• Title/Summary/Keyword: 융합인재교육 프로그램개발

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The Effects of the STEAM Project-Based Learning on Students' Creative Problem Solving and Science Achievement in the Elementary Science Class (초등과학에서 융합인재교육 프로젝트 학습이 학생의 창의적 문제해결력 및 학업성취도에 미치는 효과)

  • Kim, Moon Gyeong;Choi, Sun Young
    • Journal of Science Education
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    • v.37 no.3
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    • pp.562-572
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    • 2013
  • The purpose of this study was to investigate the effects of a STEAM Project-Based Learning on the elementary students' creative problem solving, scientific achievement and class satisfaction in elementary science class. For this purpose, the STEAM based project learning for students was developed and applied. The subjects were fifth grade students at S elementary school in Incheon divided two groups : an experimental class comprising of 28 students and a comparative class of 27 students. The results of this study were as follows: First, the change in students' creative problem solving ability in the experimental group applying the STEAM Project-Based Learning has statistically meaningful difference (p<.01). Second, a scientific achievement in experimental group has statistically meaningful difference (p<.05). Third, students' satisfaction in the experimental group was 59.6% for this program. Therefore, the STEAM based project learning program applied to this study might be useful to improve the students' creative problem solving ability and achievement in science.

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Educational Information Capacity Reinforcement Program Based on ADDIE Instructional Design Model (ADDIE 교수설계모형 기반 교육용 정보역량강화 프로그램)

  • Kwak, Jae-hyo;Yu, Heonchang
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.143-146
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    • 2018
  • 최근 다양한 tv프로그램과 문화생활로 인하여 다양한 방면에서 역량을 지닌 '창의 융합형 인재'가 떠오르고 있다. 거기에다가 21세기 사회에 접어들면서 정보 기술의 관심도 높아지고 있으며, 2015 정보과 교육과정이 그 증거를 말해 주고 있다. 그리하여, 본 연구에서는 창의 및 융합형 인재를 양성하겠다는 목표를 달성하기 위하여 교육용 정보역량강화 프로그램을 개발하고자 한다. 여기서 사용하는 게임 엔진은 최근에 떠오르고 있는 '유니티'를 사용할 것이며, 교수설계모형의 기초인 ADDIE 교수설계모형을 적용하여 더욱더 효과적인 교육용 정보역량강화 프로그램을 제작하고자 한다.

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Analysis of the Effectiveness on Online Fusion Science Program in Undergraduate General Education for Students Majoring in Science and Engineering: Focus on the NOS and STEAM Literacy (대학 교양교과 온라인 융합과학 프로그램이 이공계열 학생에게 미치는 효과 분석: 과학의 본성(NOS) 및 융합인재소양(STEAM Literacy) 중심으로)

  • Yu, Jihye;Lee, Young Hee
    • Journal of Science Education
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    • v.43 no.2
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    • pp.207-226
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    • 2019
  • The purpose of this study is to investigate how fusion science program for undergraduate general education influences the understanding of Nature of Science (NOS) and STEAM Literacy of students majoring in science and engineering in college. The students participated in the pre/post NOS survey(Lee, 2013) and the STEAM literacy survey(Choi et al., 2013) in the program. The results of this study are as follows. First, the fusion program was effective in understanding the NOS because there is a statistically significant difference between the pre/post tests.(p < 0.01). Second, while there were no significant differences between genders, however, there is a significant difference in students' majors in NOS understanding(p < 0.05). Third, it showed that improvement in STEAM Literacy in Convergence and Creativity domains is significant(p < 0.01). By contrast, the Caring domain of STEAM Literacy was decreased statically significant(p < 0.01). In the end, there is no difference in STEAM Literacy between genders as well as among students' major(p < 0.05).

An Instructional Design of STEAM Programs using 3D Printer and Analysis of its Effectiveness and Satisfaction (3D 프린터를 활용한 융합인재교육 프로그램 개발 및 효과성과 만족도 분석)

  • Bae, Youngkwon;Park, Phanwoo;Moon, Gyo Sik;Yoo, Inhwan;Kim, Wooyeol;Lee, Hyonyong;Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.475-486
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    • 2017
  • The purpose of this study is to develop the STEAM program using 3D printer and to verify its effectiveness and students' satisfaction in order to draw implications and suggest the future directions. To design the alternative instructional framework utilizing the 3D printer, we used the learning standards of 'presenting the situation', 'creative design', and 'emotional experience' for the 3rd to 4th grade and 5th and 6th graders in elementary school. As a result of the experiment, statistically significant results were obtained about 'interest', 'care and communication', 'self-directed learning', 'career choice for science and engineering'. According to the students' satisfaction survey, students responded that they are interested in general, they can learn various subjects in relation to existing the regular classes, and that they have lots of making and experiencing activities.

