• Title/Summary/Keyword: 융합교육

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Computational Thinking Teaching Model Design for Activating IT Convergence Education (IT 융합교육 활성화를 위한 Computational Thinking 수업 모형 설계)

  • Son, Young-Su;Lee, Kwang-Jae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.5
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    • pp.511-522
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    • 2016
  • Breaking down the boundaries between recent study has emerged as a key issue of convergence education to create new knowledge. The core of IT Convergence Education is being made through educational SW, SW purpose of education has been focused on improving the CT(: Computational Thinking). The purpose of this paper is to design a CT teaching model for activating IT Convergence Education. In this study, we designed a CT Curriculum focusing on algorithm and program for the purpose of enhancing non-majors learner's CT ability and software adaptability and being utilized in the majors. It is expected to be utilized to design a CT teaching methods and curriculum in University.

Research on development of operation manual for AI convergence education competency strengthening project (AI 융합교육 역량강화 지원사업 운영 매뉴얼 개발 연구)

  • Park, Juhyoung;Cha, Sunghyun;Jung, sungsoo;Lee, Sangshin
    • 한국정보교육학회:학술대회논문집
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    • pp.425-431
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    • 2021
  • In this study, in order to develop a manual for the AI convergence education competency strengthening project, project personnel were interviewed and an overall analysis of the business process was made. As a result of analysis, the manual includes methods to solve problems currently being raised in the field such as recruitment of graduate students, education program management, academic registration management, and budget management. In order to increase the continuity and efficiency of the project, it is necessary to build an administrative management site that provides information on the overall project, to strengthen publicity for general teachers about AI convergence education, and meet the educational needs and level of enrolled students.

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A Study of Case Studies on Craft and Design Convergence Education Programs -Focus on Kookmin University 「TeamTeam Class」 Curriculums- (디자인·공예 융합 교육 프로그램 사례연구 -국민대학교 「팀팀Class」를 중심으로-)

  • Park, Jung-won
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.327-335
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    • 2021
  • The tendency of the current times require education to focus on convergence, and the same applies to the essence of ceramics and design base imagination and creativity. For effective integration, a wide range of experimentations is required both in terms of academic and methodic approaches. This study analyzes the [TeamTeam Class] curriculum, converging ceramics with design initiated in the second semester (autumn semester) of 2020. Through reference materials on ceramics and design convergence education, it was possible to classify the following 5 categories: Subject, Method, Management, space and communication. The aim of the study is to find resolutions to overcome existing issues and problems in search of more effective methods. Although this study is based on convergence education, [TeamTeam Class] at Kookmin University, I hope to extend it further to also consider education after COVID-19.

Imagining through webtoon: Webtoon-focused convergence education project in middle school (웹툰으로 상상하기: 중학교 웹툰 중심의 융합교육 프로젝트)

  • Park, Yoo-shin;Yim, Se-hee;Jeong, Hyeon-Seon
    • Cartoon and Animation Studies
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    • pp.451-477
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    • 2016
  • The changes in media environments have impacted on the ways in which knowledges are formed and transmitted and therefore the relevance of the traditional school subjects have been increasingly questioned. In this context, the discourses of the reformation of the 21st century schooling have focused on convergence education and media literacy education. Therefore, it is worth paying attention to the fact that the practices of transdisciplinary integrated curriculum focusing on digital media content are grown voluntarily in schools. This research is a case study of a convergence educational project that was initiated by a middle school teacher who designed and implemented a unique program of the transdisciplinary class of Korean focusing on reading webtoons with the linked program of a 'Book Club Activity' that was a part of 'Creative Experiential Activitites'. Based on the analysis of the documents, participatory observation of a main event and the interview with the teacher, this article discusses how the webtoon-focused convergence education project might have achieved meaningful connections between a subject-focused learning and a creative experiences-focused learning; between in and out of school learning spaces; between the real and imaginative worlds; and between the boundaries of the popular culture and the arts. The main finding of the research can be summarized as follows: Firstly, webtoon as the subject of the study can be an effective medium of transdisciplinary integrated curriculum. Secondly, the convergence project based on webtoons can create meaningful learning spaces in and out of school environments in terms of creating more learner-participatory learning culture as well as connecting students' everyday lives, popular arts and their learning about culture. Another important finding of this research is the rediscovery of the teacher's role in terms of mediating the voices of students as readers in the process of constructing and implementing the integrated curriculum.

The Effect of the Integrative Education Using a 3D Printer on the Computational Thinking Ability of Elementary School Students (3D프린터를 활용한 융합교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Lim, Donghun;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.469-480
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    • 2019
  • One of the goals of the new 2015 revised curriculum is to cultivate the creativity of students who will live in the era of the Fourth Industrial Revolution to create new things through diverse ideas and challenges based on basic learning skills. Accordingly, in order to solve the given problems rationally, the convergence problem solving ability that can process and utilize various areas of knowledge and information is becoming important. Therefore, in this study, we designed the integrative education using a 3D printer based on Tinkercad modeling and applied it to the class to investigate the effect on the improvement of computing thinking ability of elementary school students. To verify the contents of the study, two classes of 25 sixth-grade elementary school students were divided into an experimental group and a controlled group. For the experimental group, 12 classes of convergence education programs using a 3D printer were applied for about three months, and the same amount of general curriculum was conducted for the control group. After that, the t-tests were carried out using the pre-post test to measure the effectiveness of the computational thinking ability. After the application of the program, the experimental group showed statistically significant improvement in computational thinking ability, but the controlled group showed no statistically significant difference. The results show that convergence education using the Tinkercad modeling-based 3D printer has a positive effect on the improvement of computing thinking ability of elementary school students.

A Study on the Development of High School Convergence-Education Model and Program (고등학교 융합 교육 모형 및 프로그램 개발에 관한 연구)

  • Bae, Sang-Yong;Yun, Ju-Ho;Ryu, Dae-Hyun;Shin, Seung-Jung
    • Proceedings of the Korea Information Processing Society Conference
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    • pp.1046-1047
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    • 2012
  • 산업화 시대에서 지식정보화 사회로, 현재는 융합 사회로 진화되고 있다. 하지만 교육은 현재의 사회를 반영하지 못하고 아직도 단일 교과 중심의 교육이 이루어 지고 있다. 이에 고등학교 교육에 융합교육 모형을 개발하고자 한다.

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The Development of Creative Robot for Convergence Education in the Fourth Industrial Revolution (4차산업혁명에서의 융합교육을 위한 창의로봇개)

  • Yu, Su-Hong;An, Jong-Min;Kim, Woo-Rim;Lee, Jun Pyo
    • Proceedings of the Korean Society of Computer Information Conference
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    • pp.347-348
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    • 2018
  • 4차 산업혁명시대가 도래함에 따라 대학에서의 창의력과 융합력 기반의 교육과정이 첨차 중요시 되고 있다. 이에 본 논문에서는 개발에 소요되는 시간이 짧고 비 공학 전공자도 쉽게 개발 가능한 동시에 창의성과 독창성을 갖춘 자율 로봇의 제작 과정을 제안한다. 제작되는 로봇에는 초음파 센서(ultrasonic sensor), 컬러센서(color sensor), 미디엄 모터(medium motor), 그리고 이를 동작하기 위한 그래픽 기반의 프로그램이 하나로 융합되어 최종 결과를 도출하고 제시되는 다양한 임무를 적절히 수행하는 것을 보인다.

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