 문제해결력의 향상을 위한 소프트웨어 교육에서의 교수 학습 방법이 강조되고 있다. 이에 따라 본 연구에서는 감성적 사고와 창의적 사고력의 균형을 추구하는 디자인 사고와 실생활 맥락적 문제를 해결하는 메이커 활동을 결합한 디자인 사고 기반 메이커교육을 소프트웨어 교육에 적용하여 초등학생의 협력적 문제해결력에 미치는 영향을 검증하고자 한다. 이를 통하여 디자인 사고기반 메이커 교육의 학습효과를 밝히고, 초등학교 수업에서 다른 교과목과 융합한 소프트웨어 교육의 적용방법에 대한 시사점을 제공하고자 한다.

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Development of a Model of Maker Education Utilizing Design Thinking : Based on the Complementary Features (디자인 사고 기반 메이커 교육 모형 개발: 상호보완적 특성을 바탕으로)

  • Yoon, Hyea Jin;Kang, Inae
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.707-722
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    • 2021
  • The need for Maker Education has received attention as an educational environment for cultivating the active and creative ability that can solve new problems in this era, and it is applied in various educational fields. Many of them use Design Thinking as a stage of maker activities. However, the educational value of each concept has not been magnified, since maker programs are designed by simply borrowing steps without considering the similar but different features of them. Therefore, this study developed a model of Maker Education utilizing Design Thinking based on complementary relationships. To this end, formative research methodology was conducted by the following procedures, developing a draft, conducting a formative evaluation, and completing the final model. As a result, the stages of Maker Education were visualized and detailed activities and instructing strategies in each step by reflecting the features of Maker Education, the autonomy of the learner and producing visible outputs using various tools and materials, and Design Thinking, the specific process of solving problems and enabling social participation.

Exploring the Ways to Use Maker Education in School (학교 교육 활용을 위한 메이커 교육 구성 요소 탐색)

  • Kwon, Yoojin;Lee, Youngtae;Lim, Yunjin;Park, Youngsu;Lee, Eunkyung;Park, Seongseog
    • Journal of Korean Home Economics Education Association
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    • v.32 no.4
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    • pp.19-30
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    • 2020
  • Maker education started on the basis of the maker movement in which makers gathered in makerspace share their activities and experiences, and the educational value pursued in maker education is based on the constructivist paradigm. The purpose of this study is to present maker education components to be used in school education, focus on the characteristics and educational values of maker education, and explore ways to use them. To this end, this study explored the theoretical grounds to re-conceptualize maker education, drew statements based on in-depth interview data of teachers conducting maker education classes, and reviewed its validity through experts. Based on these statements, by deriving the components for the use of maker education, the direction of maker education in school education was set, and an example framework that could be used in subject class and creative experiential learning was proposed. Research shows that in maker education, makers cooperate to carry out activities, share ideas with others and try to improve them, and include self-direction such as learning, tinkering, design thinking, sharing and reflection. can see. In addition, maker education emphasizes experiential learning that can solve real problems that students face, rather than confining specific activities to student choices as needed. It emphasizes the learner's course of action rather than the outcome of the activity, tolerates the learner's failure, and emphasizes the role of the teacher as a facilitator to promote re-challenge. In the future, it can be used in various ways in each subject (curriculum expert, teaching/learning expert, elementary and middle school teachers, parents, local educators, etc.) and school activities, and it will contribute to setting future research directions as a basic research for school maker education.

Development and Evaluation of the Education for Sustainable Development(ESD) Program on Clothing Life Area for Cultivating "Change-maker" Characteristics of the Middle School Students (체인지메이커(Change-maker) 자질 함양을 위한 중학교 의생활 지속가능발전교육(ESD) 프로그램 개발 및 평가)

  • Lim, Yoon-Ji;Shim, Huen-Sup
    • Journal of Korean Home Economics Education Association
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    • v.34 no.3
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    • pp.67-83
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    • 2022
  • This study was designed to develop a sustainable clothing life education program for middle school students and to analyze the effects of the developed program on the "Change-maker" characteristics of adolescents. This study proceeded following the ADDIE teaching design model. The learning activities in the middle school Technology and Home Economics textbooks were analyzed according to the steps of the Change-maker education program. Based on the analyzed results, the sustainable clothing life education program entitled 'Clothes for us, actions for the earth' which includes ten teaching and learning process plans, 17 individual learning activity sheets, and seven group learning activity sheets was developed. The developed program was implemented on 285 first-year students in K middle School in Ulsan. After the class, the level of Change-maker characteristics of the students increased from 3.87(SD=.54) to 4.59(SD=.64). From the interviews of the students, it was also found that the developed program influenced the values and behaviors of the students. Therefore it was confirmed that the Education for Sustainable Development(ESD) program on clothing life in middle school Home Economics developed based on the Change-maker education program stage was effective in cultivating the Change-maker characteristics of adolescents.