Analysis on the Utilization of History of Science and STEAM and Elementary School Teachers' Perceptions about Design-based STEAM Instruction Applying the History of Science in Science Class (과학사와 융합인재교육의 적용 실태와 과학사를 활용한 설계 기반의 융합인재교육 수업에 대한 초등교사들의 인식)

  • Park, Sangwoo;Chung, Wonwoo;Park, Youngkwan
    • Journal of Science Education
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    • v.40 no.2
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    • pp.166-188
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    • 2016
  • The purpose of this study was to analyze the utilization of history of science and STEAM and the elementary school teachers' perceptions about design-based STEAM instruction applying the history of science in science class. To research the utilization of the history of science and STEAM in elementary science class, educational value of design-based STEAM instruction applying the history of science, the questionnaire was revised based on research conducted by Lee & Shin(2014), Park et al.(2010), Shin & Han(2011) and developed questionnaire a total of 20 questions. It was administered to reply the questionnaire to 201 teachers of elementary school in D and G area. The results of this study were as follows: elementary school teachers did not teach actively the history of science, made it read students by simply introducing himself. They did not teach actively STEAM due to not enough time(busy to take a magnitude). They were difficult to teach, but the most focused on the 'Creative Problem-solving' process. And elementary school teachers perceived positively about the educational value of design-based STEAM instruction applying the history of science. Especially, they perceived that it can help elementary school students find a hint for solving the problem through examples of cases of scientific principles and a scientist. In conclusion, it implicates that it is need to regard elementary school teachers' perceptions on application of the history of science and STEAM, and develop specific design-based STEAM program applying the history of science in order to be applied successfully in elementary school for the STEAM settlement.

Development and Effectiveness of Education Programs using STEAM-based Smart Apps that support Children's Free play (유아의 자유놀이를 지원하는 STEAM 기반 스마트 앱 활용 교육 프로그램 개발 및 효과)

  • Moon, Myunghwa
    • Journal of Convergence for Information Technology
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    • v.11 no.6
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    • pp.120-130
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    • 2021
  • This study was conducted for the purpose of developing an education program using smart apps that supports free play of children based on STEAM education and verifying its effectiveness. In order to achieve the purpose of the study, contents for using smart apps based on STEAM education for children's free play were derived through literature and data collection and field surveys in related fields, and a program was developed based on this. This program is a teaching strategy in which teachers and children interact at the start, middle, and end of free play using the 'Free Play' app installed on a smartphone. An experimental study was conducted to verify the effectiveness of the program using smart apps that support children's free play. As a result of the study, it was confirmed that the application of this program improves the self-regulation of children. This study is a teaching strategy to support both teachers and children during free play time, the core of early childhood education, and developed and applied the program with the idea of convergence of engineering and education, and hopes that it will be a starting point for revitalizing education using smart apps in the future education field.

Exploring the Perception of Integrated STEAM Secondary Teachers on Engineering Design (융합 인재 교육 경험을 가진 중등 과학 교사들의 공학적 설계에 대한 인식 탐색)

  • Choi, Yunhee
    • Journal of Science Education
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    • v.45 no.3
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    • pp.364-378
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    • 2021
  • This study explores the perception of Engineering Design of teachers who have long experience in the Integrated STEAM education. The teachers participating in this study were 12 elementary and secondary teachers with more than five years of experience in the Integrated STEAM Education. The study conducted semi-structured interviews. Interview questions focused on experiences of Integrated STEAM Education and recognition of Engineering Design, whether or not to reflect the curriculum of Engineering Design, and actual cases of Integrated STEAM Education with Engineering Design. As a result of this study, the teachers who participated in this study recognized that 'identification and coexistence of concepts for science, technology, and engineering' about Engineering Design, 'Creative design is possible when creativity is added to Engineering Design', 'Engineering Design is to analyze the economic feasibility and utility of the output created through the creative design process', 'Engineering Design is only for students who choose a career in science and engineering'. Based on this research, We need to establish and present correct concepts for science, technology, and engineering, and make an effort to include Engineering Design for solving scientific problems in the curriculum. In addition, we will have to develop and spread the Integrated STEAM Education program including Engineering Design and apply it in the field. Through this, we will have to find concrete action plans to improve the perception of science and engineering Integrated STEAM programs and Engineering Design among novice teachers and preservice teachers.