Predicting the Effect of Fusion of Artificial Intelligence Education and Maker Education Using System Dynamics (시스템 사고를 활용한 인공지능 교육과 메이커 교육 융합 효과성 예측)

  • Yang, Hwan-Geun;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.117-120
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    • 2020
  • 본 논문은 인공지능 메이커 교육과 관련한 요소를 논문 네트워크 키워드 분석과 다양한 빅데이터를 종합하여 핵심용어를 선정 후 인공지능 메이커 교육을 시스템 다이내믹스의 Vensim프로그램으로 인과지도(Casual Loop Diagramming)를 구조분석(모델의 구조)하여 예측 결과를 토대로 향후 미래 상황 추출 및 정책 결정 연구에 영향을 기여한다. 연구 결과 인공지능 교육 정책은 추후 인공지능 교육과 메이커 교육을 융합한 교육 관련 산업이 증대할 것으로 예측되며 교육 경쟁력 향상과 창의적 인재 양성, OTT를 이용한 인공지능 교육 콘텐츠 향상으로 학습에 활용성이 증대하게 된다. 또한 인공지능 교육 정책은 프로그래밍 교육으로 연결되어 성장기 학습자들의 사고력과 정서 발달에 도움 되며 다양한 교재 및 기기 등장으로 인한 학습에 다양성 역시 증가할 것으로 예측된다. 학교 차원에서는 교수·연구 지원 활동이 증가하여 수업 전문성을 가진 교사가 늘어나 학교 교육의 질은 확대되고 학부모는 인공지능 교육 정책에 긍정적으로 된다. 시스템 다이내믹스는 구조가 형태를 결정짓는다는 세계관에 기초하여 피드백 루프와 동태적 형태 유형을 파악하며 다양한 가능성이 존재하게 된다. 이는 추후 다양한 연구를 통해 인공지능 교육 정책 인과지도의 확대로 연결될 수 있음을 암시하며 본 논문을 통해 인공지능 교육 연구 확산에 시발점이 되었으면 한다.

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Effectiveness Analysis of AI Maker Coding Education (AI 메이커 코딩 교육의 효과성 분석)

  • Lee, Jaeho;Kim, Daehyun;Lee, Seunghun
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.77-84
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    • 2021
  • The purpose of this study is to propose AI maker coding education as a way to improve computational thinking(CT), which is an essential competence for problem-solving capability in modern society, and to analyze the effectiveness of this education on improving CT in elementary school students. For the research, 5 students from 4th graders and 5 students from 6th graders were recruited, and AI maker coding education was planned in 8 sessions to form classes from basic block coding and maker education to real-life problem solving. To analyze the effectiveness of AI maker coding education, pre- and post-CT examinations were performed. The test results confirmed that AI maker coding education had a significant effect on "abstraction", "algorithm", and "data processing" in the five CT components, and confirmed that there was no correlation in "problem resolution" and "automation". Overall, the average score of all students increased, and the deviation between students decreased, confirming that AI maker coding education was effective in improving CT.

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A Case Study on the Growth of Learners through the Changemaker TEMPS Program (체인지메이커(Changemaker) TEMPS 프로그램을 통한 학습자의 성장에 대한 사례연구)

  • Kim, Nam Eun;Heo, Young Sun
    • Journal of Korean Home Economics Education Association
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    • v.31 no.3
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    • pp.91-116
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    • 2019
  • The purpose of this study is to examine the meaning of Changemaker education and to investigate the significance of Changemaker education in home economics education through a study of growth of learners applying the TEMPS program. To this end, first, the concept of Changemaker education was defined. Changemaker education is an education that changes society in a positive direction through a process of thinking about, learning about, making, and participating(playing) in various problems that we face in real life and drawing out solutions and share he solutions with others. Second, in this reasearch, the direction of Changemaker education is to make them interested in social problems and solve it and to make both the family and the career life happy and healthy by collaborating with other people. The scope of the contents is defined as "the selection of the content elements of the five domains of the child family, diet nutrition, clothing, housing and consumer life". As a way of teaching, we suggested that the TEMPS phase is followed so that the session purpose is achieved. Third, the Changemaker program consists of five steps of TEMPS among the five key ideas of Changemaker education. T(Thinking) is the step of understanding the problem and thinking about how to solve it, and E(Education) is getting the background for the next step. M(Making) is a step to create a target for problem solving, and P(Participation) and P(Play) are steps to Participation and enjoy. S(Share) is a step of changing the society through the result display, SNS sharing, and class presentation. In this study, 12 programs for middle school and 15 programs for high school were developed on the basis of TEMPS level. Each of the programs consists of 2 to 12 unit hours, which add up to 68 hours in the middle school program and 68 in high school. The learners who participated in the Changemaker program for one year (March 2, 2018~December 31, 2018) will experience improvement in many aspects including the linkage of life and education, practical ability, self-directed learning, self-esteem, sense of achievement and self-reflection, sensory observation, and so on.