The Effects of Artificial Intelligence Convergence Education using Machine Learning Platform on STEAM Literacy and Learning Flow

  • Min, Seol-Ah;Jeon, In-Seong;Song, Ki-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.199-208
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    • 2021
  • In this paper, the effect of artificial intelligence convergence education program that provides STEAM education using machine learning platform on elementary school students' STEAM literacy and learning flow was analyzed. A homogeneous group of 44 elementary school 6th graders was divided into an experimental group and a control group. The control group received 10 lessons of general subject convergence class, and the experimental group received 10 lessons of STEAM-based artificial intelligence convergence education using Machine learning for Kids. To develop the artificial intelligence convergence education program, the goals, achievement standards, and content elements of the 2015 revised curriculum to select subjects and class contents is analyzed. As a result of the STEAM literacy test and the learning flow test, there was a significant difference between the experimental group and the control group. In particular, it can be confirmed that the coding environment in which the artificial intelligence function is expanded has a positive effect on learners' learning flow and STEAM literacy. Among the sub-elements of convergence talent literacy, significant differences were found in the areas of personal competence such as convergence and creativity. Among the sub-elements of learning flow, significant differences were found in the areas such as harmony of challenge and ability, clear goals, focus on tasks, and self-purposed experiences. If further expanded research is conducted in the future, it will be a basic research for more effective education for the future.

Development of Liberal Art and Natural Science Integration Computational Thinking Education Program Based on the IoT (IoT 기반의 문·이과 통합형 CT 교육 프로그램 개발)

  • Jeong, Sang-Mok;Shin, Soo-Bum;Yim, Taek-Kyun;Mun, Seong-Yun;Jeon, In-Seong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.255-262
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    • 2019
  • The informatics curriculum which was revised in 2015 presents the growth of creative and convergent talents as a main goal, and what is essential in the growth of creative and convergent talents is Computational Thinking(CT). In this study, in line with the goal of the growth of creative and convergent talents, the subject of IoT technology and liberal arts and natural sciences integration course was combined with the contents of informatics textbook, and the teaching-learning program was developed. In order to verify the effect of the developed teaching-learning program, the experimental research was conducted, and as a result of study, the mean of the experimental group was 10 points higher than that of the control group. Therefore, it could be known that there was an effect in the teaching-learning program suggested in this study. It is expected that the teaching-learning program suggested in this study can induce the learning motive and interest in SW education by directly implementing SW skill to the various fields of a real life through CT education based on Iot as well as a programing language, and improve convergent and scientific thinking through the experience of solving the problems which are blended with many subjects through liberal arts and natural sciences integration course, and designing them creatively.

Development of an Artificial Intelligence Integrated Korean Language Education Program

  • Dae-Sun Kim;Eun-Hee Goo
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.2
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    • pp.67-78
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    • 2024
  • Amidst the onset of the Fourth Industrial Revolution and the prominence of artificial intelligence, societal structures are undergoing significant changes. There is a heightened global interest in AI education for nurturing future talents. Consequently, this research aims to develop an AI-integrated Korean language curriculum for first-year high school students, utilizing the ADDIE model for instructional program development. To assess the program's effectiveness, pre-post assessments were conducted on future core competencies (Collaboration, Communication, Critical Thinking, Creativity) and knowledge information processing skills. The curriculum, spanning nine sessions and incorporating four small projects, sought to provide students with a new experience of AI-integrated Korean language education. As a result, students who participated in the program demonstrated improvement in future core competencies across all areas, and positive outcomes were observed in satisfaction levels and qualitative analysis. Through these findings, it is suggested that this program successfully integrates artificial intelligence into high school Korean language education, potentially contributing to the cultivation of future talents among students.