An analysis of students' online class preference depending on the gender and levels of school using Apriori Algorithm (Apriori 알고리즘을 활용한 학습자의 성별과 학교급에 따른 온라인 수업 유형 선호도 분석)

  • Kim, Jinhee;Hwang, Doohee;Lee, Sang-Soog
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.33-39
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    • 2022
  • This study aims to investigate the online class preference depending on students' gender and school level. To achieve this aim, the study conducted a survey on 4,803 elementary, middle, and high school students in 17 regions nationwide. The valid data of 4,524 were then analyzed using the Apriori algorithm to discern the associated patterns of the online class preference corresponding to their gender and school level. As a result, a total of 16 rules, including 7 from elementary school students, 4 from middle school students, and 5 from high school students were derived. To be specific, elementary school male students preferred software-based classes whereas elementary female students preferred maker-based classes. In the case of middle school, both male and female students preferred virtual experience-based classes. On the other hand, high school students had a higher preference for subject-specific lecture-based classes. The study findings can serve as empirical evidence for explaining the needs of online classes perceived by K-12 students. In addition, this study can be used as basic research to present and suggest areas of improvement for diversifying online classes. Future studies can further conduct in-depth analysis on the development of various online class activities and models, the design of online class platforms, and the female students' career motivation in the field of science and technology.

Exploring the Design of Artificial Intelligence Convergence Liberal Arts Curriculum Based on Flipped Learning and Maker Education: Focusing on Learner Needs Assessment (플립 러닝과 메이커 교육 기반 인공지능 융합교양교과목 설계 방향 탐색 : 학습자 요구 분석을 중심으로)

  • Kim, Sung-ae
    • Journal of Practical Engineering Education
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    • v.13 no.2
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    • pp.221-232
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    • 2021
  • The purpose of this study is to explore the design direction of artificial intelligence convergence liberal arts subjects based on flip learning and maker education through analysis of learner needs in a non-face-to-face classroom environment caused by COVID-19. To this end, we analyzed the priorities of subject content elements by using the Borich needs assessment and The Locus for Focus model along with students' perceptions of flip learning for students who took and did not take maker education-based liberal arts courses. Based on this, it was used as basic data for designing the curriculum. The study results are as follows. First, the content elements of the artificial intelligence liberal arts curriculum based on maker education consisted of a total of 9 areas and were designed as a class using flip learning. Second, the areas with the highest demand for education are 'Artificial Intelligence Theory', 'Artificial Intelligence Programming Practice', 'Physical Computing Theory', 'Physical Computing Practice', followed by 'Convergence Project', '3D Printing Theory', '3D Printing practice' was decided. Third, most of the questionnaires regarding the application of flip learning in maker education-based artificial intelligence liberal arts subjects showed positive responses regardless of whether they took the course, and the satisfaction of the students was very high. Based on this, an artificial intelligence-based convergence liberal arts curriculum using flip learning and maker education was designed. This is meaningful in that it provides an opportunity to cultivate artificial intelligence literacy for college students by preparing the foundation for artificial intelligence convergence education in liberal arts education by reflecting the needs of students.

An analysis of the Impact of AI Maker Coding Education on Improving Computing Thinking (AI 메이커 코딩 교육이 컴퓨팅 사고력 향상에 미치는 영향 분석)

  • Lee, Jaeho;Kim, Daehyun;Lee, Seunghun
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.779-790
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    • 2021
  • This study analyzed the effect of AI maker coding education on improving students' computational thinking. The subjects of the study were 10 students at H Elementary School in Ansan, and a total of 8 AI maker coding education using the Instructional Model for Maker Education based on SW Coding was applied to students to find out the degree of improvement of computational thinking. Students who participated in the class performed a process of solving real-life problems through coding and making activities, measured the degree of improvement in computing thinking before and after education through a computing thinking test paper, and observed students' thinking processes related to computing thinking components through interviews. As a result, it was confirmed that the average score of all students' computational thinking skills was improved, and the deviation of scores between students decreased. Through the interview, it was found that students actively utilize their thinking skills related to computational thinking skills in the problem-solving process. Through this, it was confirmed that AI maker coding education can have a positive effect on improving students' computing thinking skills.